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-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs50
1 files changed, 44 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1eb0c28..4780cdd 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -1,4 +1,4 @@
1using System; 1using System;
2using System.Collections.Generic; 2using System.Collections.Generic;
3using log4net; 3using log4net;
4using Nini.Config; 4using Nini.Config;
@@ -32,6 +32,15 @@ namespace OpenSim.Region.Framework.Scenes
32 public class Prioritizer 32 public class Prioritizer
33 { 33 {
34 private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); 34 private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
35
36 /// <summary>
37 /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
38 /// viewer before child prim updates.
39 /// The adjustment is added to child prims and subtracted from root prims, so the gap ends up
40 /// being double. We do it both ways so that there is a still a priority delta even if the priority is already
41 /// double.MinValue or double.MaxValue.
42 /// </summary>
43 private double m_childPrimAdjustmentFactor = 0.05;
35 44
36 private Scene m_scene; 45 private Scene m_scene;
37 46
@@ -42,21 +51,50 @@ namespace OpenSim.Region.Framework.Scenes
42 51
43 public double GetUpdatePriority(IClientAPI client, ISceneEntity entity) 52 public double GetUpdatePriority(IClientAPI client, ISceneEntity entity)
44 { 53 {
54 double priority = 0;
55
45 switch (m_scene.UpdatePrioritizationScheme) 56 switch (m_scene.UpdatePrioritizationScheme)
46 { 57 {
47 case UpdatePrioritizationSchemes.Time: 58 case UpdatePrioritizationSchemes.Time:
48 return GetPriorityByTime(); 59 priority = GetPriorityByTime();
60 break;
49 case UpdatePrioritizationSchemes.Distance: 61 case UpdatePrioritizationSchemes.Distance:
50 return GetPriorityByDistance(client, entity); 62 priority = GetPriorityByDistance(client, entity);
63 break;
51 case UpdatePrioritizationSchemes.SimpleAngularDistance: 64 case UpdatePrioritizationSchemes.SimpleAngularDistance:
52 return GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance 65 priority = GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
66 break;
53 case UpdatePrioritizationSchemes.FrontBack: 67 case UpdatePrioritizationSchemes.FrontBack:
54 return GetPriorityByFrontBack(client, entity); 68 priority = GetPriorityByFrontBack(client, entity);
69 break;
55 case UpdatePrioritizationSchemes.BestAvatarResponsiveness: 70 case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
56 return GetPriorityByBestAvatarResponsiveness(client, entity); 71 priority = GetPriorityByBestAvatarResponsiveness(client, entity);
72 break;
57 default: 73 default:
58 throw new InvalidOperationException("UpdatePrioritizationScheme not defined."); 74 throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
75 break;
59 } 76 }
77
78 // Adjust priority so that root prims are sent to the viewer first. This is especially important for
79 // attachments acting as huds, since current viewers fail to display hud child prims if their updates
80 // arrive before the root one.
81 if (entity is SceneObjectPart)
82 {
83 SceneObjectPart sop = ((SceneObjectPart)entity);
84
85 if (sop.IsRoot)
86 {
87 if (priority >= double.MinValue + m_childPrimAdjustmentFactor)
88 priority -= m_childPrimAdjustmentFactor;
89 }
90 else
91 {
92 if (priority <= double.MaxValue - m_childPrimAdjustmentFactor)
93 priority += m_childPrimAdjustmentFactor;
94 }
95 }
96
97 return priority;
60 } 98 }
61 99
62 private double GetPriorityByTime() 100 private double GetPriorityByTime()