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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs13
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs112
3 files changed, 124 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 49c1ebf..30fe976 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -278,6 +278,10 @@ namespace OpenSim.Region.Framework.Scenes
278 private bool m_firstHeartbeat = true; 278 private bool m_firstHeartbeat = true;
279 279
280 private UpdatePrioritizationSchemes m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time; 280 private UpdatePrioritizationSchemes m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
281 private bool m_reprioritization_enabled = true;
282 private double m_reprioritization_interval = 2000.0;
283 private double m_root_reprioritization_distance = 5.0;
284 private double m_child_reprioritization_distance = 10.0;
281 285
282 private object m_deleting_scene_object = new object(); 286 private object m_deleting_scene_object = new object();
283 287
@@ -291,6 +295,10 @@ namespace OpenSim.Region.Framework.Scenes
291 #region Properties 295 #region Properties
292 296
293 public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return this.m_update_prioritization_scheme; } } 297 public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return this.m_update_prioritization_scheme; } }
298 public bool IsReprioritizationEnabled { get { return m_reprioritization_enabled; } }
299 public double ReprioritizationInterval { get { return m_reprioritization_interval; } }
300 public double RootReprioritizationDistance { get { return m_root_reprioritization_distance; } }
301 public double ChildReprioritizationDistance { get { return m_child_reprioritization_distance; } }
294 302
295 public AgentCircuitManager AuthenticateHandler 303 public AgentCircuitManager AuthenticateHandler
296 { 304 {
@@ -542,6 +550,11 @@ namespace OpenSim.Region.Framework.Scenes
542 m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time; 550 m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
543 break; 551 break;
544 } 552 }
553
554 m_reprioritization_enabled = interest_management_config.GetBoolean("ReprioritizationEnabled", true);
555 m_reprioritization_interval = interest_management_config.GetDouble("ReprioritizationInterval", 5000.0);
556 m_root_reprioritization_distance = interest_management_config.GetDouble("RootReprioritizationDistance", 10.0);
557 m_child_reprioritization_distance = interest_management_config.GetDouble("ChildReprioritizationDistance", 20.0);
545 } 558 }
546 559
547 m_log.Info("[SCENE]: Using the " + m_update_prioritization_scheme + " prioritization scheme"); 560 m_log.Info("[SCENE]: Using the " + m_update_prioritization_scheme + " prioritization scheme");
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index b9872ca..8ee26c3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -846,7 +846,7 @@ namespace OpenSim.Region.Framework.Scenes
846 /// </summary> 846 /// </summary>
847 /// <param name="localID"></param> 847 /// <param name="localID"></param>
848 /// <returns>null if no scene object group containing that prim is found</returns> 848 /// <returns>null if no scene object group containing that prim is found</returns>
849 private SceneObjectGroup GetGroupByPrim(uint localID) 849 public SceneObjectGroup GetGroupByPrim(uint localID)
850 { 850 {
851 if (Entities.ContainsKey(localID)) 851 if (Entities.ContainsKey(localID))
852 return Entities[localID] as SceneObjectGroup; 852 return Entities[localID] as SceneObjectGroup;
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 9d13ad4..f05c3d8 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using System.Timers;
31using OpenMetaverse; 32using OpenMetaverse;
32using log4net; 33using log4net;
33using OpenSim.Framework; 34using OpenSim.Framework;
@@ -172,6 +173,11 @@ namespace OpenSim.Region.Framework.Scenes
172 173
173 // Position of agent's camera in world (region cordinates) 174 // Position of agent's camera in world (region cordinates)
174 protected Vector3 m_CameraCenter = Vector3.Zero; 175 protected Vector3 m_CameraCenter = Vector3.Zero;
176 protected Vector3 m_lastCameraCenter = Vector3.Zero;
177
178 protected Timer m_reprioritization_timer;
179 protected bool m_reprioritizing = false;
180 protected bool m_reprioritization_called = false;
175 181
176 // Use these three vectors to figure out what the agent is looking at 182 // Use these three vectors to figure out what the agent is looking at
177 // Convert it to a Matrix and/or Quaternion 183 // Convert it to a Matrix and/or Quaternion
@@ -639,7 +645,14 @@ namespace OpenSim.Region.Framework.Scenes
639 645
640 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); 646 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>();
641 647
642 AbsolutePosition = m_controllingClient.StartPos; 648 AbsolutePosition = posLastSignificantMove = m_CameraCenter =
649 m_lastCameraCenter = m_controllingClient.StartPos;
650
651 m_reprioritization_timer = new Timer(world.ReprioritizationInterval);
652 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize);
653 m_reprioritization_timer.AutoReset = false;
654
655
643 AdjustKnownSeeds(); 656 AdjustKnownSeeds();
644 657
645 TrySetMovementAnimation("STAND"); // TODO: I think, this won't send anything, as we are still a child here... 658 TrySetMovementAnimation("STAND"); // TODO: I think, this won't send anything, as we are still a child here...
@@ -1219,6 +1232,11 @@ namespace OpenSim.Region.Framework.Scenes
1219 // Camera location in world. We'll need to raytrace 1232 // Camera location in world. We'll need to raytrace
1220 // from this location from time to time. 1233 // from this location from time to time.
1221 m_CameraCenter = agentData.CameraCenter; 1234 m_CameraCenter = agentData.CameraCenter;
1235 if (Vector3.Distance(m_lastCameraCenter, m_CameraCenter) >= Scene.RootReprioritizationDistance)
1236 {
1237 ReprioritizeUpdates();
1238 m_lastCameraCenter = m_CameraCenter;
1239 }
1222 1240
1223 // Use these three vectors to figure out what the agent is looking at 1241 // Use these three vectors to figure out what the agent is looking at
1224 // Convert it to a Matrix and/or Quaternion 1242 // Convert it to a Matrix and/or Quaternion
@@ -2823,7 +2841,7 @@ namespace OpenSim.Region.Framework.Scenes
2823 } 2841 }
2824 2842
2825 // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m 2843 // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m
2826 if (Util.GetDistanceTo(AbsolutePosition,m_LastChildAgentUpdatePosition) > 32) 2844 if (Util.GetDistanceTo(AbsolutePosition, m_LastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance)
2827 { 2845 {
2828 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); 2846 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate();
2829 cadu.ActiveGroupID = UUID.Zero.Guid; 2847 cadu.ActiveGroupID = UUID.Zero.Guid;
@@ -3118,6 +3136,12 @@ namespace OpenSim.Region.Framework.Scenes
3118 if (cAgentData.Position != new Vector3(-1, -1, -1)) // UGH!! 3136 if (cAgentData.Position != new Vector3(-1, -1, -1)) // UGH!!
3119 m_pos = new Vector3(cAgentData.Position.X + shiftx, cAgentData.Position.Y + shifty, cAgentData.Position.Z); 3137 m_pos = new Vector3(cAgentData.Position.X + shiftx, cAgentData.Position.Y + shifty, cAgentData.Position.Z);
3120 3138
3139 if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance)
3140 {
3141 posLastSignificantMove = AbsolutePosition;
3142 ReprioritizeUpdates();
3143 }
3144
3121 // It's hard to say here.. We can't really tell where the camera position is unless it's in world cordinates from the sending region 3145 // It's hard to say here.. We can't really tell where the camera position is unless it's in world cordinates from the sending region
3122 m_CameraCenter = cAgentData.Center; 3146 m_CameraCenter = cAgentData.Center;
3123 3147
@@ -3498,6 +3522,16 @@ namespace OpenSim.Region.Framework.Scenes
3498 { 3522 {
3499 m_knownChildRegions.Clear(); 3523 m_knownChildRegions.Clear();
3500 } 3524 }
3525
3526 lock (m_reprioritization_timer)
3527 {
3528 m_reprioritization_timer.Enabled = false;
3529 m_reprioritization_timer.Elapsed -= new ElapsedEventHandler(Reprioritize);
3530 }
3531 // I don't get it but mono crashes when you try to dispose of this timer,
3532 // unsetting the elapsed callback should be enough to allow for cleanup however.
3533 //m_reprioritizationTimer.Dispose();
3534
3501 m_sceneViewer.Close(); 3535 m_sceneViewer.Close();
3502 3536
3503 RemoveFromPhysicalScene(); 3537 RemoveFromPhysicalScene();
@@ -3913,5 +3947,79 @@ namespace OpenSim.Region.Framework.Scenes
3913 { 3947 {
3914 return Vector3.Distance(AbsolutePosition, position); 3948 return Vector3.Distance(AbsolutePosition, position);
3915 } 3949 }
3950
3951 private double GetSOGUpdatePriority(SceneObjectGroup sog)
3952 {
3953 switch (Scene.UpdatePrioritizationScheme)
3954 {
3955 case Scene.UpdatePrioritizationSchemes.Time:
3956 throw new InvalidOperationException("UpdatePrioritizationScheme for time not supported for reprioritization");
3957 case Scene.UpdatePrioritizationSchemes.Distance:
3958 return sog.GetPriorityByDistance((IsChildAgent) ? AbsolutePosition : CameraPosition);
3959 case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
3960 return sog.GetPriorityBySimpleAngularDistance((IsChildAgent) ? AbsolutePosition : CameraPosition);
3961 default:
3962 throw new InvalidOperationException("UpdatePrioritizationScheme not defined");
3963 }
3964 }
3965
3966 private double UpdatePriority(UpdatePriorityData data)
3967 {
3968 EntityBase entity;
3969 SceneObjectGroup group;
3970
3971 if (Scene.Entities.TryGetValue(data.localID, out entity))
3972 {
3973 group = entity as SceneObjectGroup;
3974 if (group != null)
3975 return GetSOGUpdatePriority(group);
3976
3977 ScenePresence presence = entity as ScenePresence;
3978 if (presence == null)
3979 throw new InvalidOperationException("entity found is neither SceneObjectGroup nor ScenePresence");
3980 switch (Scene.UpdatePrioritizationScheme)
3981 {
3982 case Scene.UpdatePrioritizationSchemes.Time:
3983 throw new InvalidOperationException("UpdatePrioritization for time not supported for reprioritization");
3984 case Scene.UpdatePrioritizationSchemes.Distance:
3985 case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
3986 return GetPriorityByDistance((IsChildAgent) ? AbsolutePosition : CameraPosition);
3987 default:
3988 throw new InvalidOperationException("UpdatePrioritizationScheme not defined");
3989 }
3990 }
3991 else
3992 {
3993 group = Scene.SceneGraph.GetGroupByPrim(data.localID);
3994 if (group != null)
3995 return GetSOGUpdatePriority(group);
3996 }
3997 return double.NaN;
3998 }
3999
4000 private void ReprioritizeUpdates()
4001 {
4002 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != Scene.UpdatePrioritizationSchemes.Time)
4003 {
4004 lock (m_reprioritization_timer)
4005 {
4006 if (!m_reprioritizing)
4007 m_reprioritization_timer.Enabled = m_reprioritizing = true;
4008 else
4009 m_reprioritization_called = true;
4010 }
4011 }
4012 }
4013
4014 private void Reprioritize(object sender, ElapsedEventArgs e)
4015 {
4016 m_controllingClient.ReprioritizeUpdates(StateUpdateTypes.All, UpdatePriority);
4017
4018 lock (m_reprioritization_timer)
4019 {
4020 m_reprioritization_timer.Enabled = m_reprioritizing = m_reprioritization_called;
4021 m_reprioritization_called = false;
4022 }
4023 }
3916 } 4024 }
3917} 4025}