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author | Melanie Thielker | 2017-01-05 19:07:37 +0000 |
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committer | Melanie Thielker | 2017-01-05 19:07:37 +0000 |
commit | b16abc8166c29585cb76cc55c3bdd76e5833cb4f (patch) | |
tree | 6a34f465a74b7a3a6dc00a3d7aa8dcc25ac3e3a5 /OpenSim/Region/Framework/Scenes/Prioritizer.cs | |
parent | Make it possible to disable the bakes module in the way it is described in co... (diff) | |
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Massive tab and trailing space cleanup
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Prioritizer.cs | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index 97009a0..cbf40c8 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs | |||
@@ -35,7 +35,7 @@ using OpenSim.Region.PhysicsModules.SharedBase; | |||
35 | 35 | ||
36 | /* | 36 | /* |
37 | * Steps to add a new prioritization policy: | 37 | * Steps to add a new prioritization policy: |
38 | * | 38 | * |
39 | * - Add a new value to the UpdatePrioritizationSchemes enum. | 39 | * - Add a new value to the UpdatePrioritizationSchemes enum. |
40 | * - Specify this new value in the [InterestManagement] section of your | 40 | * - Specify this new value in the [InterestManagement] section of your |
41 | * OpenSim.ini. The name in the config file must match the enum value name | 41 | * OpenSim.ini. The name in the config file must match the enum value name |
@@ -59,7 +59,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
59 | public class Prioritizer | 59 | public class Prioritizer |
60 | { | 60 | { |
61 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 61 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
62 | 62 | ||
63 | private Scene m_scene; | 63 | private Scene m_scene; |
64 | 64 | ||
65 | public Prioritizer(Scene scene) | 65 | public Prioritizer(Scene scene) |
@@ -91,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
91 | return 0; | 91 | return 0; |
92 | 92 | ||
93 | uint priority; | 93 | uint priority; |
94 | 94 | ||
95 | switch (m_scene.UpdatePrioritizationScheme) | 95 | switch (m_scene.UpdatePrioritizationScheme) |
96 | { | 96 | { |
97 | /* | 97 | /* |
@@ -116,7 +116,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
116 | priority = GetPriorityByBestAvatarResponsiveness(client, entity); | 116 | priority = GetPriorityByBestAvatarResponsiveness(client, entity); |
117 | break; | 117 | break; |
118 | } | 118 | } |
119 | 119 | ||
120 | return priority; | 120 | return priority; |
121 | } | 121 | } |
122 | 122 | ||
@@ -145,7 +145,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
145 | 145 | ||
146 | return ComputeDistancePriority(client,entity,false); | 146 | return ComputeDistancePriority(client,entity,false); |
147 | } | 147 | } |
148 | 148 | ||
149 | private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) | 149 | private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) |
150 | { | 150 | { |
151 | // And anything attached to this avatar gets top priority as well | 151 | // And anything attached to this avatar gets top priority as well |
@@ -172,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
172 | 172 | ||
173 | if (entity is SceneObjectPart) | 173 | if (entity is SceneObjectPart) |
174 | { | 174 | { |
175 | // Attachments are high priority, | 175 | // Attachments are high priority, |
176 | if (((SceneObjectPart)entity).ParentGroup.IsAttachment) | 176 | if (((SceneObjectPart)entity).ParentGroup.IsAttachment) |
177 | return 2; | 177 | return 2; |
178 | 178 | ||
@@ -196,7 +196,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
196 | ScenePresence presence = m_scene.GetScenePresence(client.AgentId); | 196 | ScenePresence presence = m_scene.GetScenePresence(client.AgentId); |
197 | if (presence == null) | 197 | if (presence == null) |
198 | { | 198 | { |
199 | // this shouldn't happen, it basically means that we are prioritizing | 199 | // this shouldn't happen, it basically means that we are prioritizing |
200 | // updates to send to a client that doesn't have a presence in the scene | 200 | // updates to send to a client that doesn't have a presence in the scene |
201 | // seems like there's race condition here... | 201 | // seems like there's race condition here... |
202 | 202 | ||
@@ -204,7 +204,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
204 | // throw new InvalidOperationException("Prioritization agent not defined"); | 204 | // throw new InvalidOperationException("Prioritization agent not defined"); |
205 | return PriorityQueue.NumberOfQueues - 1; | 205 | return PriorityQueue.NumberOfQueues - 1; |
206 | } | 206 | } |
207 | 207 | ||
208 | // Use group position for child prims, since we are putting child prims in | 208 | // Use group position for child prims, since we are putting child prims in |
209 | // the same queue with the root of the group, the root prim (which goes into | 209 | // the same queue with the root of the group, the root prim (which goes into |
210 | // the queue first) should always be sent first, no need to adjust child prim | 210 | // the queue first) should always be sent first, no need to adjust child prim |
@@ -227,14 +227,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
227 | 227 | ||
228 | Vector3 presencePos = presence.AbsolutePosition; | 228 | Vector3 presencePos = presence.AbsolutePosition; |
229 | 229 | ||
230 | // Compute the distance... | 230 | // Compute the distance... |
231 | double distance = Vector3.Distance(presencePos, entityPos); | 231 | double distance = Vector3.Distance(presencePos, entityPos); |
232 | 232 | ||
233 | // And convert the distance to a priority queue, this computation gives queues | 233 | // And convert the distance to a priority queue, this computation gives queues |
234 | // at 10, 20, 40, 80, 160, 320, 640, and 1280m | 234 | // at 10, 20, 40, 80, 160, 320, 640, and 1280m |
235 | uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue | 235 | uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue |
236 | uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues; | 236 | uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues; |
237 | /* | 237 | /* |
238 | for (int i = 0; i < queues - 1; i++) | 238 | for (int i = 0; i < queues - 1; i++) |
239 | { | 239 | { |
240 | if (distance < 30 * Math.Pow(2.0,i)) | 240 | if (distance < 30 * Math.Pow(2.0,i)) |
@@ -246,7 +246,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
246 | { | 246 | { |
247 | float tmp = (float)Math.Log((double)distance) * 1.442695f - 3.321928f; | 247 | float tmp = (float)Math.Log((double)distance) * 1.442695f - 3.321928f; |
248 | // for a map identical to original: | 248 | // for a map identical to original: |
249 | // now | 249 | // now |
250 | // 1st constant is 1/(log(2)) (natural log) so we get log2(distance) | 250 | // 1st constant is 1/(log(2)) (natural log) so we get log2(distance) |
251 | // 2st constant makes it be log2(distance/10) | 251 | // 2st constant makes it be log2(distance/10) |
252 | pqueue += (uint)tmp; | 252 | pqueue += (uint)tmp; |
@@ -265,7 +265,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
265 | // Plane equation | 265 | // Plane equation |
266 | float d = -Vector3.Dot(camPosition, camAtAxis); | 266 | float d = -Vector3.Dot(camPosition, camAtAxis); |
267 | float p = Vector3.Dot(camAtAxis, entityPos) + d; | 267 | float p = Vector3.Dot(camAtAxis, entityPos) + d; |
268 | if (p < 0.0f) | 268 | if (p < 0.0f) |
269 | pqueue++; | 269 | pqueue++; |
270 | } | 270 | } |
271 | 271 | ||
@@ -291,7 +291,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
291 | // uint pqueue = minpqueue; | 291 | // uint pqueue = minpqueue; |
292 | uint pqueue = PriorityQueue.NumberOfImmediateQueues; | 292 | uint pqueue = PriorityQueue.NumberOfImmediateQueues; |
293 | float distance; | 293 | float distance; |
294 | 294 | ||
295 | Vector3 presencePos = presence.AbsolutePosition; | 295 | Vector3 presencePos = presence.AbsolutePosition; |
296 | if(entity is ScenePresence) | 296 | if(entity is ScenePresence) |
297 | { | 297 | { |
@@ -319,10 +319,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
319 | { | 319 | { |
320 | float tmp = (float)Math.Log(distance) * 1.442695f - 3.321928f; | 320 | float tmp = (float)Math.Log(distance) * 1.442695f - 3.321928f; |
321 | // for a map identical to original: | 321 | // for a map identical to original: |
322 | // now | 322 | // now |
323 | // 1st constant is 1/(log(2)) (natural log) so we get log2(distance) | 323 | // 1st constant is 1/(log(2)) (natural log) so we get log2(distance) |
324 | // 2st constant makes it be log2(distance/10) | 324 | // 2st constant makes it be log2(distance/10) |
325 | 325 | ||
326 | pqueue += (uint)tmp; | 326 | pqueue += (uint)tmp; |
327 | if (pqueue > maxqueue) | 327 | if (pqueue > maxqueue) |
328 | pqueue = maxqueue; | 328 | pqueue = maxqueue; |