Implements adaptive queue management and fair queueing for
improved networking performance. Reprioritization algorithms need to be ported still. One is in place.bulletsim
parent
adb14ad20a
commit
6885b7220c
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@ -49,6 +49,8 @@ using Timer = System.Timers.Timer;
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using AssetLandmark = OpenSim.Framework.AssetLandmark;
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using Nini.Config;
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using System.IO;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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public delegate bool PacketMethod(IClientAPI simClient, Packet packet);
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@ -298,6 +300,77 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Used to adjust Sun Orbit values so Linden based viewers properly position sun</summary>
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private const float m_sunPainDaHalfOrbitalCutoff = 4.712388980384689858f;
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// First log file or time has expired, start writing to a new log file
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//<MIC>
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// -----------------------------------------------------------------
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// -----------------------------------------------------------------
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// THIS IS DEBUGGING CODE & SHOULD BE REMOVED
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// -----------------------------------------------------------------
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// -----------------------------------------------------------------
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public class QueueLogger
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{
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public Int32 start = 0;
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public StreamWriter Log = null;
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private Dictionary<UUID,int> m_idMap = new Dictionary<UUID,int>();
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public QueueLogger()
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{
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DateTime now = DateTime.Now;
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String fname = String.Format("queue-{0}.log", now.ToString("yyyyMMddHHmmss"));
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Log = new StreamWriter(fname);
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start = Util.EnvironmentTickCount();
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}
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public int LookupID(UUID uuid)
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{
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int localid;
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if (! m_idMap.TryGetValue(uuid,out localid))
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{
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localid = m_idMap.Count + 1;
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m_idMap[uuid] = localid;
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}
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return localid;
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}
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}
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public static QueueLogger QueueLog = null;
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// -----------------------------------------------------------------
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public void LogAvatarUpdateEvent(UUID client, UUID avatar, Int32 timeinqueue)
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{
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if (QueueLog == null)
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QueueLog = new QueueLogger();
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Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
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lock(QueueLog)
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{
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int cid = QueueLog.LookupID(client);
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int aid = QueueLog.LookupID(avatar);
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QueueLog.Log.WriteLine("{0},AU,AV{1:D4},AV{2:D4},{3}",ticks,cid,aid,timeinqueue);
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}
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}
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// -----------------------------------------------------------------
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public void LogQueueProcessEvent(UUID client, PriorityQueue queue, uint maxup)
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{
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if (QueueLog == null)
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QueueLog = new QueueLogger();
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Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start);
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lock(QueueLog)
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{
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int cid = QueueLog.LookupID(client);
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QueueLog.Log.WriteLine("{0},PQ,AV{1:D4},{2},{3}",ticks,cid,maxup,queue.ToString());
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}
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}
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// -----------------------------------------------------------------
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// -----------------------------------------------------------------
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// -----------------------------------------------------------------
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// -----------------------------------------------------------------
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//</MIC>
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected static Dictionary<PacketType, PacketMethod> PacketHandlers = new Dictionary<PacketType, PacketMethod>(); //Global/static handlers for all clients
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@ -3547,18 +3620,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region Primitive Packet/Data Sending Methods
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/// <summary>
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/// Generate one of the object update packets based on PrimUpdateFlags
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/// and broadcast the packet to clients
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/// </summary>
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public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
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{
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double priority = m_prioritizer.GetUpdatePriority(this, entity);
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//double priority = m_prioritizer.GetUpdatePriority(this, entity);
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uint priority = m_prioritizer.GetUpdatePriority(this, entity);
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lock (m_entityUpdates.SyncRoot)
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m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation), entity.LocalId);
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m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
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}
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private Int32 m_LastQueueFill = 0;
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private uint m_maxUpdates = 0;
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private void ProcessEntityUpdates(int maxUpdates)
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{
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OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
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@ -3566,23 +3644,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
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OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
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if (maxUpdates <= 0) maxUpdates = Int32.MaxValue;
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if (maxUpdates <= 0)
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{
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m_maxUpdates = Int32.MaxValue;
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}
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else
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{
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if (m_maxUpdates == 0 || m_LastQueueFill == 0)
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{
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m_maxUpdates = (uint)maxUpdates;
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}
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else
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{
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if (Util.EnvironmentTickCountSubtract(m_LastQueueFill) < 200)
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m_maxUpdates += 5;
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else
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m_maxUpdates = m_maxUpdates >> 1;
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}
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m_maxUpdates = Util.Clamp<uint>(m_maxUpdates,10,500);
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}
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m_LastQueueFill = Util.EnvironmentTickCount();
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int updatesThisCall = 0;
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//<MIC>
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// DEBUGGING CODE... REMOVE
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// LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates);
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//</MIC>
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// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
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// condition where a kill can be processed before an out-of-date update for the same object.
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lock (m_killRecord)
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{
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float avgTimeDilation = 1.0f;
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EntityUpdate update;
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while (updatesThisCall < maxUpdates)
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Int32 timeinqueue; // this is just debugging code & can be dropped later
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while (updatesThisCall < m_maxUpdates)
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{
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lock (m_entityUpdates.SyncRoot)
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if (!m_entityUpdates.TryDequeue(out update))
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if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
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break;
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avgTimeDilation += update.TimeDilation;
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avgTimeDilation *= 0.5f;
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// <MIC>
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// DEBUGGING CODE... REMOVE
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// if (update.Entity is ScenePresence)
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// LogAvatarUpdateEvent(this.m_agentId,update.Entity.UUID,timeinqueue);
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// </MIC>
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if (update.Entity is SceneObjectPart)
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{
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SceneObjectPart part = (SceneObjectPart)update.Entity;
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@ -3679,36 +3789,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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else
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{
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// if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
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// {
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// SceneObjectPart sop = (SceneObjectPart)update.Entity;
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// string text = sop.Text;
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// if (text.IndexOf("\n") >= 0)
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// text = text.Remove(text.IndexOf("\n"));
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//
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// if (m_attachmentsSent.Contains(sop.ParentID))
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// {
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//// m_log.DebugFormat(
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//// "[CLIENT]: Sending full info about attached prim {0} text {1}",
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//// sop.LocalId, text);
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//
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// objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
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//
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// m_attachmentsSent.Add(sop.LocalId);
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// }
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// else
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// {
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// m_log.DebugFormat(
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// "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
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// sop.LocalId, text, sop.ParentID);
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//
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// m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
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// }
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// }
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// else
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// {
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objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
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// }
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}
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}
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else if (!canUseImproved)
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@ -3802,26 +3883,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void ReprioritizeUpdates()
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{
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//m_log.Debug("[CLIENT]: Reprioritizing prim updates for " + m_firstName + " " + m_lastName);
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lock (m_entityUpdates.SyncRoot)
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m_entityUpdates.Reprioritize(UpdatePriorityHandler);
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}
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private bool UpdatePriorityHandler(ref double priority, uint localID)
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private bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity)
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{
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EntityBase entity;
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if (m_scene.Entities.TryGetValue(localID, out entity))
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if (entity != null)
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{
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priority = m_prioritizer.GetUpdatePriority(this, entity);
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return true;
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}
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return priority != double.NaN;
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return false;
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}
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public void FlushPrimUpdates()
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{
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m_log.Debug("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName);
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m_log.WarnFormat("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName);
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while (m_entityUpdates.Count > 0)
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ProcessEntityUpdates(-1);
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@ -11713,86 +11792,85 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region PriorityQueue
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public class PriorityQueue
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{
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internal delegate bool UpdatePriorityHandler(ref double priority, uint local_id);
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internal delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity);
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private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[1];
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// Heap[0] for self updates
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// Heap[1..12] for entity updates
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internal const uint m_numberOfQueues = 12;
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private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[m_numberOfQueues];
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private Dictionary<uint, LookupItem> m_lookupTable;
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private Comparison<double> m_comparison;
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private object m_syncRoot = new object();
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private uint m_nextQueue = 0;
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private UInt64 m_nextRequest = 0;
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internal PriorityQueue() :
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this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY, Comparer<double>.Default) { }
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internal PriorityQueue(int capacity) :
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this(capacity, Comparer<double>.Default) { }
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internal PriorityQueue(IComparer<double> comparer) :
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this(new Comparison<double>(comparer.Compare)) { }
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internal PriorityQueue(Comparison<double> comparison) :
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this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY, comparison) { }
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internal PriorityQueue(int capacity, IComparer<double> comparer) :
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this(capacity, new Comparison<double>(comparer.Compare)) { }
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internal PriorityQueue(int capacity, Comparison<double> comparison)
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this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { }
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internal PriorityQueue(int capacity)
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{
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m_lookupTable = new Dictionary<uint, LookupItem>(capacity);
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for (int i = 0; i < m_heaps.Length; ++i)
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m_heaps[i] = new MinHeap<MinHeapItem>(capacity);
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this.m_comparison = comparison;
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}
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public object SyncRoot { get { return this.m_syncRoot; } }
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internal int Count
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{
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get
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{
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int count = 0;
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for (int i = 0; i < m_heaps.Length; ++i)
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count = m_heaps[i].Count;
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count += m_heaps[i].Count;
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return count;
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}
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}
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public bool Enqueue(double priority, EntityUpdate value, uint local_id)
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public bool Enqueue(uint pqueue, EntityUpdate value)
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{
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LookupItem item;
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LookupItem lookup;
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if (m_lookupTable.TryGetValue(local_id, out item))
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uint localid = value.Entity.LocalId;
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UInt64 entry = m_nextRequest++;
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if (m_lookupTable.TryGetValue(localid, out lookup))
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{
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// Combine flags
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value.Flags |= item.Heap[item.Handle].Value.Flags;
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item.Heap[item.Handle] = new MinHeapItem(priority, value, local_id, this.m_comparison);
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return false;
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entry = lookup.Heap[lookup.Handle].EntryOrder;
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value.Flags |= lookup.Heap[lookup.Handle].Value.Flags;
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lookup.Heap.Remove(lookup.Handle);
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}
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else
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{
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item.Heap = m_heaps[0];
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item.Heap.Add(new MinHeapItem(priority, value, local_id, this.m_comparison), ref item.Handle);
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m_lookupTable.Add(local_id, item);
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pqueue = Util.Clamp<uint>(pqueue, 0, m_numberOfQueues - 1);
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lookup.Heap = m_heaps[pqueue];
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lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle);
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m_lookupTable[localid] = lookup;
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return true;
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}
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}
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internal EntityUpdate Peek()
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internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
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{
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for (int i = 0; i < m_heaps.Length; ++i)
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if (m_heaps[i].Count > 0)
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return m_heaps[i].Min().Value;
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throw new InvalidOperationException(string.Format("The {0} is empty", this.GetType().ToString()));
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}
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for (int i = 0; i < m_numberOfQueues; ++i)
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{
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// To get the fair queing, we cycle through each of the
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// queues when finding an element to dequeue, this code
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// assumes that the distribution of updates in the queues
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// is polynomial, probably quadractic (eg distance of PI * R^2)
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uint h = (uint)((m_nextQueue + i) % m_numberOfQueues);
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if (m_heaps[h].Count > 0)
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{
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m_nextQueue = (uint)((h + 1) % m_numberOfQueues);
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internal bool TryDequeue(out EntityUpdate value)
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{
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for (int i = 0; i < m_heaps.Length; ++i)
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{
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if (m_heaps[i].Count > 0)
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{
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MinHeapItem item = m_heaps[i].RemoveMin();
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m_lookupTable.Remove(item.LocalID);
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MinHeapItem item = m_heaps[h].RemoveMin();
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m_lookupTable.Remove(item.Value.Entity.LocalId);
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timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
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value = item.Value;
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return true;
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}
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}
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timeinqueue = 0;
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value = default(EntityUpdate);
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return false;
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}
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@ -11800,68 +11878,107 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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internal void Reprioritize(UpdatePriorityHandler handler)
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{
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MinHeapItem item;
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double priority;
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foreach (LookupItem lookup in new List<LookupItem>(this.m_lookupTable.Values))
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{
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if (lookup.Heap.TryGetValue(lookup.Handle, out item))
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{
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priority = item.Priority;
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if (handler(ref priority, item.LocalID))
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uint pqueue = item.PriorityQueue;
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uint localid = item.Value.Entity.LocalId;
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if (handler(ref pqueue, item.Value.Entity))
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{
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if (lookup.Heap.ContainsHandle(lookup.Handle))
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lookup.Heap[lookup.Handle] =
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new MinHeapItem(priority, item.Value, item.LocalID, this.m_comparison);
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// unless the priority queue has changed, there is no need to modify
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// the entry
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pqueue = Util.Clamp<uint>(pqueue, 0, m_numberOfQueues - 1);
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if (pqueue != item.PriorityQueue)
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{
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lookup.Heap.Remove(lookup.Handle);
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LookupItem litem = lookup;
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litem.Heap = m_heaps[pqueue];
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litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle);
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m_lookupTable[localid] = litem;
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}
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}
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else
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{
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m_log.Warn("[LLCLIENTVIEW]: UpdatePriorityHandler returned false, dropping update");
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m_log.WarnFormat("[LLCLIENTVIEW]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
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lookup.Heap.Remove(lookup.Handle);
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this.m_lookupTable.Remove(item.LocalID);
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this.m_lookupTable.Remove(localid);
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}
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}
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}
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}
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public override string ToString()
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{
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string s = "";
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for (int i = 0; i < m_numberOfQueues; i++)
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{
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if (s != "") s += ",";
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s += m_heaps[i].Count.ToString();
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}
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return s;
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}
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#region MinHeapItem
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private struct MinHeapItem : IComparable<MinHeapItem>
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{
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private double priority;
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private EntityUpdate value;
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private uint local_id;
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private Comparison<double> comparison;
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internal MinHeapItem(double priority, EntityUpdate value, uint local_id) :
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this(priority, value, local_id, Comparer<double>.Default) { }
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internal MinHeapItem(double priority, EntityUpdate value, uint local_id, IComparer<double> comparer) :
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this(priority, value, local_id, new Comparison<double>(comparer.Compare)) { }
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internal MinHeapItem(double priority, EntityUpdate value, uint local_id, Comparison<double> comparison)
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{
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this.priority = priority;
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this.value = value;
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this.local_id = local_id;
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this.comparison = comparison;
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internal EntityUpdate Value {
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get {
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return this.value;
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}
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}
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internal double Priority { get { return this.priority; } }
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internal EntityUpdate Value { get { return this.value; } }
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internal uint LocalID { get { return this.local_id; } }
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private uint pqueue;
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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