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author | Mic Bowman | 2011-04-22 14:55:23 -0700 |
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committer | Mic Bowman | 2011-04-22 14:55:23 -0700 |
commit | a3bd769cb33ee59b883998205454bb340d44cb9e (patch) | |
tree | a224dbf2e1ec69a6258773496eb49f0b60f3edee /OpenSim/Region/Framework/Scenes | |
parent | Set the initial rate for the adaptive throttle to 160Kpbs (diff) | |
download | opensim-SC_OLD-a3bd769cb33ee59b883998205454bb340d44cb9e.zip opensim-SC_OLD-a3bd769cb33ee59b883998205454bb340d44cb9e.tar.gz opensim-SC_OLD-a3bd769cb33ee59b883998205454bb340d44cb9e.tar.bz2 opensim-SC_OLD-a3bd769cb33ee59b883998205454bb340d44cb9e.tar.xz |
Added a second immediate queue to be used for the BestAvatar policy
and currently used for all of an avatars attachments by the other
policies. Also changed the way items are pulled from the update queues
to bias close objects even more.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Prioritizer.cs | 34 |
1 files changed, 30 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index 2e80156..a7637c0 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs | |||
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
88 | 88 | ||
89 | // If this is an update for our own avatar give it the highest priority | 89 | // If this is an update for our own avatar give it the highest priority |
90 | if (client.AgentId == entity.UUID) | 90 | if (client.AgentId == entity.UUID) |
91 | return PriorityQueue.ImmediateQueue; | 91 | return 0; |
92 | 92 | ||
93 | uint priority; | 93 | uint priority; |
94 | 94 | ||
@@ -119,16 +119,40 @@ namespace OpenSim.Region.Framework.Scenes | |||
119 | 119 | ||
120 | private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity) | 120 | private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity) |
121 | { | 121 | { |
122 | return 1; | 122 | // And anything attached to this avatar gets top priority as well |
123 | if (entity is SceneObjectPart) | ||
124 | { | ||
125 | SceneObjectPart sop = (SceneObjectPart)entity; | ||
126 | if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.RootPart.AttachedAvatar) | ||
127 | return 1; | ||
128 | } | ||
129 | |||
130 | return PriorityQueue.NumberOfImmediateQueues; // first queue past the immediate queues | ||
123 | } | 131 | } |
124 | 132 | ||
125 | private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity) | 133 | private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity) |
126 | { | 134 | { |
135 | // And anything attached to this avatar gets top priority as well | ||
136 | if (entity is SceneObjectPart) | ||
137 | { | ||
138 | SceneObjectPart sop = (SceneObjectPart)entity; | ||
139 | if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.RootPart.AttachedAvatar) | ||
140 | return 1; | ||
141 | } | ||
142 | |||
127 | return ComputeDistancePriority(client,entity,false); | 143 | return ComputeDistancePriority(client,entity,false); |
128 | } | 144 | } |
129 | 145 | ||
130 | private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) | 146 | private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) |
131 | { | 147 | { |
148 | // And anything attached to this avatar gets top priority as well | ||
149 | if (entity is SceneObjectPart) | ||
150 | { | ||
151 | SceneObjectPart sop = (SceneObjectPart)entity; | ||
152 | if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.RootPart.AttachedAvatar) | ||
153 | return 1; | ||
154 | } | ||
155 | |||
132 | return ComputeDistancePriority(client,entity,true); | 156 | return ComputeDistancePriority(client,entity,true); |
133 | } | 157 | } |
134 | 158 | ||
@@ -197,8 +221,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
197 | 221 | ||
198 | // And convert the distance to a priority queue, this computation gives queues | 222 | // And convert the distance to a priority queue, this computation gives queues |
199 | // at 10, 20, 40, 80, 160, 320, 640, and 1280m | 223 | // at 10, 20, 40, 80, 160, 320, 640, and 1280m |
200 | uint pqueue = 1; | 224 | uint pqueue = PriorityQueue.NumberOfImmediateQueues; |
201 | for (int i = 0; i < 8; i++) | 225 | uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues; |
226 | |||
227 | for (int i = 0; i < queues - 1; i++) | ||
202 | { | 228 | { |
203 | if (distance < 10 * Math.Pow(2.0,i)) | 229 | if (distance < 10 * Math.Pow(2.0,i)) |
204 | break; | 230 | break; |