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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Prioritizer.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs58
1 files changed, 38 insertions, 20 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index ddae073..c0405ad 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -91,6 +91,11 @@ namespace OpenSim.Region.Framework.Scenes
91 return 0; 91 return 0;
92 92
93 uint priority; 93 uint priority;
94
95
96 // HACK
97 return GetPriorityByBestAvatarResponsiveness(client, entity);
98
94 99
95 switch (m_scene.UpdatePrioritizationScheme) 100 switch (m_scene.UpdatePrioritizationScheme)
96 { 101 {
@@ -157,30 +162,31 @@ namespace OpenSim.Region.Framework.Scenes
157 162
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 163 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 164 {
160 uint pqueue = ComputeDistancePriority(client,entity,false); 165 uint pqueue = 2; // keep compiler happy
161 166
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 167 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 168 if (presence != null)
164 { 169 {
165 if (!presence.IsChildAgent) 170 // All avatars other than our own go into pqueue 1
171 if (entity is ScenePresence)
172 return 1;
173
174 if (entity is SceneObjectPart)
166 { 175 {
167 // All avatars other than our own go into pqueue 1 176 // Attachments are high priority,
168 if (entity is ScenePresence) 177 if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
169 return 1; 178 return 2;
170 179
171 if (entity is SceneObjectPart) 180 pqueue = ComputeDistancePriority(client, entity, false);
172 { 181
173 // Attachments are high priority, 182 // Non physical prims are lower priority than physical prims
174 if (((SceneObjectPart)entity).ParentGroup.IsAttachment) 183 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
175 return 1; 184 if (physActor == null || !physActor.IsPhysical)
176 185 pqueue++;
177 // Non physical prims are lower priority than physical prims
178 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
179 if (physActor == null || !physActor.IsPhysical)
180 pqueue++;
181 }
182 } 186 }
183 } 187 }
188 else
189 pqueue = ComputeDistancePriority(client, entity, false);
184 190
185 return pqueue; 191 return pqueue;
186 } 192 }
@@ -227,16 +233,28 @@ namespace OpenSim.Region.Framework.Scenes
227 233
228 // And convert the distance to a priority queue, this computation gives queues 234 // And convert the distance to a priority queue, this computation gives queues
229 // at 10, 20, 40, 80, 160, 320, 640, and 1280m 235 // at 10, 20, 40, 80, 160, 320, 640, and 1280m
230 uint pqueue = PriorityQueue.NumberOfImmediateQueues; 236 uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
231 uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues; 237 uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues;
232 238/*
233 for (int i = 0; i < queues - 1; i++) 239 for (int i = 0; i < queues - 1; i++)
234 { 240 {
235 if (distance < 30 * Math.Pow(2.0,i)) 241 if (distance < 30 * Math.Pow(2.0,i))
236 break; 242 break;
237 pqueue++; 243 pqueue++;
238 } 244 }
239 245*/
246 if (distance > 10f)
247 {
248 float tmp = (float)Math.Log((double)distance) * 1.4426950408889634073599246810019f - 3.3219280948873623478703194294894f;
249 // for a map identical to original:
250 // now
251 // 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
252 // 2st constant makes it be log2(distance/10)
253 pqueue += (uint)tmp;
254 if (pqueue > queues - 1)
255 pqueue = queues - 1;
256 }
257
240 // If this is a root agent, then determine front & back 258 // If this is a root agent, then determine front & back
241 // Bump up the priority queue (drop the priority) for any objects behind the avatar 259 // Bump up the priority queue (drop the priority) for any objects behind the avatar
242 if (useFrontBack && ! presence.IsChildAgent) 260 if (useFrontBack && ! presence.IsChildAgent)