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authorJohn Hurliman2010-05-21 13:55:36 -0700
committerJohn Hurliman2010-05-21 13:55:36 -0700
commit93ef65c69055157e0b7d51e544abe5a1035f40f0 (patch)
tree0afcfd50591e34f0a5d7efa474f300cf09083f69 /OpenSim/Region/ClientStack/LindenUDP
parentminor: remove LongRunning test designator from TestAddSceneObject() since it ... (diff)
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* 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
Diffstat (limited to 'OpenSim/Region/ClientStack/LindenUDP')
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs46
1 files changed, 17 insertions, 29 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index c8a542b..9eb35fa 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -50,18 +50,6 @@ using Nini.Config;
50 50
51namespace OpenSim.Region.ClientStack.LindenUDP 51namespace OpenSim.Region.ClientStack.LindenUDP
52{ 52{
53 public class EntityUpdate
54 {
55 public ISceneEntity Entity;
56 public PrimUpdateFlags Flags;
57
58 public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
59 {
60 Entity = entity;
61 Flags = flags;
62 }
63 }
64
65 public delegate bool PacketMethod(IClientAPI simClient, Packet packet); 53 public delegate bool PacketMethod(IClientAPI simClient, Packet packet);
66 54
67 /// <summary> 55 /// <summary>
@@ -325,6 +313,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
325 313
326 private int m_cachedTextureSerial; 314 private int m_cachedTextureSerial;
327 private PriorityQueue m_entityUpdates; 315 private PriorityQueue m_entityUpdates;
316 private Prioritizer m_prioritizer;
328 317
329 /// <value> 318 /// <value>
330 /// List used in construction of data blocks for an object update packet. This is to stop us having to 319 /// List used in construction of data blocks for an object update packet. This is to stop us having to
@@ -462,6 +451,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
462 m_propertiesPacketTimer = new Timer(100); 451 m_propertiesPacketTimer = new Timer(100);
463 m_propertiesPacketTimer.Elapsed += ProcessObjectPropertiesPacket; 452 m_propertiesPacketTimer.Elapsed += ProcessObjectPropertiesPacket;
464 453
454 m_prioritizer = new Prioritizer(m_scene);
455
465 RegisterLocalPacketHandlers(); 456 RegisterLocalPacketHandlers();
466 } 457 }
467 458
@@ -3457,14 +3448,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3457 /// </summary> 3448 /// </summary>
3458 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3449 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3459 { 3450 {
3460 double priority; 3451 double priority = m_prioritizer.GetUpdatePriority(this, entity);
3461
3462 if (entity is SceneObjectPart)
3463 priority = ((SceneObjectPart)entity).ParentGroup.GetUpdatePriority(this);
3464 else if (entity is ScenePresence)
3465 priority = ((ScenePresence)entity).GetUpdatePriority(this);
3466 else
3467 priority = 0.0d;
3468 3452
3469 lock (m_entityUpdates.SyncRoot) 3453 lock (m_entityUpdates.SyncRoot)
3470 m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags), entity.LocalId); 3454 m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags), entity.LocalId);
@@ -3613,19 +3597,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3613 #endregion Packet Sending 3597 #endregion Packet Sending
3614 } 3598 }
3615 3599
3616 public void ReprioritizeUpdates(UpdatePriorityHandler handler) 3600 public void ReprioritizeUpdates()
3617 { 3601 {
3618 //m_log.Debug("[CLIENT]: Reprioritizing prim updates for " + m_firstName + " " + m_lastName); 3602 //m_log.Debug("[CLIENT]: Reprioritizing prim updates for " + m_firstName + " " + m_lastName);
3619 3603
3620 PriorityQueue.UpdatePriorityHandler update_priority_handler =
3621 delegate(ref double priority, uint local_id)
3622 {
3623 priority = handler(new UpdatePriorityData(priority, local_id));
3624 return priority != double.NaN;
3625 };
3626
3627 lock (m_entityUpdates.SyncRoot) 3604 lock (m_entityUpdates.SyncRoot)
3628 m_entityUpdates.Reprioritize(update_priority_handler); 3605 m_entityUpdates.Reprioritize(UpdatePriorityHandler);
3606 }
3607
3608 private bool UpdatePriorityHandler(ref double priority, uint localID)
3609 {
3610 EntityBase entity;
3611 if (m_scene.Entities.TryGetValue(localID, out entity))
3612 {
3613 priority = m_prioritizer.GetUpdatePriority(this, entity);
3614 }
3615
3616 return priority != double.NaN;
3629 } 3617 }
3630 3618
3631 public void FlushPrimUpdates() 3619 public void FlushPrimUpdates()