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-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs84
-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs6
3 files changed, 11 insertions, 91 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 516c1e5..bbaa0e2 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -627,10 +627,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
627 ImageManager.Close(); 627 ImageManager.Close();
628 ImageManager = null; 628 ImageManager = null;
629 629
630// m_entityUpdates.Close(); 630 m_entityUpdates.Close();
631// m_entityProps.Close(); 631 m_entityProps.Close();
632 m_entityUpdates = new PriorityQueue(1);
633 m_entityProps = new PriorityQueue(1);
634 m_killRecord.Clear(); 632 m_killRecord.Clear();
635 GroupsInView.Clear(); 633 GroupsInView.Clear();
636 634
@@ -2683,11 +2681,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2683 public void SendViewerEffect(ViewerEffectPacket.EffectBlock[] effectBlocks) 2681 public void SendViewerEffect(ViewerEffectPacket.EffectBlock[] effectBlocks)
2684 { 2682 {
2685 ViewerEffectPacket packet = (ViewerEffectPacket)PacketPool.Instance.GetPacket(PacketType.ViewerEffect); 2683 ViewerEffectPacket packet = (ViewerEffectPacket)PacketPool.Instance.GetPacket(PacketType.ViewerEffect);
2686 packet.Header.Reliable = false;
2687 packet.Header.Zerocoded = true;
2688 2684
2689 packet.AgentData.AgentID = AgentId; 2685// packet.AgentData.AgentID = AgentId;
2690 packet.AgentData.SessionID = SessionId; 2686// packet.AgentData.SessionID = SessionId;
2691 2687
2692 packet.Effect = effectBlocks; 2688 packet.Effect = effectBlocks;
2693 2689
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 53ca849..cc4df17 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -33,27 +33,12 @@ using OpenSim.Framework;
33using OpenMetaverse; 33using OpenMetaverse;
34using OpenSim.Region.PhysicsModules.SharedBase; 34using OpenSim.Region.PhysicsModules.SharedBase;
35 35
36/*
37 * Steps to add a new prioritization policy:
38 *
39 * - Add a new value to the UpdatePrioritizationSchemes enum.
40 * - Specify this new value in the [InterestManagement] section of your
41 * OpenSim.ini. The name in the config file must match the enum value name
42 * (although it is not case sensitive).
43 * - Write a new GetPriorityBy*() method in this class.
44 * - Add a new entry to the switch statement in GetUpdatePriority() that calls
45 * your method.
46 */
47
48namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
49{ 37{
50 public enum UpdatePrioritizationSchemes 38 public enum UpdatePrioritizationSchemes
51 { 39 {
52 Time = 0, 40 SimpleAngularDistance = 0,
53 Distance = 1, 41 BestAvatarResponsiveness = 1,
54 SimpleAngularDistance = 2,
55 FrontBack = 3,
56 BestAvatarResponsiveness = 4,
57 } 42 }
58 43
59 public class Prioritizer 44 public class Prioritizer
@@ -68,14 +53,7 @@ namespace OpenSim.Region.Framework.Scenes
68 } 53 }
69 54
70 /// <summary> 55 /// <summary>
71 /// Returns the priority queue into which the update should be placed. Updates within a 56 /// Returns the priority queue into which the update should be placed.
72 /// queue will be processed in arrival order. There are currently 12 priority queues
73 /// implemented in PriorityQueue class in LLClientView. Queue 0 is generally retained
74 /// for avatar updates. The fair queuing discipline for processing the priority queues
75 /// assumes that the number of entities in each priority queues increases exponentially.
76 /// So for example... if queue 1 contains all updates within 10m of the avatar or camera
77 /// then queue 2 at 20m is about 3X bigger in space & about 3X bigger in total number
78 /// of updates.
79 /// </summary> 57 /// </summary>
80 public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity) 58 public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
81 { 59 {
@@ -94,22 +72,8 @@ namespace OpenSim.Region.Framework.Scenes
94 72
95 switch (m_scene.UpdatePrioritizationScheme) 73 switch (m_scene.UpdatePrioritizationScheme)
96 { 74 {
97/*
98 case UpdatePrioritizationSchemes.Time:
99 priority = GetPriorityByTime(client, entity);
100 break;
101 case UpdatePrioritizationSchemes.Distance:
102 priority = GetPriorityByDistance(client, entity);
103 break;
104 case UpdatePrioritizationSchemes.SimpleAngularDistance:
105 priority = GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
106 break;
107 case UpdatePrioritizationSchemes.FrontBack:
108 priority = GetPriorityByFrontBack(client, entity);
109 break;
110*/
111 case UpdatePrioritizationSchemes.SimpleAngularDistance: 75 case UpdatePrioritizationSchemes.SimpleAngularDistance:
112 priority = GetPriorityByAngularDistance(client, entity); // TODO: Reimplement SimpleAngularDistance 76 priority = GetPriorityByAngularDistance(client, entity);
113 break; 77 break;
114 case UpdatePrioritizationSchemes.BestAvatarResponsiveness: 78 case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
115 default: 79 default:
@@ -120,45 +84,6 @@ namespace OpenSim.Region.Framework.Scenes
120 return priority; 84 return priority;
121 } 85 }
122 86
123 private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity)
124 {
125 // And anything attached to this avatar gets top priority as well
126 if (entity is SceneObjectPart)
127 {
128 SceneObjectPart sop = (SceneObjectPart)entity;
129 if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
130 return 1;
131 }
132
133 return PriorityQueue.NumberOfImmediateQueues; // first queue past the immediate queues
134 }
135
136 private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
137 {
138 // And anything attached to this avatar gets top priority as well
139 if (entity is SceneObjectPart)
140 {
141 SceneObjectPart sop = (SceneObjectPart)entity;
142 if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
143 return 1;
144 }
145
146 return ComputeDistancePriority(client,entity,false);
147 }
148
149 private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
150 {
151 // And anything attached to this avatar gets top priority as well
152 if (entity is SceneObjectPart)
153 {
154 SceneObjectPart sop = (SceneObjectPart)entity;
155 if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
156 return 1;
157 }
158
159 return ComputeDistancePriority(client,entity,true);
160 }
161
162 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 87 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
163 { 88 {
164 uint pqueue = 2; // keep compiler happy 89 uint pqueue = 2; // keep compiler happy
@@ -176,7 +101,6 @@ namespace OpenSim.Region.Framework.Scenes
176 // Attachments are high priority, 101 // Attachments are high priority,
177 if (sog.IsAttachment) 102 if (sog.IsAttachment)
178 return 2; 103 return 2;
179
180 104
181 if(presence.ParentPart != null) 105 if(presence.ParentPart != null)
182 { 106 {
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a21b4f7..2e14a20 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1115,7 +1115,7 @@ namespace OpenSim.Region.Framework.Scenes
1115 catch (Exception) 1115 catch (Exception)
1116 { 1116 {
1117 m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time"); 1117 m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
1118 UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time; 1118 UpdatePrioritizationScheme = UpdatePrioritizationSchemes.BestAvatarResponsiveness;
1119 } 1119 }
1120 1120
1121 IsReprioritizationEnabled 1121 IsReprioritizationEnabled
@@ -1196,7 +1196,7 @@ namespace OpenSim.Region.Framework.Scenes
1196 UseBackup = true; 1196 UseBackup = true;
1197 1197
1198 IsReprioritizationEnabled = true; 1198 IsReprioritizationEnabled = true;
1199 UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time; 1199 UpdatePrioritizationScheme = UpdatePrioritizationSchemes.BestAvatarResponsiveness;
1200 ReprioritizationInterval = 5000; 1200 ReprioritizationInterval = 5000;
1201 1201
1202 ReprioritizationDistance = m_minReprioritizationDistance; 1202 ReprioritizationDistance = m_minReprioritizationDistance;
@@ -1762,7 +1762,7 @@ namespace OpenSim.Region.Framework.Scenes
1762 } 1762 }
1763 1763
1764 m_sceneGridService.InformNeighborsThatRegionisUp( 1764 m_sceneGridService.InformNeighborsThatRegionisUp(
1765 RequestModuleInterface<INeighbourService>(), RegionInfo); 1765 RequestModuleInterface<INeighbourService>(), RegionInfo);
1766 1766
1767 // Region ready should always be set 1767 // Region ready should always be set
1768 Ready = true; 1768 Ready = true;