From ad8ddb8a781ae0da6780f74b91ebcaf338174569 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Wed, 7 Nov 2018 20:32:39 +0000
Subject: changes to objects updates prioritizing getting dust on my disk.
Schemes reduced to SimpleAngularDistance and BestAvatarResponsiveness
---
.../Region/ClientStack/Linden/UDP/LLClientView.cs | 12 ++--
OpenSim/Region/Framework/Scenes/Prioritizer.cs | 84 ++--------------------
OpenSim/Region/Framework/Scenes/Scene.cs | 6 +-
3 files changed, 11 insertions(+), 91 deletions(-)
(limited to 'OpenSim/Region')
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
ImageManager.Close();
ImageManager = null;
-// m_entityUpdates.Close();
-// m_entityProps.Close();
- m_entityUpdates = new PriorityQueue(1);
- m_entityProps = new PriorityQueue(1);
+ m_entityUpdates.Close();
+ m_entityProps.Close();
m_killRecord.Clear();
GroupsInView.Clear();
@@ -2683,11 +2681,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void SendViewerEffect(ViewerEffectPacket.EffectBlock[] effectBlocks)
{
ViewerEffectPacket packet = (ViewerEffectPacket)PacketPool.Instance.GetPacket(PacketType.ViewerEffect);
- packet.Header.Reliable = false;
- packet.Header.Zerocoded = true;
- packet.AgentData.AgentID = AgentId;
- packet.AgentData.SessionID = SessionId;
+// packet.AgentData.AgentID = AgentId;
+// packet.AgentData.SessionID = SessionId;
packet.Effect = effectBlocks;
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;
using OpenMetaverse;
using OpenSim.Region.PhysicsModules.SharedBase;
-/*
- * 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
{
- Time = 0,
- Distance = 1,
- SimpleAngularDistance = 2,
- FrontBack = 3,
- BestAvatarResponsiveness = 4,
+ SimpleAngularDistance = 0,
+ BestAvatarResponsiveness = 1,
}
public class Prioritizer
@@ -68,14 +53,7 @@ namespace OpenSim.Region.Framework.Scenes
}
///
- /// Returns the priority queue into which the update should be placed. Updates within a
- /// queue will be processed in arrival order. There are currently 12 priority queues
- /// implemented in PriorityQueue class in LLClientView. Queue 0 is generally retained
- /// for avatar updates. The fair queuing discipline for processing the priority queues
- /// assumes that the number of entities in each priority queues increases exponentially.
- /// So for example... if queue 1 contains all updates within 10m of the avatar or camera
- /// then queue 2 at 20m is about 3X bigger in space & about 3X bigger in total number
- /// of updates.
+ /// Returns the priority queue into which the update should be placed.
///
public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
{
@@ -94,22 +72,8 @@ namespace OpenSim.Region.Framework.Scenes
switch (m_scene.UpdatePrioritizationScheme)
{
-/*
- case UpdatePrioritizationSchemes.Time:
- priority = GetPriorityByTime(client, entity);
- break;
- case UpdatePrioritizationSchemes.Distance:
- priority = GetPriorityByDistance(client, entity);
- break;
- case UpdatePrioritizationSchemes.SimpleAngularDistance:
- priority = GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
- break;
- case UpdatePrioritizationSchemes.FrontBack:
- priority = GetPriorityByFrontBack(client, entity);
- break;
-*/
case UpdatePrioritizationSchemes.SimpleAngularDistance:
- priority = GetPriorityByAngularDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
+ priority = GetPriorityByAngularDistance(client, entity);
break;
case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
default:
@@ -120,45 +84,6 @@ namespace OpenSim.Region.Framework.Scenes
return priority;
}
- private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity)
- {
- // And anything attached to this avatar gets top priority as well
- if (entity is SceneObjectPart)
- {
- SceneObjectPart sop = (SceneObjectPart)entity;
- if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
- return 1;
- }
-
- return PriorityQueue.NumberOfImmediateQueues; // first queue past the immediate queues
- }
-
- private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
- {
- // And anything attached to this avatar gets top priority as well
- if (entity is SceneObjectPart)
- {
- SceneObjectPart sop = (SceneObjectPart)entity;
- if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
- return 1;
- }
-
- return ComputeDistancePriority(client,entity,false);
- }
-
- private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
- {
- // And anything attached to this avatar gets top priority as well
- if (entity is SceneObjectPart)
- {
- SceneObjectPart sop = (SceneObjectPart)entity;
- if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
- return 1;
- }
-
- return ComputeDistancePriority(client,entity,true);
- }
-
private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
{
uint pqueue = 2; // keep compiler happy
@@ -176,7 +101,6 @@ namespace OpenSim.Region.Framework.Scenes
// Attachments are high priority,
if (sog.IsAttachment)
return 2;
-
if(presence.ParentPart != null)
{
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
catch (Exception)
{
m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
- UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time;
+ UpdatePrioritizationScheme = UpdatePrioritizationSchemes.BestAvatarResponsiveness;
}
IsReprioritizationEnabled
@@ -1196,7 +1196,7 @@ namespace OpenSim.Region.Framework.Scenes
UseBackup = true;
IsReprioritizationEnabled = true;
- UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time;
+ UpdatePrioritizationScheme = UpdatePrioritizationSchemes.BestAvatarResponsiveness;
ReprioritizationInterval = 5000;
ReprioritizationDistance = m_minReprioritizationDistance;
@@ -1762,7 +1762,7 @@ namespace OpenSim.Region.Framework.Scenes
}
m_sceneGridService.InformNeighborsThatRegionisUp(
- RequestModuleInterface(), RegionInfo);
+ RequestModuleInterface(), RegionInfo);
// Region ready should always be set
Ready = true;
--
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