From 74ef1ed36f234d93aa3d58b1602344bcb3e00d6e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 21 May 2010 19:36:39 +0100 Subject: add prim item and test asset save in save oar unit test --- OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs | 3 ++- OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 8 +++++--- 2 files changed, 7 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs index 8b80ebe..5e6124b 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs @@ -58,7 +58,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests TestHelper.InMethod(); UUID corruptAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666"); - AssetBase corruptAsset = AssetHelpers.CreateAsset(corruptAssetUuid, "CORRUPT ASSET", UUID.Zero); + AssetBase corruptAsset + = AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero); m_assetService.Store(corruptAsset); IDictionary foundAssetUuids = new Dictionary(); diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 0ec3cc3..e3965ce 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -123,8 +123,8 @@ namespace OpenSim.Region.Framework.Scenes foreach (SceneObjectPart part in sceneObject.GetParts()) { - //m_log.DebugFormat( - // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); +// m_log.DebugFormat( +// "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); try { @@ -155,7 +155,9 @@ namespace OpenSim.Region.Framework.Scenes // Now analyze this prim's inventory items to preserve all the uuids that they reference foreach (TaskInventoryItem tii in taskDictionary.Values) { - //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type); +// m_log.DebugFormat( +// "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}", +// tii.Name, tii.Type, part.Name, part.UUID); if (!assetUuids.ContainsKey(tii.AssetID)) GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); -- cgit v1.1 From 2b5b2f4e60737f0a2197ff32cad4314a78671525 Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 21 May 2010 21:02:26 +0100 Subject: Add a new priority scheme that works like FrontBack, but completely deprioritizes static prims, creating a hierarchy as follows: 0 == own avatar < other avatars < pysical prims < static prims For a child agent, simply acts like FrontBack --- OpenSim/Region/Framework/Scenes/Prioritizer.cs | 57 ++++++++++++++++++++++++++ 1 file changed, 57 insertions(+) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index e6a4642..1eb0c28 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs @@ -4,6 +4,7 @@ using log4net; using Nini.Config; using OpenSim.Framework; using OpenMetaverse; +using OpenSim.Region.Physics.Manager; /* * Steps to add a new prioritization policy: @@ -25,6 +26,7 @@ namespace OpenSim.Region.Framework.Scenes Distance = 1, SimpleAngularDistance = 2, FrontBack = 3, + BestAvatarResponsiveness = 4, } public class Prioritizer @@ -50,6 +52,8 @@ namespace OpenSim.Region.Framework.Scenes return GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance case UpdatePrioritizationSchemes.FrontBack: return GetPriorityByFrontBack(client, entity); + case UpdatePrioritizationSchemes.BestAvatarResponsiveness: + return GetPriorityByBestAvatarResponsiveness(client, entity); default: throw new InvalidOperationException("UpdatePrioritizationScheme not defined."); } @@ -130,5 +134,58 @@ namespace OpenSim.Region.Framework.Scenes return double.NaN; } + + private double GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) + { + ScenePresence presence = m_scene.GetScenePresence(client.AgentId); + if (presence != null) + { + // If this is an update for our own avatar give it the highest priority + if (presence == entity) + return 0.0; + + // Use group position for child prims + Vector3 entityPos = entity.AbsolutePosition; + if (entity is SceneObjectPart) + entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; + else + entityPos = entity.AbsolutePosition; + + if (!presence.IsChildAgent) + { + if (entity is ScenePresence) + return 1.0; + + // Root agent. Use distance from camera and a priority decrease for objects behind us + Vector3 camPosition = presence.CameraPosition; + Vector3 camAtAxis = presence.CameraAtAxis; + + // Distance + double priority = Vector3.DistanceSquared(camPosition, entityPos); + + // Plane equation + float d = -Vector3.Dot(camPosition, camAtAxis); + float p = Vector3.Dot(camAtAxis, entityPos) + d; + if (p < 0.0f) priority *= 2.0; + + if (entity is SceneObjectPart) + { + PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor; + if (physActor == null || !physActor.IsPhysical) + priority+=100; + } + return priority; + } + else + { + // Child agent. Use the normal distance method + Vector3 presencePos = presence.AbsolutePosition; + + return Vector3.DistanceSquared(presencePos, entityPos); + } + } + + return double.NaN; + } } } -- cgit v1.1 From f83acf533b708d7963c5dd1238709898a969c96c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 21 May 2010 21:22:53 +0100 Subject: Fix a problem where SceneGraph.AddSceneObject() would return false on successfully adding an object rather than true, in defiance of its method documentation This meant that the returns were inconsistent - false would be returned both for various scene object failure conditions (e.g. root part was null) and if the object was successfully added. --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 21 ++++++++++++++------- 1 file changed, 14 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index ef13c98..bb570e7 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -278,7 +278,7 @@ namespace OpenSim.Region.Framework.Scenes if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero) return false; - bool alreadyExisted = false; + bool newlyAdded = false; if (m_parentScene.m_clampPrimSize) { @@ -305,7 +305,12 @@ namespace OpenSim.Region.Framework.Scenes lock (sceneObject) { if (!Entities.ContainsKey(sceneObject.UUID)) - { + { +// m_log.DebugFormat( +// "[SCENE GRAPH]: Adding object {0} {1} to region {2}", +// sceneObject.Name, sceneObject.UUID, m_parentScene.RegionInfo.RegionName); + + newlyAdded = true; Entities.Add(sceneObject); m_numPrim += sceneObject.Children.Count; @@ -326,13 +331,15 @@ namespace OpenSim.Region.Framework.Scenes } } } - else - { - alreadyExisted = true; - } +// else +// { +// m_log.WarnFormat( +// "[SCENE GRAPH]: Scene object {0} {1} was already in region {2} on add request", +// sceneObject.Name, sceneObject.UUID, m_parentScene.RegionInfo.RegionName); +// } } - return alreadyExisted; + return newlyAdded; } /// -- cgit v1.1 From 8d968249ec02808db18b0d96d94383a7e2b05b03 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 21 May 2010 21:38:47 +0100 Subject: extend TestAddSceneObject() to check Scene.AddNewSceneObject() return boolean improve test to retrieve object by known uuid rather than dynamically assigned local id --- .../Framework/Scenes/Tests/SceneObjectBasicTests.cs | 16 +++++++++++++--- 1 file changed, 13 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs index 78f2ae3..4fe4a6a 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs @@ -55,12 +55,22 @@ namespace OpenSim.Region.Framework.Scenes.Tests TestHelper.InMethod(); Scene scene = SceneSetupHelpers.SetupScene(); - SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene); - SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); + + string objName = "obj1"; + UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001"); + + SceneObjectPart part + = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) + { Name = objName, UUID = objUuid }; + + Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part), false), Is.True); + + SceneObjectPart retrievedPart = scene.GetSceneObjectPart(objUuid); //m_log.Debug("retrievedPart : {0}", retrievedPart); // If the parts have the same UUID then we will consider them as one and the same - Assert.That(retrievedPart.UUID, Is.EqualTo(part.UUID)); + Assert.That(retrievedPart.Name, Is.EqualTo(objName)); + Assert.That(retrievedPart.UUID, Is.EqualTo(objUuid)); } /// -- cgit v1.1 From 76135eec5bfcd31357f8e698538747eb72fb8233 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 21 May 2010 21:46:41 +0100 Subject: add test to make sure that adding an object where one already exists in the scene with that uuid fails --- .../Scenes/Tests/SceneObjectBasicTests.cs | 34 ++++++++++++++++++++++ 1 file changed, 34 insertions(+) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs index 4fe4a6a..39f8acf 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs @@ -72,6 +72,40 @@ namespace OpenSim.Region.Framework.Scenes.Tests Assert.That(retrievedPart.Name, Is.EqualTo(objName)); Assert.That(retrievedPart.UUID, Is.EqualTo(objUuid)); } + + [Test] + /// + /// It shouldn't be possible to add a scene object if one with that uuid already exists in the scene. + /// + public void TestAddExistingSceneObjectUuid() + { + TestHelper.InMethod(); + + Scene scene = SceneSetupHelpers.SetupScene(); + + string obj1Name = "Alfred"; + string obj2Name = "Betty"; + UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001"); + + SceneObjectPart part1 + = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) + { Name = obj1Name, UUID = objUuid }; + + Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part1), false), Is.True); + + SceneObjectPart part2 + = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) + { Name = obj2Name, UUID = objUuid }; + + Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part2), false), Is.False); + + SceneObjectPart retrievedPart = scene.GetSceneObjectPart(objUuid); + + //m_log.Debug("retrievedPart : {0}", retrievedPart); + // If the parts have the same UUID then we will consider them as one and the same + Assert.That(retrievedPart.Name, Is.EqualTo(obj1Name)); + Assert.That(retrievedPart.UUID, Is.EqualTo(objUuid)); + } /// /// Test deleting an object from a scene. -- cgit v1.1 From 4b518e0288386d37c2e13a9b3de6edcd5ed04412 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 21 May 2010 21:48:47 +0100 Subject: minor: remove LongRunning test designator from TestAddSceneObject() since it isn't, really --- OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs index 39f8acf..4baa22c 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs @@ -49,7 +49,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests /// /// Test adding an object to a scene. /// - [Test, LongRunning] + [Test] public void TestAddSceneObject() { TestHelper.InMethod(); -- cgit v1.1 From 93ef65c69055157e0b7d51e544abe5a1035f40f0 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Fri, 21 May 2010 13:55:36 -0700 Subject: * Moving all of the prioritization/reprioritization code into a new file Prioritizer.cs * Simplified the interest management code to make it easier to add new policies. Prioritization and reprioritization share code paths now * Improved the distance and front back policies to always give your avatar the highest priority --- OpenSim/Region/Framework/Scenes/EntityBase.cs | 3 +- OpenSim/Region/Framework/Scenes/Prioritizer.cs | 122 +++++++++++++++++++++ OpenSim/Region/Framework/Scenes/Scene.cs | 96 ++++++++-------- .../Region/Framework/Scenes/SceneObjectGroup.cs | 101 +---------------- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 118 +------------------- 5 files changed, 173 insertions(+), 267 deletions(-) create mode 100644 OpenSim/Region/Framework/Scenes/Prioritizer.cs (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/EntityBase.cs b/OpenSim/Region/Framework/Scenes/EntityBase.cs index 1c76c54..4e25c46 100644 --- a/OpenSim/Region/Framework/Scenes/EntityBase.cs +++ b/OpenSim/Region/Framework/Scenes/EntityBase.cs @@ -28,11 +28,12 @@ using System; using System.Runtime.Serialization; using System.Security.Permissions; +using OpenSim.Framework; using OpenMetaverse; namespace OpenSim.Region.Framework.Scenes { - public abstract class EntityBase + public abstract class EntityBase : ISceneEntity { /// /// The scene to which this entity belongs diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs new file mode 100644 index 0000000..af25014 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs @@ -0,0 +1,122 @@ +using System; +using System.Collections.Generic; +using log4net; +using Nini.Config; +using OpenSim.Framework; +using OpenMetaverse; + +namespace OpenSim.Region.Framework.Scenes +{ + public enum UpdatePrioritizationSchemes + { + Time = 0, + Distance = 1, + SimpleAngularDistance = 2, + FrontBack = 3, + } + + public class Prioritizer + { + private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); + + private Scene m_scene; + + public Prioritizer(Scene scene) + { + m_scene = scene; + } + + public double GetUpdatePriority(IClientAPI client, ISceneEntity entity) + { + switch (m_scene.UpdatePrioritizationScheme) + { + case UpdatePrioritizationSchemes.Time: + return GetPriorityByTime(); + case UpdatePrioritizationSchemes.Distance: + return GetPriorityByDistance(client, entity); + case UpdatePrioritizationSchemes.SimpleAngularDistance: + return GetPriorityByDistance(client, entity); + case UpdatePrioritizationSchemes.FrontBack: + return GetPriorityByFrontBack(client, entity); + default: + throw new InvalidOperationException("UpdatePrioritizationScheme not defined."); + } + } + + private double GetPriorityByTime() + { + return DateTime.UtcNow.ToOADate(); + } + + private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity) + { + ScenePresence presence = m_scene.GetScenePresence(client.AgentId); + if (presence != null) + { + // If this is an update for our own avatar give it the highest priority + if (presence == entity) + return 0.0; + + // Use the camera position for local agents and avatar position for remote agents + Vector3 presencePos = (presence.IsChildAgent) ? + presence.AbsolutePosition : + presence.CameraPosition; + + // Use group position for child prims + Vector3 entityPos; + if (entity is SceneObjectPart) + entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; + else + entityPos = entity.AbsolutePosition; + + return Vector3.DistanceSquared(presencePos, entityPos); + } + + return double.NaN; + } + + private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) + { + ScenePresence presence = m_scene.GetScenePresence(client.AgentId); + if (presence != null) + { + // If this is an update for our own avatar give it the highest priority + if (presence == entity) + return 0.0; + + // Use group position for child prims + Vector3 entityPos = entity.AbsolutePosition; + if (entity is SceneObjectPart) + entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; + else + entityPos = entity.AbsolutePosition; + + if (!presence.IsChildAgent) + { + // Root agent. Use distance from camera and a priority decrease for objects behind us + Vector3 camPosition = presence.CameraPosition; + Vector3 camAtAxis = presence.CameraAtAxis; + + // Distance + double priority = Vector3.DistanceSquared(camPosition, entityPos); + + // Plane equation + float d = -Vector3.Dot(camPosition, camAtAxis); + float p = Vector3.Dot(camAtAxis, entityPos) + d; + if (p < 0.0f) priority *= 2.0; + + return priority; + } + else + { + // Child agent. Use the normal distance method + Vector3 presencePos = presence.AbsolutePosition; + + return Vector3.DistanceSquared(presencePos, entityPos); + } + } + + return double.NaN; + } + } +} diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index de8ecc2..f35dffc 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -58,13 +58,6 @@ namespace OpenSim.Region.Framework.Scenes public partial class Scene : SceneBase { - public enum UpdatePrioritizationSchemes { - Time = 0, - Distance = 1, - SimpleAngularDistance = 2, - FrontBack = 3, - } - public delegate void SynchronizeSceneHandler(Scene scene); public SynchronizeSceneHandler SynchronizeScene = null; @@ -388,12 +381,6 @@ namespace OpenSim.Region.Framework.Scenes private int m_lastUpdate; private bool m_firstHeartbeat = true; - private UpdatePrioritizationSchemes m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time; - private bool m_reprioritization_enabled = true; - private double m_reprioritization_interval = 5000.0; - private double m_root_reprioritization_distance = 10.0; - private double m_child_reprioritization_distance = 20.0; - private object m_deleting_scene_object = new object(); // the minimum time that must elapse before a changed object will be considered for persisted @@ -401,15 +388,21 @@ namespace OpenSim.Region.Framework.Scenes // the maximum time that must elapse before a changed object will be considered for persisted public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L; + private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; + private bool m_reprioritizationEnabled = true; + private double m_reprioritizationInterval = 5000.0; + private double m_rootReprioritizationDistance = 10.0; + private double m_childReprioritizationDistance = 20.0; + #endregion #region Properties - public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return this.m_update_prioritization_scheme; } } - public bool IsReprioritizationEnabled { get { return m_reprioritization_enabled; } } - public double ReprioritizationInterval { get { return m_reprioritization_interval; } } - public double RootReprioritizationDistance { get { return m_root_reprioritization_distance; } } - public double ChildReprioritizationDistance { get { return m_child_reprioritization_distance; } } + public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } } + public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } } + public double ReprioritizationInterval { get { return m_reprioritizationInterval; } } + public double RootReprioritizationDistance { get { return m_rootReprioritizationDistance; } } + public double ChildReprioritizationDistance { get { return m_childReprioritizationDistance; } } public AgentCircuitManager AuthenticateHandler { @@ -611,6 +604,8 @@ namespace OpenSim.Region.Framework.Scenes m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); m_asyncSceneObjectDeleter.Enabled = true; + #region Region Settings + // Load region settings m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); if (m_storageManager.EstateDataStore != null) @@ -657,6 +652,8 @@ namespace OpenSim.Region.Framework.Scenes } } + #endregion Region Settings + MainConsole.Instance.Commands.AddCommand("region", false, "reload estate", "reload estate", "Reload the estate data", HandleReloadEstate); @@ -701,6 +698,8 @@ namespace OpenSim.Region.Framework.Scenes m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")"; + #region Region Config + try { // Region config overrides global config @@ -754,38 +753,6 @@ namespace OpenSim.Region.Framework.Scenes m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); - IConfig interest_management_config = m_config.Configs["InterestManagement"]; - if (interest_management_config != null) - { - string update_prioritization_scheme = interest_management_config.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower(); - switch (update_prioritization_scheme) - { - case "time": - m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time; - break; - case "distance": - m_update_prioritization_scheme = UpdatePrioritizationSchemes.Distance; - break; - case "simpleangulardistance": - m_update_prioritization_scheme = UpdatePrioritizationSchemes.SimpleAngularDistance; - break; - case "frontback": - m_update_prioritization_scheme = UpdatePrioritizationSchemes.FrontBack; - break; - default: - m_log.Warn("[SCENE]: UpdatePrioritizationScheme was not recognized, setting to default settomg of Time"); - m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time; - break; - } - - m_reprioritization_enabled = interest_management_config.GetBoolean("ReprioritizationEnabled", true); - m_reprioritization_interval = interest_management_config.GetDouble("ReprioritizationInterval", 5000.0); - m_root_reprioritization_distance = interest_management_config.GetDouble("RootReprioritizationDistance", 10.0); - m_child_reprioritization_distance = interest_management_config.GetDouble("ChildReprioritizationDistance", 20.0); - } - - m_log.Info("[SCENE]: Using the " + m_update_prioritization_scheme + " prioritization scheme"); - #region BinaryStats try @@ -822,6 +789,35 @@ namespace OpenSim.Region.Framework.Scenes { m_log.Warn("[SCENE]: Failed to load StartupConfig"); } + + #endregion Region Config + + #region Interest Management + + IConfig interestConfig = m_config.Configs["InterestManagement"]; + if (interestConfig != null) + { + string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower(); + + try + { + m_priorityScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true); + } + catch (Exception) + { + m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time"); + m_priorityScheme = UpdatePrioritizationSchemes.Time; + } + + m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true); + m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0); + m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0); + m_childReprioritizationDistance = interestConfig.GetDouble("ChildReprioritizationDistance", 20.0); + } + + m_log.Info("[SCENE]: Using the " + m_priorityScheme + " prioritization scheme"); + + #endregion Interest Management } /// diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 8aefd50..4453beb 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -3602,106 +3602,7 @@ namespace OpenSim.Region.Framework.Scenes SetFromItemID(uuid); } - #endregion - public double GetUpdatePriority(IClientAPI client) - { - switch (Scene.UpdatePrioritizationScheme) - { - case Scene.UpdatePrioritizationSchemes.Time: - return GetPriorityByTime(); - case Scene.UpdatePrioritizationSchemes.Distance: - return GetPriorityByDistance(client); - case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance: - return GetPriorityBySimpleAngularDistance(client); - case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack: - return GetPriorityByFrontBack(client); - default: - throw new InvalidOperationException("UpdatePrioritizationScheme not defined"); - } - } - - private double GetPriorityByTime() - { - return DateTime.Now.ToOADate(); - } - - private double GetPriorityByDistance(IClientAPI client) - { - ScenePresence presence = Scene.GetScenePresence(client.AgentId); - if (presence != null) - { - return GetPriorityByDistance((presence.IsChildAgent) ? - presence.AbsolutePosition : presence.CameraPosition); - } - return double.NaN; - } - - private double GetPriorityBySimpleAngularDistance(IClientAPI client) - { - ScenePresence presence = Scene.GetScenePresence(client.AgentId); - if (presence != null) - { - return GetPriorityBySimpleAngularDistance((presence.IsChildAgent) ? - presence.AbsolutePosition : presence.CameraPosition); - } - return double.NaN; - } - - private double GetPriorityByFrontBack(IClientAPI client) - { - ScenePresence presence = Scene.GetScenePresence(client.AgentId); - if (presence != null) - { - return GetPriorityByFrontBack(presence.CameraPosition, presence.CameraAtAxis); - } - return double.NaN; - } - - public double GetPriorityByDistance(Vector3 position) - { - return Vector3.Distance(AbsolutePosition, position); - } - - public double GetPriorityBySimpleAngularDistance(Vector3 position) - { - double distance = Vector3.Distance(position, AbsolutePosition); - if (distance >= double.Epsilon) - { - float height; - Vector3 box = GetAxisAlignedBoundingBox(out height); - - double angle = box.X / distance; - double max = angle; - - angle = box.Y / distance; - if (max < angle) - max = angle; - - angle = box.Z / distance; - if (max < angle) - max = angle; - - return -max; - } - else - return double.MinValue; - } - - public double GetPriorityByFrontBack(Vector3 camPosition, Vector3 camAtAxis) - { - // Distance - double priority = Vector3.Distance(camPosition, AbsolutePosition); - - // Scale - //priority -= GroupScale().Length(); - - // Plane equation - float d = -Vector3.Dot(camPosition, camAtAxis); - float p = Vector3.Dot(camAtAxis, AbsolutePosition) + d; - if (p < 0.0f) priority *= 2.0f; - - return priority; - } + #endregion } } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index ee0eb07..2ce1b68 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3777,123 +3777,9 @@ namespace OpenSim.Region.Framework.Scenes } } - public double GetUpdatePriority(IClientAPI client) - { - switch (Scene.UpdatePrioritizationScheme) - { - case Scene.UpdatePrioritizationSchemes.Time: - return GetPriorityByTime(); - case Scene.UpdatePrioritizationSchemes.Distance: - return GetPriorityByDistance(client); - case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance: - return GetPriorityByDistance(client); - case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack: - return GetPriorityByFrontBack(client); - default: - throw new InvalidOperationException("UpdatePrioritizationScheme not defined."); - } - } - - private double GetPriorityByTime() - { - return DateTime.Now.ToOADate(); - } - - private double GetPriorityByDistance(IClientAPI client) - { - ScenePresence presence = Scene.GetScenePresence(client.AgentId); - if (presence != null) - { - return GetPriorityByDistance((presence.IsChildAgent) ? - presence.AbsolutePosition : presence.CameraPosition); - } - return double.NaN; - } - - private double GetPriorityByFrontBack(IClientAPI client) - { - ScenePresence presence = Scene.GetScenePresence(client.AgentId); - if (presence != null) - { - return GetPriorityByFrontBack(presence.CameraPosition, presence.CameraAtAxis); - } - return double.NaN; - } - - private double GetPriorityByDistance(Vector3 position) - { - return Vector3.Distance(AbsolutePosition, position); - } - - private double GetPriorityByFrontBack(Vector3 camPosition, Vector3 camAtAxis) - { - // Distance - double priority = Vector3.Distance(camPosition, AbsolutePosition); - - // Plane equation - float d = -Vector3.Dot(camPosition, camAtAxis); - float p = Vector3.Dot(camAtAxis, AbsolutePosition) + d; - if (p < 0.0f) priority *= 2.0f; - - return priority; - } - - private double GetSOGUpdatePriority(SceneObjectGroup sog) - { - switch (Scene.UpdatePrioritizationScheme) - { - case Scene.UpdatePrioritizationSchemes.Time: - throw new InvalidOperationException("UpdatePrioritizationScheme for time not supported for reprioritization"); - case Scene.UpdatePrioritizationSchemes.Distance: - return sog.GetPriorityByDistance((IsChildAgent) ? AbsolutePosition : CameraPosition); - case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance: - return sog.GetPriorityBySimpleAngularDistance((IsChildAgent) ? AbsolutePosition : CameraPosition); - case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack: - return sog.GetPriorityByFrontBack(CameraPosition, CameraAtAxis); - default: - throw new InvalidOperationException("UpdatePrioritizationScheme not defined"); - } - } - - private double UpdatePriority(UpdatePriorityData data) - { - EntityBase entity; - SceneObjectGroup group; - - if (Scene.Entities.TryGetValue(data.localID, out entity)) - { - group = entity as SceneObjectGroup; - if (group != null) - return GetSOGUpdatePriority(group); - - ScenePresence presence = entity as ScenePresence; - if (presence == null) - throw new InvalidOperationException("entity found is neither SceneObjectGroup nor ScenePresence"); - switch (Scene.UpdatePrioritizationScheme) - { - case Scene.UpdatePrioritizationSchemes.Time: - throw new InvalidOperationException("UpdatePrioritization for time not supported for reprioritization"); - case Scene.UpdatePrioritizationSchemes.Distance: - case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance: - return GetPriorityByDistance((IsChildAgent) ? AbsolutePosition : CameraPosition); - case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack: - return GetPriorityByFrontBack(CameraPosition, CameraAtAxis); - default: - throw new InvalidOperationException("UpdatePrioritizationScheme not defined"); - } - } - else - { - group = Scene.GetGroupByPrim(data.localID); - if (group != null) - return GetSOGUpdatePriority(group); - } - return double.NaN; - } - private void ReprioritizeUpdates() { - if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != Scene.UpdatePrioritizationSchemes.Time) + if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time) { lock (m_reprioritization_timer) { @@ -3907,7 +3793,7 @@ namespace OpenSim.Region.Framework.Scenes private void Reprioritize(object sender, ElapsedEventArgs e) { - m_controllingClient.ReprioritizeUpdates(UpdatePriority); + m_controllingClient.ReprioritizeUpdates(); lock (m_reprioritization_timer) { -- cgit v1.1 From 5287c5f7fbd75ddb36f18a8692adb38cd824aaee Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 21 May 2010 21:57:56 +0100 Subject: rearrange SceneGraph.AddSceneObject() to return earlier if an object with that uuid is already in the scene this means that we don't perform pointless work --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 102 +++++++++++++------------- 1 file changed, 49 insertions(+), 53 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index bb570e7..e923a92 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -278,68 +278,64 @@ namespace OpenSim.Region.Framework.Scenes if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero) return false; - bool newlyAdded = false; - - if (m_parentScene.m_clampPrimSize) - { - foreach (SceneObjectPart part in sceneObject.Children.Values) + lock (sceneObject) + { + if (Entities.ContainsKey(sceneObject.UUID)) { - Vector3 scale = part.Shape.Scale; - - if (scale.X > m_parentScene.m_maxNonphys) - scale.X = m_parentScene.m_maxNonphys; - if (scale.Y > m_parentScene.m_maxNonphys) - scale.Y = m_parentScene.m_maxNonphys; - if (scale.Z > m_parentScene.m_maxNonphys) - scale.Z = m_parentScene.m_maxNonphys; - - part.Shape.Scale = scale; +// m_log.WarnFormat( +// "[SCENE GRAPH]: Scene object {0} {1} was already in region {2} on add request", +// sceneObject.Name, sceneObject.UUID, m_parentScene.RegionInfo.RegionName); + return false; } - } - - sceneObject.AttachToScene(m_parentScene); - - if (sendClientUpdates) - sceneObject.ScheduleGroupForFullUpdate(); - - lock (sceneObject) - { - if (!Entities.ContainsKey(sceneObject.UUID)) - { + // m_log.DebugFormat( // "[SCENE GRAPH]: Adding object {0} {1} to region {2}", -// sceneObject.Name, sceneObject.UUID, m_parentScene.RegionInfo.RegionName); - - newlyAdded = true; - Entities.Add(sceneObject); - m_numPrim += sceneObject.Children.Count; - - if (attachToBackup) - sceneObject.AttachToBackup(); - - if (OnObjectCreate != null) - OnObjectCreate(sceneObject); - - lock (m_dictionary_lock) +// sceneObject.Name, sceneObject.UUID, m_parentScene.RegionInfo.RegionName); + + if (m_parentScene.m_clampPrimSize) + { + foreach (SceneObjectPart part in sceneObject.Children.Values) { - SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject; - SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject; - foreach (SceneObjectPart part in sceneObject.Children.Values) - { - SceneObjectGroupsByFullID[part.UUID] = sceneObject; - SceneObjectGroupsByLocalID[part.LocalId] = sceneObject; - } + Vector3 scale = part.Shape.Scale; + + if (scale.X > m_parentScene.m_maxNonphys) + scale.X = m_parentScene.m_maxNonphys; + if (scale.Y > m_parentScene.m_maxNonphys) + scale.Y = m_parentScene.m_maxNonphys; + if (scale.Z > m_parentScene.m_maxNonphys) + scale.Z = m_parentScene.m_maxNonphys; + + part.Shape.Scale = scale; + } + } + + sceneObject.AttachToScene(m_parentScene); + + if (sendClientUpdates) + sceneObject.ScheduleGroupForFullUpdate(); + + Entities.Add(sceneObject); + m_numPrim += sceneObject.Children.Count; + + if (attachToBackup) + sceneObject.AttachToBackup(); + + if (OnObjectCreate != null) + OnObjectCreate(sceneObject); + + lock (m_dictionary_lock) + { + SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject; + SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject; + foreach (SceneObjectPart part in sceneObject.Children.Values) + { + SceneObjectGroupsByFullID[part.UUID] = sceneObject; + SceneObjectGroupsByLocalID[part.LocalId] = sceneObject; } } -// else -// { -// m_log.WarnFormat( -// "[SCENE GRAPH]: Scene object {0} {1} was already in region {2} on add request", -// sceneObject.Name, sceneObject.UUID, m_parentScene.RegionInfo.RegionName); -// } } - return newlyAdded; + return true; } /// -- cgit v1.1 From abd5d1f7470ba07b784c6dbad4cdcdeaedc58d37 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Fri, 21 May 2010 14:04:10 -0700 Subject: * Added code comments to Prioritizer.cs that document how to add a new update priority policy --- OpenSim/Region/Framework/Scenes/Prioritizer.cs | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index af25014..e6a4642 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs @@ -5,6 +5,18 @@ using Nini.Config; using OpenSim.Framework; using OpenMetaverse; +/* + * Steps to add a new prioritization policy: + * + * - Add a new value to the UpdatePrioritizationSchemes enum. + * - Specify this new value in the [InterestManagement] section of your + * OpenSim.ini. The name in the config file must match the enum value name + * (although it is not case sensitive). + * - Write a new GetPriorityBy*() method in this class. + * - Add a new entry to the switch statement in GetUpdatePriority() that calls + * your method. + */ + namespace OpenSim.Region.Framework.Scenes { public enum UpdatePrioritizationSchemes @@ -35,7 +47,7 @@ namespace OpenSim.Region.Framework.Scenes case UpdatePrioritizationSchemes.Distance: return GetPriorityByDistance(client, entity); case UpdatePrioritizationSchemes.SimpleAngularDistance: - return GetPriorityByDistance(client, entity); + return GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance case UpdatePrioritizationSchemes.FrontBack: return GetPriorityByFrontBack(client, entity); default: -- cgit v1.1 From d0eecf03986b1b1bd7458123a2deed522587b6dc Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Fri, 21 May 2010 14:17:03 -0700 Subject: Added a sanity check before using m_config in the Scene constructor --- OpenSim/Region/Framework/Scenes/Scene.cs | 35 +++++++++++++++++--------------- 1 file changed, 19 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index f35dffc..46fbcd3 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -794,25 +794,28 @@ namespace OpenSim.Region.Framework.Scenes #region Interest Management - IConfig interestConfig = m_config.Configs["InterestManagement"]; - if (interestConfig != null) + if (m_config != null) { - string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower(); - - try + IConfig interestConfig = m_config.Configs["InterestManagement"]; + if (interestConfig != null) { - m_priorityScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true); - } - catch (Exception) - { - m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time"); - m_priorityScheme = UpdatePrioritizationSchemes.Time; - } + string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower(); - m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true); - m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0); - m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0); - m_childReprioritizationDistance = interestConfig.GetDouble("ChildReprioritizationDistance", 20.0); + try + { + m_priorityScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true); + } + catch (Exception) + { + m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time"); + m_priorityScheme = UpdatePrioritizationSchemes.Time; + } + + m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true); + m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0); + m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0); + m_childReprioritizationDistance = interestConfig.GetDouble("ChildReprioritizationDistance", 20.0); + } } m_log.Info("[SCENE]: Using the " + m_priorityScheme + " prioritization scheme"); -- cgit v1.1