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authorMic Bowman2011-04-26 08:54:05 -0700
committerMic Bowman2011-04-26 08:54:05 -0700
commit1505fbb647f72803efd39aa5e38ad39e6811f6fb (patch)
tree68af2d2a38e5d43f1986816a973ca7ede733bf5a
parentMerge branch 'master' into queuetest (diff)
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Add back the high prioritization for other avatars in the
BestAvatarResponsiveness prioritizer.
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs14
1 files changed, 8 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index a7637c0..4595a29 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -165,18 +165,20 @@ namespace OpenSim.Region.Framework.Scenes
165 { 165 {
166 if (!presence.IsChildAgent) 166 if (!presence.IsChildAgent)
167 { 167 {
168 // All avatars other than our own go into pqueue 1
169 if (entity is ScenePresence)
170 return 1;
171
168 if (entity is SceneObjectPart) 172 if (entity is SceneObjectPart)
169 { 173 {
174 // Attachments are high priority,
175 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
176 return 1;
177
170 // Non physical prims are lower priority than physical prims 178 // Non physical prims are lower priority than physical prims
171 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor; 179 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
172 if (physActor == null || !physActor.IsPhysical) 180 if (physActor == null || !physActor.IsPhysical)
173 pqueue++; 181 pqueue++;
174
175 // Attachments are high priority,
176 // MIC: shouldn't these already be in the highest priority queue already
177 // since their root position is same as the avatars?
178 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
179 pqueue = 1;
180 } 182 }
181 } 183 }
182 } 184 }