diff options
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Prioritizer.cs | 34 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 33 |
2 files changed, 45 insertions, 22 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; |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 00a1487..ef0eb89 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -2632,18 +2632,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2632 | cadu.GroupAccess = 0; | 2632 | cadu.GroupAccess = 0; |
2633 | cadu.Position = AbsolutePosition; | 2633 | cadu.Position = AbsolutePosition; |
2634 | cadu.regionHandle = m_rootRegionHandle; | 2634 | cadu.regionHandle = m_rootRegionHandle; |
2635 | |||
2636 | // Throttles | ||
2635 | float multiplier = 1; | 2637 | float multiplier = 1; |
2636 | int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); | 2638 | int childRegions = m_knownChildRegions.Count; |
2637 | if (innacurateNeighbors != 0) | 2639 | if (childRegions != 0) |
2638 | { | 2640 | multiplier = 1f / childRegions; |
2639 | multiplier = 1f / (float)innacurateNeighbors; | 2641 | |
2640 | } | 2642 | // Minimum throttle for a child region is 1/4 of the root region throttle |
2641 | if (multiplier <= 0f) | 2643 | if (multiplier <= 0.25f) |
2642 | { | ||
2643 | multiplier = 0.25f; | 2644 | multiplier = 0.25f; |
2644 | } | ||
2645 | 2645 | ||
2646 | //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString()); | ||
2647 | cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier); | 2646 | cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier); |
2648 | cadu.Velocity = Velocity; | 2647 | cadu.Velocity = Velocity; |
2649 | 2648 | ||
@@ -3039,16 +3038,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3039 | 3038 | ||
3040 | // Throttles | 3039 | // Throttles |
3041 | float multiplier = 1; | 3040 | float multiplier = 1; |
3042 | int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); | 3041 | int childRegions = m_knownChildRegions.Count; |
3043 | if (innacurateNeighbors != 0) | 3042 | if (childRegions != 0) |
3044 | { | 3043 | multiplier = 1f / childRegions; |
3045 | multiplier = 1f / innacurateNeighbors; | 3044 | |
3046 | } | 3045 | // Minimum throttle for a child region is 1/4 of the root region throttle |
3047 | if (multiplier <= 0f) | 3046 | if (multiplier <= 0.25f) |
3048 | { | ||
3049 | multiplier = 0.25f; | 3047 | multiplier = 0.25f; |
3050 | } | 3048 | |
3051 | //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString()); | ||
3052 | cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier); | 3049 | cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier); |
3053 | 3050 | ||
3054 | cAgent.HeadRotation = m_headrotation; | 3051 | cAgent.HeadRotation = m_headrotation; |