diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Prioritizer.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Prioritizer.cs | 34 |
1 files changed, 30 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index e3ed905..a7637c0 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs | |||
@@ -119,16 +119,40 @@ namespace OpenSim.Region.Framework.Scenes | |||
119 | 119 | ||
120 | private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity) | 120 | private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity) |
121 | { | 121 | { |
122 | return 1; | 122 | // And anything attached to this avatar gets top priority as well |
123 | if (entity is SceneObjectPart) | ||
124 | { | ||
125 | SceneObjectPart sop = (SceneObjectPart)entity; | ||
126 | if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.RootPart.AttachedAvatar) | ||
127 | return 1; | ||
128 | } | ||
129 | |||
130 | return PriorityQueue.NumberOfImmediateQueues; // first queue past the immediate queues | ||
123 | } | 131 | } |
124 | 132 | ||
125 | private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity) | 133 | private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity) |
126 | { | 134 | { |
135 | // And anything attached to this avatar gets top priority as well | ||
136 | if (entity is SceneObjectPart) | ||
137 | { | ||
138 | SceneObjectPart sop = (SceneObjectPart)entity; | ||
139 | if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.RootPart.AttachedAvatar) | ||
140 | return 1; | ||
141 | } | ||
142 | |||
127 | return ComputeDistancePriority(client,entity,false); | 143 | return ComputeDistancePriority(client,entity,false); |
128 | } | 144 | } |
129 | 145 | ||
130 | private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) | 146 | private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) |
131 | { | 147 | { |
148 | // And anything attached to this avatar gets top priority as well | ||
149 | if (entity is SceneObjectPart) | ||
150 | { | ||
151 | SceneObjectPart sop = (SceneObjectPart)entity; | ||
152 | if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.RootPart.AttachedAvatar) | ||
153 | return 1; | ||
154 | } | ||
155 | |||
132 | return ComputeDistancePriority(client,entity,true); | 156 | return ComputeDistancePriority(client,entity,true); |
133 | } | 157 | } |
134 | 158 | ||
@@ -172,7 +196,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
172 | 196 | ||
173 | // m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId); | 197 | // m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId); |
174 | // throw new InvalidOperationException("Prioritization agent not defined"); | 198 | // throw new InvalidOperationException("Prioritization agent not defined"); |
175 | return Int32.MaxValue; | 199 | return PriorityQueue.NumberOfQueues - 1; |
176 | } | 200 | } |
177 | 201 | ||
178 | // Use group position for child prims, since we are putting child prims in | 202 | // Use group position for child prims, since we are putting child prims in |
@@ -197,8 +221,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
197 | 221 | ||
198 | // And convert the distance to a priority queue, this computation gives queues | 222 | // And convert the distance to a priority queue, this computation gives queues |
199 | // at 10, 20, 40, 80, 160, 320, 640, and 1280m | 223 | // at 10, 20, 40, 80, 160, 320, 640, and 1280m |
200 | uint pqueue = 1; | 224 | uint pqueue = PriorityQueue.NumberOfImmediateQueues; |
201 | for (int i = 0; i < 8; i++) | 225 | uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues; |
226 | |||
227 | for (int i = 0; i < queues - 1; i++) | ||
202 | { | 228 | { |
203 | if (distance < 10 * Math.Pow(2.0,i)) | 229 | if (distance < 10 * Math.Pow(2.0,i)) |
204 | break; | 230 | break; |