1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
|
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using log4net;
using Nini.Config;
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,
}
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;
}
/// <summary>
/// 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.
/// </summary>
public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
{
// If entity is null we have a serious problem
if (entity == null)
{
m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity");
throw new InvalidOperationException("Prioritization entity not defined");
}
// If this is an update for our own avatar give it the highest priority
if (client.AgentId == entity.UUID)
return 0;
uint priority;
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
break;
case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
default:
priority = GetPriorityByBestAvatarResponsiveness(client, entity);
break;
}
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
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
if (presence != null)
{
// All avatars other than our own go into pqueue 1
if (entity is ScenePresence)
return 1;
if (entity is SceneObjectPart)
{
// Attachments are high priority,
if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
return 2;
pqueue = ComputeDistancePriority(client, entity, false);
// Non physical prims are lower priority than physical prims
PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
if (physActor == null || !physActor.IsPhysical)
pqueue++;
}
}
else
pqueue = ComputeDistancePriority(client, entity, false);
return pqueue;
}
private uint ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack)
{
// Get this agent's position
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
if (presence == null)
{
// this shouldn't happen, it basically means that we are prioritizing
// updates to send to a client that doesn't have a presence in the scene
// seems like there's race condition here...
// m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId);
// throw new InvalidOperationException("Prioritization agent not defined");
return PriorityQueue.NumberOfQueues - 1;
}
// Use group position for child prims, since we are putting child prims in
// the same queue with the root of the group, the root prim (which goes into
// the queue first) should always be sent first, no need to adjust child prim
// priorities
Vector3 entityPos = entity.AbsolutePosition;
if (entity is SceneObjectPart)
{
SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
entityPos = group.AbsolutePosition;
}
// Use the camera position for local agents and avatar position for remote agents
// Why would I want that? They could be camming but I still see them at the
// avatar position, so why should I update them as if they were at their
// camera positions? Makes no sense!
// TODO: Fix this mess
//Vector3 presencePos = (presence.IsChildAgent) ?
// presence.AbsolutePosition :
// presence.CameraPosition;
Vector3 presencePos = presence.AbsolutePosition;
// Compute the distance...
double distance = Vector3.Distance(presencePos, entityPos);
// And convert the distance to a priority queue, this computation gives queues
// at 10, 20, 40, 80, 160, 320, 640, and 1280m
uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues;
/*
for (int i = 0; i < queues - 1; i++)
{
if (distance < 30 * Math.Pow(2.0,i))
break;
pqueue++;
}
*/
if (distance > 10f)
{
float tmp = (float)Math.Log((double)distance) * 1.442695f - 3.321928f;
// for a map identical to original:
// now
// 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
// 2st constant makes it be log2(distance/10)
pqueue += (uint)tmp;
if (pqueue > queues - 1)
pqueue = queues - 1;
}
// If this is a root agent, then determine front & back
// Bump up the priority queue (drop the priority) for any objects behind the avatar
if (useFrontBack && ! presence.IsChildAgent)
{
// Root agent, decrease priority for objects behind us
Vector3 camPosition = presence.CameraPosition;
Vector3 camAtAxis = presence.CameraAtAxis;
// Plane equation
float d = -Vector3.Dot(camPosition, camAtAxis);
float p = Vector3.Dot(camAtAxis, entityPos) + d;
if (p < 0.0f)
pqueue++;
}
return pqueue;
}
private uint GetPriorityByAngularDistance(IClientAPI client, ISceneEntity entity)
{
uint pqueue = 2; // keep compiler happy
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
if (presence == null)
return PriorityQueue.NumberOfQueues - 1;
// All avatars other than our own go into pqueue 1
if (entity is ScenePresence)
return 1;
if (entity is SceneObjectPart)
{
// Attachments are high priority,
if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
return 2;
pqueue = ComputeAngleDistancePriority(presence, entity);
// Non physical prims are lower priority than physical prims
PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
if (physActor == null || !physActor.IsPhysical)
pqueue++;
}
return pqueue;
}
private uint ComputeAngleDistancePriority(ScenePresence presence, ISceneEntity entity)
{
double distance;
Vector3 presencePos = presence.AbsolutePosition;
SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
float bradius = group.GetBoundsRadius();
Vector3 grppos = group.AbsolutePosition + group.getBoundsCenter();
distance = Vector3.Distance(presencePos, grppos);
distance -= bradius;
distance *= group.getAreaFactor();
// And convert the distance to a priority queue, this computation gives queues
// at 10, 20, 40, 80, 160, 320, 640, and 1280m
uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues;
if (distance > 10f)
{
float tmp = (float)Math.Log(distance) * 1.442695f - 3.321928f;
// for a map identical to original:
// now
// 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
// 2st constant makes it be log2(distance/10)
pqueue += (uint)tmp;
if (pqueue > queues - 1)
pqueue = queues - 1;
}
return pqueue;
}
}
}
|