Implements adaptive queue management and fair queueing for
improved networking performance. Reprioritization algorithms need to be ported still. One is in place.bulletsim
parent
5a61c76455
commit
61371c7c16
|
@ -49,6 +49,8 @@ using Timer = System.Timers.Timer;
|
|||
using AssetLandmark = OpenSim.Framework.AssetLandmark;
|
||||
using Nini.Config;
|
||||
|
||||
using System.IO;
|
||||
|
||||
namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
{
|
||||
public delegate bool PacketMethod(IClientAPI simClient, Packet packet);
|
||||
|
@ -298,6 +300,77 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
/// <summary>Used to adjust Sun Orbit values so Linden based viewers properly position sun</summary>
|
||||
private const float m_sunPainDaHalfOrbitalCutoff = 4.712388980384689858f;
|
||||
|
||||
// First log file or time has expired, start writing to a new log file
|
||||
//<MIC>
|
||||
// -----------------------------------------------------------------
|
||||
// -----------------------------------------------------------------
|
||||
// THIS IS DEBUGGING CODE & SHOULD BE REMOVED
|
||||
// -----------------------------------------------------------------
|
||||
// -----------------------------------------------------------------
|
||||
public class QueueLogger
|
||||
{
|
||||
public Int32 start = 0;
|
||||
public StreamWriter Log = null;
|
||||
private Dictionary<UUID,int> m_idMap = new Dictionary<UUID,int>();
|
||||
|
||||
public QueueLogger()
|
||||
{
|
||||
DateTime now = DateTime.Now;
|
||||
String fname = String.Format("queue-{0}.log", now.ToString("yyyyMMddHHmmss"));
|
||||
Log = new StreamWriter(fname);
|
||||
|
||||
start = Util.EnvironmentTickCount();
|
||||
}
|
||||
|
||||
public int LookupID(UUID uuid)
|
||||
{
|
||||
int localid;
|
||||
if (! m_idMap.TryGetValue(uuid,out localid))
|
||||
{
|
||||
localid = m_idMap.Count + 1;
|
||||
m_idMap[uuid] = localid;
|
||||
}
|
||||
|
||||
return localid;
|
||||
}
|
||||
}
|
||||
|
||||
public static QueueLogger QueueLog = null;
|
||||
|
||||
// -----------------------------------------------------------------
|
||||
public void LogAvatarUpdateEvent(UUID client, UUID avatar, Int32 timeinqueue)
|
||||
{
|
||||
if (QueueLog == null)
|
||||
QueueLog = new QueueLogger();
|
||||
|
||||
Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
|
||||
lock(QueueLog)
|
||||
{
|
||||
int cid = QueueLog.LookupID(client);
|
||||
int aid = QueueLog.LookupID(avatar);
|
||||
QueueLog.Log.WriteLine("{0},AU,AV{1:D4},AV{2:D4},{3}",ticks,cid,aid,timeinqueue);
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------
|
||||
public void LogQueueProcessEvent(UUID client, PriorityQueue queue, uint maxup)
|
||||
{
|
||||
if (QueueLog == null)
|
||||
QueueLog = new QueueLogger();
|
||||
|
||||
Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
|
||||
lock(QueueLog)
|
||||
{
|
||||
int cid = QueueLog.LookupID(client);
|
||||
QueueLog.Log.WriteLine("{0},PQ,AV{1:D4},{2},{3}",ticks,cid,maxup,queue.ToString());
|
||||
}
|
||||
}
|
||||
// -----------------------------------------------------------------
|
||||
// -----------------------------------------------------------------
|
||||
// -----------------------------------------------------------------
|
||||
// -----------------------------------------------------------------
|
||||
//</MIC>
|
||||
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
protected static Dictionary<PacketType, PacketMethod> PacketHandlers = new Dictionary<PacketType, PacketMethod>(); //Global/static handlers for all clients
|
||||
|
||||
|
@ -3547,18 +3620,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
#region Primitive Packet/Data Sending Methods
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Generate one of the object update packets based on PrimUpdateFlags
|
||||
/// and broadcast the packet to clients
|
||||
/// </summary>
|
||||
public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
|
||||
{
|
||||
double priority = m_prioritizer.GetUpdatePriority(this, entity);
|
||||
//double priority = m_prioritizer.GetUpdatePriority(this, entity);
|
||||
uint priority = m_prioritizer.GetUpdatePriority(this, entity);
|
||||
|
||||
lock (m_entityUpdates.SyncRoot)
|
||||
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation), entity.LocalId);
|
||||
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
|
||||
}
|
||||
|
||||
private Int32 m_LastQueueFill = 0;
|
||||
private uint m_maxUpdates = 0;
|
||||
|
||||
private void ProcessEntityUpdates(int maxUpdates)
|
||||
{
|
||||
OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
|
||||
|
@ -3566,23 +3644,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
|
||||
OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
|
||||
|
||||
if (maxUpdates <= 0) maxUpdates = Int32.MaxValue;
|
||||
if (maxUpdates <= 0)
|
||||
{
|
||||
m_maxUpdates = Int32.MaxValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_maxUpdates == 0 || m_LastQueueFill == 0)
|
||||
{
|
||||
m_maxUpdates = (uint)maxUpdates;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Util.EnvironmentTickCountSubtract(m_LastQueueFill) < 200)
|
||||
m_maxUpdates += 5;
|
||||
else
|
||||
m_maxUpdates = m_maxUpdates >> 1;
|
||||
}
|
||||
m_maxUpdates = Util.Clamp<uint>(m_maxUpdates,10,500);
|
||||
}
|
||||
m_LastQueueFill = Util.EnvironmentTickCount();
|
||||
|
||||
int updatesThisCall = 0;
|
||||
|
||||
//<MIC>
|
||||
// DEBUGGING CODE... REMOVE
|
||||
// LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates);
|
||||
//</MIC>
|
||||
// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
|
||||
// condition where a kill can be processed before an out-of-date update for the same object.
|
||||
lock (m_killRecord)
|
||||
{
|
||||
float avgTimeDilation = 1.0f;
|
||||
EntityUpdate update;
|
||||
while (updatesThisCall < maxUpdates)
|
||||
Int32 timeinqueue; // this is just debugging code & can be dropped later
|
||||
|
||||
while (updatesThisCall < m_maxUpdates)
|
||||
{
|
||||
lock (m_entityUpdates.SyncRoot)
|
||||
if (!m_entityUpdates.TryDequeue(out update))
|
||||
if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
|
||||
break;
|
||||
avgTimeDilation += update.TimeDilation;
|
||||
avgTimeDilation *= 0.5f;
|
||||
|
||||
// <MIC>
|
||||
// DEBUGGING CODE... REMOVE
|
||||
// if (update.Entity is ScenePresence)
|
||||
// LogAvatarUpdateEvent(this.m_agentId,update.Entity.UUID,timeinqueue);
|
||||
// </MIC>
|
||||
|
||||
if (update.Entity is SceneObjectPart)
|
||||
{
|
||||
SceneObjectPart part = (SceneObjectPart)update.Entity;
|
||||
|
@ -3679,36 +3789,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
}
|
||||
else
|
||||
{
|
||||
// if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
|
||||
// {
|
||||
// SceneObjectPart sop = (SceneObjectPart)update.Entity;
|
||||
// string text = sop.Text;
|
||||
// if (text.IndexOf("\n") >= 0)
|
||||
// text = text.Remove(text.IndexOf("\n"));
|
||||
//
|
||||
// if (m_attachmentsSent.Contains(sop.ParentID))
|
||||
// {
|
||||
//// m_log.DebugFormat(
|
||||
//// "[CLIENT]: Sending full info about attached prim {0} text {1}",
|
||||
//// sop.LocalId, text);
|
||||
//
|
||||
// objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
|
||||
//
|
||||
// m_attachmentsSent.Add(sop.LocalId);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// m_log.DebugFormat(
|
||||
// "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
|
||||
// sop.LocalId, text, sop.ParentID);
|
||||
//
|
||||
// m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
|
||||
// }
|
||||
objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
|
||||
}
|
||||
}
|
||||
else if (!canUseImproved)
|
||||
|
@ -3802,26 +3883,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
public void ReprioritizeUpdates()
|
||||
{
|
||||
//m_log.Debug("[CLIENT]: Reprioritizing prim updates for " + m_firstName + " " + m_lastName);
|
||||
|
||||
lock (m_entityUpdates.SyncRoot)
|
||||
m_entityUpdates.Reprioritize(UpdatePriorityHandler);
|
||||
}
|
||||
|
||||
private bool UpdatePriorityHandler(ref double priority, uint localID)
|
||||
private bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity)
|
||||
{
|
||||
EntityBase entity;
|
||||
if (m_scene.Entities.TryGetValue(localID, out entity))
|
||||
if (entity != null)
|
||||
{
|
||||
priority = m_prioritizer.GetUpdatePriority(this, entity);
|
||||
return true;
|
||||
}
|
||||
|
||||
return priority != double.NaN;
|
||||
return false;
|
||||
}
|
||||
|
||||
public void FlushPrimUpdates()
|
||||
{
|
||||
m_log.Debug("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName);
|
||||
m_log.WarnFormat("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName);
|
||||
|
||||
while (m_entityUpdates.Count > 0)
|
||||
ProcessEntityUpdates(-1);
|
||||
|
@ -11704,86 +11783,85 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
#region PriorityQueue
|
||||
public class PriorityQueue
|
||||
{
|
||||
internal delegate bool UpdatePriorityHandler(ref double priority, uint local_id);
|
||||
internal delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity);
|
||||
|
||||
private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[1];
|
||||
// Heap[0] for self updates
|
||||
// Heap[1..12] for entity updates
|
||||
|
||||
internal const uint m_numberOfQueues = 12;
|
||||
private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[m_numberOfQueues];
|
||||
private Dictionary<uint, LookupItem> m_lookupTable;
|
||||
private Comparison<double> m_comparison;
|
||||
private object m_syncRoot = new object();
|
||||
|
||||
private uint m_nextQueue = 0;
|
||||
private UInt64 m_nextRequest = 0;
|
||||
|
||||
internal PriorityQueue() :
|
||||
this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY, Comparer<double>.Default) { }
|
||||
internal PriorityQueue(int capacity) :
|
||||
this(capacity, Comparer<double>.Default) { }
|
||||
internal PriorityQueue(IComparer<double> comparer) :
|
||||
this(new Comparison<double>(comparer.Compare)) { }
|
||||
internal PriorityQueue(Comparison<double> comparison) :
|
||||
this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY, comparison) { }
|
||||
internal PriorityQueue(int capacity, IComparer<double> comparer) :
|
||||
this(capacity, new Comparison<double>(comparer.Compare)) { }
|
||||
internal PriorityQueue(int capacity, Comparison<double> comparison)
|
||||
this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { }
|
||||
internal PriorityQueue(int capacity)
|
||||
{
|
||||
m_lookupTable = new Dictionary<uint, LookupItem>(capacity);
|
||||
|
||||
for (int i = 0; i < m_heaps.Length; ++i)
|
||||
m_heaps[i] = new MinHeap<MinHeapItem>(capacity);
|
||||
this.m_comparison = comparison;
|
||||
}
|
||||
|
||||
public object SyncRoot { get { return this.m_syncRoot; } }
|
||||
|
||||
internal int Count
|
||||
{
|
||||
get
|
||||
{
|
||||
int count = 0;
|
||||
for (int i = 0; i < m_heaps.Length; ++i)
|
||||
count = m_heaps[i].Count;
|
||||
count += m_heaps[i].Count;
|
||||
return count;
|
||||
}
|
||||
}
|
||||
|
||||
public bool Enqueue(double priority, EntityUpdate value, uint local_id)
|
||||
public bool Enqueue(uint pqueue, EntityUpdate value)
|
||||
{
|
||||
LookupItem item;
|
||||
LookupItem lookup;
|
||||
|
||||
if (m_lookupTable.TryGetValue(local_id, out item))
|
||||
uint localid = value.Entity.LocalId;
|
||||
UInt64 entry = m_nextRequest++;
|
||||
if (m_lookupTable.TryGetValue(localid, out lookup))
|
||||
{
|
||||
// Combine flags
|
||||
value.Flags |= item.Heap[item.Handle].Value.Flags;
|
||||
entry = lookup.Heap[lookup.Handle].EntryOrder;
|
||||
value.Flags |= lookup.Heap[lookup.Handle].Value.Flags;
|
||||
lookup.Heap.Remove(lookup.Handle);
|
||||
}
|
||||
|
||||
item.Heap[item.Handle] = new MinHeapItem(priority, value, local_id, this.m_comparison);
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
item.Heap = m_heaps[0];
|
||||
item.Heap.Add(new MinHeapItem(priority, value, local_id, this.m_comparison), ref item.Handle);
|
||||
m_lookupTable.Add(local_id, item);
|
||||
return true;
|
||||
}
|
||||
pqueue = Util.Clamp<uint>(pqueue, 0, m_numberOfQueues - 1);
|
||||
lookup.Heap = m_heaps[pqueue];
|
||||
lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle);
|
||||
m_lookupTable[localid] = lookup;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
internal EntityUpdate Peek()
|
||||
internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
|
||||
{
|
||||
for (int i = 0; i < m_heaps.Length; ++i)
|
||||
if (m_heaps[i].Count > 0)
|
||||
return m_heaps[i].Min().Value;
|
||||
throw new InvalidOperationException(string.Format("The {0} is empty", this.GetType().ToString()));
|
||||
}
|
||||
|
||||
internal bool TryDequeue(out EntityUpdate value)
|
||||
{
|
||||
for (int i = 0; i < m_heaps.Length; ++i)
|
||||
for (int i = 0; i < m_numberOfQueues; ++i)
|
||||
{
|
||||
if (m_heaps[i].Count > 0)
|
||||
// To get the fair queing, we cycle through each of the
|
||||
// queues when finding an element to dequeue, this code
|
||||
// assumes that the distribution of updates in the queues
|
||||
// is polynomial, probably quadractic (eg distance of PI * R^2)
|
||||
uint h = (uint)((m_nextQueue + i) % m_numberOfQueues);
|
||||
if (m_heaps[h].Count > 0)
|
||||
{
|
||||
MinHeapItem item = m_heaps[i].RemoveMin();
|
||||
m_lookupTable.Remove(item.LocalID);
|
||||
m_nextQueue = (uint)((h + 1) % m_numberOfQueues);
|
||||
|
||||
MinHeapItem item = m_heaps[h].RemoveMin();
|
||||
m_lookupTable.Remove(item.Value.Entity.LocalId);
|
||||
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
|
||||
value = item.Value;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
timeinqueue = 0;
|
||||
value = default(EntityUpdate);
|
||||
return false;
|
||||
}
|
||||
|
@ -11791,68 +11869,107 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
internal void Reprioritize(UpdatePriorityHandler handler)
|
||||
{
|
||||
MinHeapItem item;
|
||||
double priority;
|
||||
|
||||
foreach (LookupItem lookup in new List<LookupItem>(this.m_lookupTable.Values))
|
||||
{
|
||||
if (lookup.Heap.TryGetValue(lookup.Handle, out item))
|
||||
{
|
||||
priority = item.Priority;
|
||||
if (handler(ref priority, item.LocalID))
|
||||
uint pqueue = item.PriorityQueue;
|
||||
uint localid = item.Value.Entity.LocalId;
|
||||
|
||||
if (handler(ref pqueue, item.Value.Entity))
|
||||
{
|
||||
if (lookup.Heap.ContainsHandle(lookup.Handle))
|
||||
lookup.Heap[lookup.Handle] =
|
||||
new MinHeapItem(priority, item.Value, item.LocalID, this.m_comparison);
|
||||
// unless the priority queue has changed, there is no need to modify
|
||||
// the entry
|
||||
pqueue = Util.Clamp<uint>(pqueue, 0, m_numberOfQueues - 1);
|
||||
if (pqueue != item.PriorityQueue)
|
||||
{
|
||||
lookup.Heap.Remove(lookup.Handle);
|
||||
|
||||
LookupItem litem = lookup;
|
||||
litem.Heap = m_heaps[pqueue];
|
||||
litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle);
|
||||
m_lookupTable[localid] = litem;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.Warn("[LLCLIENTVIEW]: UpdatePriorityHandler returned false, dropping update");
|
||||
m_log.WarnFormat("[LLCLIENTVIEW]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
|
||||
lookup.Heap.Remove(lookup.Handle);
|
||||
this.m_lookupTable.Remove(item.LocalID);
|
||||
this.m_lookupTable.Remove(localid);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
string s = "";
|
||||
for (int i = 0; i < m_numberOfQueues; i++)
|
||||
{
|
||||
if (s != "") s += ",";
|
||||
s += m_heaps[i].Count.ToString();
|
||||
}
|
||||
return s;
|
||||
}
|
||||
|
||||
#region MinHeapItem
|
||||
private struct MinHeapItem : IComparable<MinHeapItem>
|
||||
{
|
||||
private double priority;
|
||||
private EntityUpdate value;
|
||||
private uint local_id;
|
||||
private Comparison<double> comparison;
|
||||
|
||||
internal MinHeapItem(double priority, EntityUpdate value, uint local_id) :
|
||||
this(priority, value, local_id, Comparer<double>.Default) { }
|
||||
internal MinHeapItem(double priority, EntityUpdate value, uint local_id, IComparer<double> comparer) :
|
||||
this(priority, value, local_id, new Comparison<double>(comparer.Compare)) { }
|
||||
internal MinHeapItem(double priority, EntityUpdate value, uint local_id, Comparison<double> comparison)
|
||||
{
|
||||
this.priority = priority;
|
||||
this.value = value;
|
||||
this.local_id = local_id;
|
||||
this.comparison = comparison;
|
||||
internal EntityUpdate Value {
|
||||
get {
|
||||
return this.value;
|
||||
}
|
||||
}
|
||||
|
||||
internal double Priority { get { return this.priority; } }
|
||||
internal EntityUpdate Value { get { return this.value; } }
|
||||
internal uint LocalID { get { return this.local_id; } }
|
||||
private uint pqueue;
|
||||
internal uint PriorityQueue {
|
||||
get {
|
||||
return this.pqueue;
|
||||
}
|
||||
}
|
||||
|
||||
private Int32 entrytime;
|
||||
internal Int32 EntryTime {
|
||||
get {
|
||||
return this.entrytime;
|
||||
}
|
||||
}
|
||||
|
||||
private UInt64 entryorder;
|
||||
internal UInt64 EntryOrder
|
||||
{
|
||||
get {
|
||||
return this.entryorder;
|
||||
}
|
||||
}
|
||||
|
||||
internal MinHeapItem(uint pqueue, MinHeapItem other)
|
||||
{
|
||||
this.entrytime = other.entrytime;
|
||||
this.entryorder = other.entryorder;
|
||||
this.value = other.value;
|
||||
this.pqueue = pqueue;
|
||||
}
|
||||
|
||||
internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value)
|
||||
{
|
||||
this.entrytime = Util.EnvironmentTickCount();
|
||||
this.entryorder = entryorder;
|
||||
this.value = value;
|
||||
this.pqueue = pqueue;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
StringBuilder sb = new StringBuilder();
|
||||
sb.Append("[");
|
||||
sb.Append(this.priority.ToString());
|
||||
sb.Append(",");
|
||||
if (this.value != null)
|
||||
sb.Append(this.value.ToString());
|
||||
sb.Append("]");
|
||||
return sb.ToString();
|
||||
return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId);
|
||||
}
|
||||
|
||||
public int CompareTo(MinHeapItem other)
|
||||
{
|
||||
return this.comparison(this.priority, other.priority);
|
||||
// I'm assuming that the root part of an SOG is added to the update queue
|
||||
// before the component parts
|
||||
return Comparer<UInt64>.Default.Compare(this.EntryOrder, other.EntryOrder);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
|
|
@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public class Prioritizer
|
||||
{
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <summary>
|
||||
/// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
|
||||
|
@ -76,7 +76,74 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_scene = scene;
|
||||
}
|
||||
|
||||
public double GetUpdatePriority(IClientAPI client, ISceneEntity entity)
|
||||
//<mic>
|
||||
public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
|
||||
{
|
||||
if (entity == null)
|
||||
{
|
||||
m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity");
|
||||
throw new InvalidOperationException("Prioritization entity not defined");
|
||||
}
|
||||
|
||||
// If this is an update for our own avatar give it the highest priority
|
||||
if (client.AgentId == entity.UUID)
|
||||
return 0;
|
||||
|
||||
// Get this agent's position
|
||||
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
|
||||
if (presence == null)
|
||||
{
|
||||
m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene");
|
||||
throw new InvalidOperationException("Prioritization agent not defined");
|
||||
}
|
||||
|
||||
// Use group position for child prims
|
||||
Vector3 entityPos = entity.AbsolutePosition;
|
||||
if (entity is SceneObjectPart)
|
||||
{
|
||||
SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
|
||||
if (group != null)
|
||||
entityPos = group.AbsolutePosition;
|
||||
}
|
||||
|
||||
// Use the camera position for local agents and avatar position for remote agents
|
||||
Vector3 presencePos = (presence.IsChildAgent) ?
|
||||
presence.AbsolutePosition :
|
||||
presence.CameraPosition;
|
||||
|
||||
// Compute the distance...
|
||||
double distance = Vector3.Distance(presencePos, entityPos);
|
||||
|
||||
// And convert the distance to a priority queue, this computation gives queues
|
||||
// at 10, 20, 40, 80, 160, 320, 640, and 1280m
|
||||
uint pqueue = 1;
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (distance < 10 * Math.Pow(2.0,i))
|
||||
break;
|
||||
pqueue++;
|
||||
}
|
||||
|
||||
// If this is a root agent, then determine front & back
|
||||
// Bump up the priority queue for any objects behind the avatar
|
||||
if (! presence.IsChildAgent)
|
||||
{
|
||||
// Root agent, decrease priority for objects behind us
|
||||
Vector3 camPosition = presence.CameraPosition;
|
||||
Vector3 camAtAxis = presence.CameraAtAxis;
|
||||
|
||||
// Plane equation
|
||||
float d = -Vector3.Dot(camPosition, camAtAxis);
|
||||
float p = Vector3.Dot(camAtAxis, entityPos) + d;
|
||||
if (p < 0.0f)
|
||||
pqueue++;
|
||||
}
|
||||
|
||||
return pqueue;
|
||||
}
|
||||
//</mic>
|
||||
|
||||
public double bGetUpdatePriority(IClientAPI client, ISceneEntity entity)
|
||||
{
|
||||
double priority = 0;
|
||||
|
||||
|
|
Loading…
Reference in New Issue