mess around with prioritizer

0.9.1.0-post-fixes
UbitUmarov 2019-01-25 20:49:18 +00:00
parent e3d0ec6f40
commit 3ee70aac0b
3 changed files with 98 additions and 139 deletions

View File

@ -587,7 +587,6 @@ namespace OpenSim.Framework
{
private ISceneEntity m_entity;
private PrimUpdateFlags m_flags;
private int m_updateTime;
public ISceneEntity Entity
{
@ -599,41 +598,29 @@ namespace OpenSim.Framework
get { return m_flags; }
}
public int UpdateTime
public virtual void Update()
{
get { return m_updateTime; }
// we are on the new one
if (m_flags.HasFlag(PrimUpdateFlags.CancelKill))
m_flags = PrimUpdateFlags.FullUpdatewithAnim;
}
public virtual void Update(EntityUpdate oldupdate)
{
// we are on the new one
PrimUpdateFlags updateFlags = oldupdate.Flags;
if(m_flags.HasFlag(PrimUpdateFlags.CancelKill))
if (m_flags.HasFlag(PrimUpdateFlags.CancelKill))
{
m_flags = PrimUpdateFlags.FullUpdatewithAnim;
}
else if(updateFlags.HasFlag(PrimUpdateFlags.Kill))
return;
else // kill case will just merge in
else
m_flags |= updateFlags;
// Use the older of the updates as the updateTime
if (Util.EnvironmentTickCountCompare(UpdateTime, oldupdate.UpdateTime) > 0)
m_updateTime = oldupdate.UpdateTime;
}
public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
{
m_entity = entity;
m_flags = flags;
m_updateTime = Util.EnvironmentTickCount();
}
public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, Int32 updateTime)
{
m_entity = entity;
m_flags = flags;
m_updateTime = updateTime;
}
}
@ -694,7 +681,7 @@ namespace OpenSim.Framework
FullUpdatewithAnim = FullUpdate | Animations,
SendInTransit = 0x20000000, // 1 << 29
CancelKill = 0x41ffffff, // 1 << 30
CancelKill = 0x40000000, // 1 << 30
Kill = 0x80000000 // 1 << 31
}

View File

@ -45,6 +45,7 @@ using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using AssetLandmark = OpenSim.Framework.AssetLandmark;
using Caps = OpenSim.Framework.Capabilities.Caps;
using PermissionMask = OpenSim.Framework.PermissionMask;
@ -4097,6 +4098,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (!IsActive)
return;
ScenePresence mysp = (ScenePresence)SceneAgent;
if (mysp == null)
return;
List<ObjectUpdatePacket.ObjectDataBlock> objectUpdateBlocks = null;
List<ObjectUpdateCompressedPacket.ObjectDataBlock> compressedUpdateBlocks = null;
List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> terseUpdateBlocks = null;
@ -4114,39 +4119,36 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
EntityUpdate update;
Int32 timeinqueue; // this is just debugging code & can be dropped later
bool doCulling = m_scene.ObjectsCullingByDistance;
float cullingrange = 64.0f;
HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
// Vector3 mycamera = Vector3.Zero;
Vector3 mypos = Vector3.Zero;
ScenePresence mysp = (ScenePresence)SceneAgent;
bool orderedDequeue = m_scene.UpdatePrioritizationScheme == UpdatePrioritizationSchemes.SimpleAngularDistance;
// we should have a presence
if(mysp == null)
return;
if(doCulling)
HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
if (doCulling)
{
cullingrange = mysp.DrawDistance + m_scene.ReprioritizationDistance + 16f;
// mycamera = mysp.CameraPosition;
mypos = mysp.AbsolutePosition;
}
while (maxUpdatesBytes > 0)
{
if (!IsActive)
return;
lock (m_entityUpdates.SyncRoot)
{
if(orderedDequeue)
{
if (!m_entityUpdates.TryOrderedDequeue(out update, out timeinqueue))
if (!m_entityUpdates.TryOrderedDequeue(out update))
break;
}
else
{
if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
if (!m_entityUpdates.TryDequeue(out update))
break;
}
}
@ -4166,13 +4168,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
SceneObjectGroup grp = part.ParentGroup;
if (grp.inTransit && !update.Flags.HasFlag(PrimUpdateFlags.SendInTransit))
continue;
/* debug
if (update.Flags.HasFlag(PrimUpdateFlags.SendInTransit))
{
}
*/
if (grp.IsDeleted)
{
// Don't send updates for objects that have been marked deleted.
@ -4234,20 +4230,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if(GroupsNeedFullUpdate.Contains(grp))
continue;
bool inview = false;
bool inViewGroups = false;
lock(GroupsInView)
inview = GroupsInView.Contains(grp);
inViewGroups = GroupsInView.Contains(grp);
if(!inview)
if(!inViewGroups)
{
float bradius = grp.GetBoundsRadius();
Vector3 partpos = grp.AbsolutePosition + grp.getBoundsCenter();
// float dcam = (partpos - mycamera).LengthSquared();
Vector3 partpos = grp.getCenterOffset();
float dpos = (partpos - mypos).LengthSquared();
// if(dcam < dpos)
// dpos = dcam;
dpos = (float)Math.Sqrt(dpos) - bradius;
if(dpos > cullingrange)
float maxview = grp.GetBoundsRadius() + cullingrange;
if (dpos > maxview * maxview)
continue;
GroupsNeedFullUpdate.Add(grp);
@ -4488,10 +4480,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
foreach(SceneObjectGroup grp in GroupsNeedFullUpdate)
{
foreach(SceneObjectPart p in grp.Parts)
SendEntityUpdate(p,PrimUpdateFlags.CancelKill);
lock(GroupsInView)
lock (GroupsInView)
GroupsInView.Add(grp);
foreach (SceneObjectPart p in grp.Parts)
SendEntityUpdate(p, PrimUpdateFlags.CancelKill);
}
}
@ -4542,26 +4534,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if(!doCulling)
return;
if(CheckGroupsInViewBusy)
if (!IsActive)
return;
if (CheckGroupsInViewBusy)
return;
ScenePresence mysp = (ScenePresence)SceneAgent;
if (mysp == null || mysp.IsDeleted)
return;
CheckGroupsInViewBusy = true;
float cullingrange = 64.0f;
// Vector3 mycamera = Vector3.Zero;
Vector3 mypos = Vector3.Zero;
ScenePresence mysp = (ScenePresence)SceneAgent;
if(mysp != null && !mysp.IsDeleted)
{
cullingrange = mysp.DrawDistance + m_scene.ReprioritizationDistance + 16f;
// mycamera = mysp.CameraPosition;
mypos = mysp.AbsolutePosition;
}
else
{
CheckGroupsInViewBusy= false;
return;
}
float cullingrange = mysp.DrawDistance + m_scene.ReprioritizationDistance + 16f;
Vector3 mypos = mysp.AbsolutePosition;
HashSet<SceneObjectGroup> NewGroupsInView = new HashSet<SceneObjectGroup>();
HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
@ -4570,7 +4556,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
EntityBase[] entities = m_scene.Entities.GetEntities();
foreach (EntityBase e in entities)
{
if(!IsActive)
if (!IsActive)
return;
if (e != null && e is SceneObjectGroup)
@ -4579,27 +4565,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if(grp.IsDeleted || grp.IsAttachment)
continue;
float bradius = grp.GetBoundsRadius();
Vector3 grppos = grp.AbsolutePosition + grp.getBoundsCenter();
// float dcam = (grppos - mycamera).LengthSquared();
bool inviewgroups;
lock (GroupsInView)
inviewgroups = GroupsInView.Contains(grp);
Vector3 grppos = grp.getCenterOffset();
float dpos = (grppos - mypos).LengthSquared();
// if(dcam < dpos)
// dpos = dcam;
dpos = (float)Math.Sqrt(dpos) - bradius;
bool inview;
lock(GroupsInView)
inview = GroupsInView.Contains(grp);
if(dpos > cullingrange)
float maxview = grp.GetBoundsRadius() + cullingrange;
if (dpos > maxview * maxview)
{
if(inview)
if(inviewgroups)
kills.Add(grp);
}
else
{
if(!inview)
if(!inviewgroups)
GroupsNeedFullUpdate.Add(grp);
NewGroupsInView.Add(grp);
}
@ -4614,7 +4595,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
List<uint> partIDs = new List<uint>();
foreach(SceneObjectGroup grp in kills)
{
SendEntityUpdate(grp.RootPart,PrimUpdateFlags.Kill);
SendEntityUpdate(grp.RootPart, PrimUpdateFlags.Kill);
foreach(SceneObjectPart p in grp.Parts)
{
if(p != grp.RootPart)
@ -4636,7 +4617,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
foreach(SceneObjectGroup grp in GroupsNeedFullUpdate)
{
foreach(SceneObjectPart p in grp.Parts)
SendEntityUpdate(p,PrimUpdateFlags.CancelKill);
SendEntityUpdate(p, PrimUpdateFlags.CancelKill);
}
}
@ -4645,13 +4626,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity)
{
if (entity != null)
{
priority = m_prioritizer.GetUpdatePriority(this, entity);
return true;
}
if (entity == null)
return false;
return false;
priority = m_prioritizer.GetUpdatePriority(this, entity);
return true;
}
public void FlushPrimUpdates()
@ -4831,7 +4810,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
uint priority = 0; // time based ordering only
lock (m_entityProps.SyncRoot)
m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,requestFlags,true,false));
m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity, requestFlags, true, false));
}
private void ResendPropertyUpdate(ObjectPropertyUpdate update)
@ -4885,7 +4864,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
bool orderedDequeue = m_scene.UpdatePrioritizationScheme == UpdatePrioritizationSchemes.SimpleAngularDistance;
EntityUpdate iupdate;
Int32 timeinqueue; // this is just debugging code & can be dropped later
while (maxUpdateBytes > 0)
{
@ -4893,12 +4871,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
if(orderedDequeue)
{
if (!m_entityProps.TryOrderedDequeue(out iupdate, out timeinqueue))
if (!m_entityProps.TryOrderedDequeue(out iupdate))
break;
}
else
{
if (!m_entityProps.TryDequeue(out iupdate, out timeinqueue))
if (!m_entityProps.TryDequeue(out iupdate))
break;
}
}

View File

@ -107,7 +107,7 @@ namespace OpenSim.Region.Framework.Scenes
if(presence.ParentPart.ParentGroup == sog)
return 2;
}
pqueue = ComputeDistancePriority(client, entity, false);
// Non physical prims are lower priority than physical prims
@ -165,15 +165,6 @@ namespace OpenSim.Region.Framework.Scenes
// And convert the distance to a priority queue, this computation gives queues
// at 10, 20, 40, 80, 160, 320, 640, and 1280m
uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues;
/*
for (int i = 0; i < queues - 1; i++)
{
if (distance < 30 * Math.Pow(2.0,i))
break;
pqueue++;
}
*/
if (distance > 10f)
{
float tmp = (float)Math.Log((double)distance) * 1.442695f - 3.321928f;
@ -182,8 +173,6 @@ namespace OpenSim.Region.Framework.Scenes
// 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
// 2st constant makes it be log2(distance/10)
pqueue += (uint)tmp;
if (pqueue > queues - 1)
pqueue = queues - 1;
}
// If this is a root agent, then determine front & back
@ -216,11 +205,6 @@ namespace OpenSim.Region.Framework.Scenes
private uint ComputeAngleDistancePriority(ScenePresence presence, ISceneEntity entity)
{
// And convert the distance to a priority queue, this computation gives queues
// at 10, 20, 40, 80, 160, 320, 640, and 1280m
// uint minpqueue = PriorityQueue.NumberOfImmediateQueues;
uint maxqueue = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues -1;
// uint pqueue = minpqueue;
uint pqueue = PriorityQueue.NumberOfImmediateQueues;
float distance;
@ -228,36 +212,49 @@ namespace OpenSim.Region.Framework.Scenes
if(entity is ScenePresence)
{
ScenePresence sp = entity as ScenePresence;
distance = Vector3.Distance(presencePos, sp.AbsolutePosition);
distance *= 0.5f;
distance = Vector3.DistanceSquared(presencePos, sp.AbsolutePosition);
if (distance > 400f)
{
float tmp = (float)Math.Log(distance) * 0.7213475f - 4.321928f;
pqueue += (uint)tmp;
}
return pqueue;
}
else
{
SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
if(presence.ParentPart != null)
{
if(presence.ParentPart.ParentGroup == group)
return pqueue;
}
if(group.IsAttachment)
{
if(group.RootPart.LocalId == presence.LocalId)
return pqueue;
}
float bradius = group.GetBoundsRadius();
Vector3 grppos = group.AbsolutePosition + group.getBoundsCenter();
distance = Vector3.Distance(presencePos, grppos);
distance -= bradius;
distance *= group.getAreaFactor();
if(group.IsAttachment)
distance *= 0.5f;
else if(group.UsesPhysics)
distance *= 0.6f;
else if(group.GetSittingAvatarsCount() > 0)
distance *= 0.5f;
SceneObjectPart sop = entity as SceneObjectPart;
SceneObjectGroup group = sop.ParentGroup;
if(presence.ParentPart != null)
{
if(presence.ParentPart.ParentGroup == group)
return pqueue;
}
if (group.IsAttachment)
{
if(group.RootPart.LocalId == presence.LocalId)
return pqueue;
distance = Vector3.DistanceSquared(presencePos, group.AbsolutePosition);
if (distance > 400f)
{
float tmp = (float)Math.Log(distance) * 0.7213475f - 4.321928f;
pqueue += (uint)tmp;
}
return pqueue;
}
float bradius = group.GetBoundsRadius();
Vector3 grppos = group.getCenterOffset();
distance = Vector3.Distance(presencePos, grppos);
distance -= bradius;
distance *= group.getAreaFactor();
if(group.IsAttachment)
distance *= 0.5f;
else if(group.UsesPhysics)
distance *= 0.6f;
else if(group.GetSittingAvatarsCount() > 0)
distance *= 0.5f;
if (distance > 10f)
{
float tmp = (float)Math.Log(distance) * 1.442695f - 3.321928f;
@ -265,10 +262,7 @@ namespace OpenSim.Region.Framework.Scenes
// now
// 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
// 2st constant makes it be log2(distance/10)
pqueue += (uint)tmp;
if (pqueue > maxqueue)
pqueue = maxqueue;
}
return pqueue;