Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensim
commit
89f1ddb0a5
|
@ -1065,7 +1065,7 @@ namespace OpenSim.Client.MXP.ClientStack
|
|||
throw new System.NotImplementedException();
|
||||
}
|
||||
|
||||
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
|
||||
public void ReprioritizeUpdates()
|
||||
{
|
||||
}
|
||||
|
||||
|
|
|
@ -609,7 +609,7 @@ namespace OpenSim.Client.Sirikata.ClientStack
|
|||
throw new System.NotImplementedException();
|
||||
}
|
||||
|
||||
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
|
||||
public void ReprioritizeUpdates()
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
|
|
|
@ -615,7 +615,7 @@ namespace OpenSim.Client.VWoHTTP.ClientStack
|
|||
throw new System.NotImplementedException();
|
||||
}
|
||||
|
||||
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
|
||||
public void ReprioritizeUpdates()
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
|
|
|
@ -459,8 +459,6 @@ namespace OpenSim.Framework
|
|||
|
||||
public delegate void AgentFOV(IClientAPI client, float verticalAngle);
|
||||
|
||||
public delegate double UpdatePriorityHandler(UpdatePriorityData data);
|
||||
|
||||
public delegate void MuteListEntryUpdate(IClientAPI client, UUID MuteID, string Name, int Flags,UUID AgentID);
|
||||
|
||||
public delegate void MuteListEntryRemove(IClientAPI client, UUID MuteID, string Name, UUID AgentID);
|
||||
|
@ -571,17 +569,16 @@ namespace OpenSim.Framework
|
|||
public float dwell;
|
||||
}
|
||||
|
||||
public struct UpdatePriorityData {
|
||||
private double m_priority;
|
||||
private uint m_localID;
|
||||
public class EntityUpdate
|
||||
{
|
||||
public ISceneEntity Entity;
|
||||
public PrimUpdateFlags Flags;
|
||||
|
||||
public UpdatePriorityData(double priority, uint localID) {
|
||||
this.m_priority = priority;
|
||||
this.m_localID = localID;
|
||||
public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
|
||||
{
|
||||
Entity = entity;
|
||||
Flags = flags;
|
||||
}
|
||||
|
||||
public double priority { get { return this.m_priority; } }
|
||||
public uint localID { get { return this.m_localID; } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -1024,7 +1021,7 @@ namespace OpenSim.Framework
|
|||
|
||||
void SendAvatarDataImmediate(ISceneEntity avatar);
|
||||
void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags);
|
||||
void ReprioritizeUpdates(UpdatePriorityHandler handler);
|
||||
void ReprioritizeUpdates();
|
||||
void FlushPrimUpdates();
|
||||
|
||||
void SendInventoryFolderDetails(UUID ownerID, UUID folderID, List<InventoryItemBase> items,
|
||||
|
|
|
@ -33,5 +33,6 @@ namespace OpenSim.Framework
|
|||
{
|
||||
UUID UUID { get; }
|
||||
uint LocalId { get; }
|
||||
Vector3 AbsolutePosition { get; }
|
||||
}
|
||||
}
|
||||
|
|
|
@ -50,18 +50,6 @@ using Nini.Config;
|
|||
|
||||
namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
{
|
||||
public class EntityUpdate
|
||||
{
|
||||
public ISceneEntity Entity;
|
||||
public PrimUpdateFlags Flags;
|
||||
|
||||
public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
|
||||
{
|
||||
Entity = entity;
|
||||
Flags = flags;
|
||||
}
|
||||
}
|
||||
|
||||
public delegate bool PacketMethod(IClientAPI simClient, Packet packet);
|
||||
|
||||
/// <summary>
|
||||
|
@ -325,6 +313,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
private int m_cachedTextureSerial;
|
||||
private PriorityQueue m_entityUpdates;
|
||||
private Prioritizer m_prioritizer;
|
||||
|
||||
/// <value>
|
||||
/// List used in construction of data blocks for an object update packet. This is to stop us having to
|
||||
|
@ -462,6 +451,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
m_propertiesPacketTimer = new Timer(100);
|
||||
m_propertiesPacketTimer.Elapsed += ProcessObjectPropertiesPacket;
|
||||
|
||||
m_prioritizer = new Prioritizer(m_scene);
|
||||
|
||||
RegisterLocalPacketHandlers();
|
||||
}
|
||||
|
||||
|
@ -3457,14 +3448,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
/// </summary>
|
||||
public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
|
||||
{
|
||||
double priority;
|
||||
|
||||
if (entity is SceneObjectPart)
|
||||
priority = ((SceneObjectPart)entity).ParentGroup.GetUpdatePriority(this);
|
||||
else if (entity is ScenePresence)
|
||||
priority = ((ScenePresence)entity).GetUpdatePriority(this);
|
||||
else
|
||||
priority = 0.0d;
|
||||
double priority = m_prioritizer.GetUpdatePriority(this, entity);
|
||||
|
||||
lock (m_entityUpdates.SyncRoot)
|
||||
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags), entity.LocalId);
|
||||
|
@ -3613,19 +3597,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
#endregion Packet Sending
|
||||
}
|
||||
|
||||
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
|
||||
public void ReprioritizeUpdates()
|
||||
{
|
||||
//m_log.Debug("[CLIENT]: Reprioritizing prim updates for " + m_firstName + " " + m_lastName);
|
||||
|
||||
PriorityQueue.UpdatePriorityHandler update_priority_handler =
|
||||
delegate(ref double priority, uint local_id)
|
||||
{
|
||||
priority = handler(new UpdatePriorityData(priority, local_id));
|
||||
return priority != double.NaN;
|
||||
};
|
||||
|
||||
lock (m_entityUpdates.SyncRoot)
|
||||
m_entityUpdates.Reprioritize(update_priority_handler);
|
||||
m_entityUpdates.Reprioritize(UpdatePriorityHandler);
|
||||
}
|
||||
|
||||
private bool UpdatePriorityHandler(ref double priority, uint localID)
|
||||
{
|
||||
EntityBase entity;
|
||||
if (m_scene.Entities.TryGetValue(localID, out entity))
|
||||
{
|
||||
priority = m_prioritizer.GetUpdatePriority(this, entity);
|
||||
}
|
||||
|
||||
return priority != double.NaN;
|
||||
}
|
||||
|
||||
public void FlushPrimUpdates()
|
||||
|
|
|
@ -548,7 +548,7 @@ namespace OpenSim.Region.Examples.SimpleModule
|
|||
{
|
||||
}
|
||||
|
||||
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
|
||||
public void ReprioritizeUpdates()
|
||||
{
|
||||
}
|
||||
|
||||
|
|
|
@ -28,11 +28,12 @@
|
|||
using System;
|
||||
using System.Runtime.Serialization;
|
||||
using System.Security.Permissions;
|
||||
using OpenSim.Framework;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
public abstract class EntityBase
|
||||
public abstract class EntityBase : ISceneEntity
|
||||
{
|
||||
/// <summary>
|
||||
/// The scene to which this entity belongs
|
||||
|
|
|
@ -0,0 +1,122 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
using OpenSim.Framework;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
public enum UpdatePrioritizationSchemes
|
||||
{
|
||||
Time = 0,
|
||||
Distance = 1,
|
||||
SimpleAngularDistance = 2,
|
||||
FrontBack = 3,
|
||||
}
|
||||
|
||||
public class Prioritizer
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private Scene m_scene;
|
||||
|
||||
public Prioritizer(Scene scene)
|
||||
{
|
||||
m_scene = scene;
|
||||
}
|
||||
|
||||
public double GetUpdatePriority(IClientAPI client, ISceneEntity entity)
|
||||
{
|
||||
switch (m_scene.UpdatePrioritizationScheme)
|
||||
{
|
||||
case UpdatePrioritizationSchemes.Time:
|
||||
return GetPriorityByTime();
|
||||
case UpdatePrioritizationSchemes.Distance:
|
||||
return GetPriorityByDistance(client, entity);
|
||||
case UpdatePrioritizationSchemes.SimpleAngularDistance:
|
||||
return GetPriorityByDistance(client, entity);
|
||||
case UpdatePrioritizationSchemes.FrontBack:
|
||||
return GetPriorityByFrontBack(client, entity);
|
||||
default:
|
||||
throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
|
||||
}
|
||||
}
|
||||
|
||||
private double GetPriorityByTime()
|
||||
{
|
||||
return DateTime.UtcNow.ToOADate();
|
||||
}
|
||||
|
||||
private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
|
||||
{
|
||||
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
|
||||
if (presence != null)
|
||||
{
|
||||
// If this is an update for our own avatar give it the highest priority
|
||||
if (presence == entity)
|
||||
return 0.0;
|
||||
|
||||
// Use the camera position for local agents and avatar position for remote agents
|
||||
Vector3 presencePos = (presence.IsChildAgent) ?
|
||||
presence.AbsolutePosition :
|
||||
presence.CameraPosition;
|
||||
|
||||
// Use group position for child prims
|
||||
Vector3 entityPos;
|
||||
if (entity is SceneObjectPart)
|
||||
entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
|
||||
else
|
||||
entityPos = entity.AbsolutePosition;
|
||||
|
||||
return Vector3.DistanceSquared(presencePos, entityPos);
|
||||
}
|
||||
|
||||
return double.NaN;
|
||||
}
|
||||
|
||||
private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
|
||||
{
|
||||
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
|
||||
if (presence != null)
|
||||
{
|
||||
// If this is an update for our own avatar give it the highest priority
|
||||
if (presence == entity)
|
||||
return 0.0;
|
||||
|
||||
// Use group position for child prims
|
||||
Vector3 entityPos = entity.AbsolutePosition;
|
||||
if (entity is SceneObjectPart)
|
||||
entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
|
||||
else
|
||||
entityPos = entity.AbsolutePosition;
|
||||
|
||||
if (!presence.IsChildAgent)
|
||||
{
|
||||
// Root agent. Use distance from camera and a priority decrease for objects behind us
|
||||
Vector3 camPosition = presence.CameraPosition;
|
||||
Vector3 camAtAxis = presence.CameraAtAxis;
|
||||
|
||||
// Distance
|
||||
double priority = Vector3.DistanceSquared(camPosition, entityPos);
|
||||
|
||||
// Plane equation
|
||||
float d = -Vector3.Dot(camPosition, camAtAxis);
|
||||
float p = Vector3.Dot(camAtAxis, entityPos) + d;
|
||||
if (p < 0.0f) priority *= 2.0;
|
||||
|
||||
return priority;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Child agent. Use the normal distance method
|
||||
Vector3 presencePos = presence.AbsolutePosition;
|
||||
|
||||
return Vector3.DistanceSquared(presencePos, entityPos);
|
||||
}
|
||||
}
|
||||
|
||||
return double.NaN;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -58,13 +58,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public partial class Scene : SceneBase
|
||||
{
|
||||
public enum UpdatePrioritizationSchemes {
|
||||
Time = 0,
|
||||
Distance = 1,
|
||||
SimpleAngularDistance = 2,
|
||||
FrontBack = 3,
|
||||
}
|
||||
|
||||
public delegate void SynchronizeSceneHandler(Scene scene);
|
||||
public SynchronizeSceneHandler SynchronizeScene = null;
|
||||
|
||||
|
@ -388,12 +381,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
private int m_lastUpdate;
|
||||
private bool m_firstHeartbeat = true;
|
||||
|
||||
private UpdatePrioritizationSchemes m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
|
||||
private bool m_reprioritization_enabled = true;
|
||||
private double m_reprioritization_interval = 5000.0;
|
||||
private double m_root_reprioritization_distance = 10.0;
|
||||
private double m_child_reprioritization_distance = 20.0;
|
||||
|
||||
private object m_deleting_scene_object = new object();
|
||||
|
||||
// the minimum time that must elapse before a changed object will be considered for persisted
|
||||
|
@ -401,15 +388,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// the maximum time that must elapse before a changed object will be considered for persisted
|
||||
public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L;
|
||||
|
||||
private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
|
||||
private bool m_reprioritizationEnabled = true;
|
||||
private double m_reprioritizationInterval = 5000.0;
|
||||
private double m_rootReprioritizationDistance = 10.0;
|
||||
private double m_childReprioritizationDistance = 20.0;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Properties
|
||||
|
||||
public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return this.m_update_prioritization_scheme; } }
|
||||
public bool IsReprioritizationEnabled { get { return m_reprioritization_enabled; } }
|
||||
public double ReprioritizationInterval { get { return m_reprioritization_interval; } }
|
||||
public double RootReprioritizationDistance { get { return m_root_reprioritization_distance; } }
|
||||
public double ChildReprioritizationDistance { get { return m_child_reprioritization_distance; } }
|
||||
public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } }
|
||||
public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } }
|
||||
public double ReprioritizationInterval { get { return m_reprioritizationInterval; } }
|
||||
public double RootReprioritizationDistance { get { return m_rootReprioritizationDistance; } }
|
||||
public double ChildReprioritizationDistance { get { return m_childReprioritizationDistance; } }
|
||||
|
||||
public AgentCircuitManager AuthenticateHandler
|
||||
{
|
||||
|
@ -611,6 +604,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
|
||||
m_asyncSceneObjectDeleter.Enabled = true;
|
||||
|
||||
#region Region Settings
|
||||
|
||||
// Load region settings
|
||||
m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
|
||||
if (m_storageManager.EstateDataStore != null)
|
||||
|
@ -657,6 +652,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
#endregion Region Settings
|
||||
|
||||
MainConsole.Instance.Commands.AddCommand("region", false, "reload estate",
|
||||
"reload estate",
|
||||
"Reload the estate data", HandleReloadEstate);
|
||||
|
@ -701,6 +698,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
|
||||
|
||||
#region Region Config
|
||||
|
||||
try
|
||||
{
|
||||
// Region config overrides global config
|
||||
|
@ -754,38 +753,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
|
||||
|
||||
IConfig interest_management_config = m_config.Configs["InterestManagement"];
|
||||
if (interest_management_config != null)
|
||||
{
|
||||
string update_prioritization_scheme = interest_management_config.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
|
||||
switch (update_prioritization_scheme)
|
||||
{
|
||||
case "time":
|
||||
m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
|
||||
break;
|
||||
case "distance":
|
||||
m_update_prioritization_scheme = UpdatePrioritizationSchemes.Distance;
|
||||
break;
|
||||
case "simpleangulardistance":
|
||||
m_update_prioritization_scheme = UpdatePrioritizationSchemes.SimpleAngularDistance;
|
||||
break;
|
||||
case "frontback":
|
||||
m_update_prioritization_scheme = UpdatePrioritizationSchemes.FrontBack;
|
||||
break;
|
||||
default:
|
||||
m_log.Warn("[SCENE]: UpdatePrioritizationScheme was not recognized, setting to default settomg of Time");
|
||||
m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
|
||||
break;
|
||||
}
|
||||
|
||||
m_reprioritization_enabled = interest_management_config.GetBoolean("ReprioritizationEnabled", true);
|
||||
m_reprioritization_interval = interest_management_config.GetDouble("ReprioritizationInterval", 5000.0);
|
||||
m_root_reprioritization_distance = interest_management_config.GetDouble("RootReprioritizationDistance", 10.0);
|
||||
m_child_reprioritization_distance = interest_management_config.GetDouble("ChildReprioritizationDistance", 20.0);
|
||||
}
|
||||
|
||||
m_log.Info("[SCENE]: Using the " + m_update_prioritization_scheme + " prioritization scheme");
|
||||
|
||||
#region BinaryStats
|
||||
|
||||
try
|
||||
|
@ -822,6 +789,35 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
m_log.Warn("[SCENE]: Failed to load StartupConfig");
|
||||
}
|
||||
|
||||
#endregion Region Config
|
||||
|
||||
#region Interest Management
|
||||
|
||||
IConfig interestConfig = m_config.Configs["InterestManagement"];
|
||||
if (interestConfig != null)
|
||||
{
|
||||
string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
|
||||
|
||||
try
|
||||
{
|
||||
m_priorityScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
|
||||
m_priorityScheme = UpdatePrioritizationSchemes.Time;
|
||||
}
|
||||
|
||||
m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true);
|
||||
m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0);
|
||||
m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0);
|
||||
m_childReprioritizationDistance = interestConfig.GetDouble("ChildReprioritizationDistance", 20.0);
|
||||
}
|
||||
|
||||
m_log.Info("[SCENE]: Using the " + m_priorityScheme + " prioritization scheme");
|
||||
|
||||
#endregion Interest Management
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -3602,106 +3602,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
SetFromItemID(uuid);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public double GetUpdatePriority(IClientAPI client)
|
||||
{
|
||||
switch (Scene.UpdatePrioritizationScheme)
|
||||
{
|
||||
case Scene.UpdatePrioritizationSchemes.Time:
|
||||
return GetPriorityByTime();
|
||||
case Scene.UpdatePrioritizationSchemes.Distance:
|
||||
return GetPriorityByDistance(client);
|
||||
case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
|
||||
return GetPriorityBySimpleAngularDistance(client);
|
||||
case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
|
||||
return GetPriorityByFrontBack(client);
|
||||
default:
|
||||
throw new InvalidOperationException("UpdatePrioritizationScheme not defined");
|
||||
}
|
||||
}
|
||||
|
||||
private double GetPriorityByTime()
|
||||
{
|
||||
return DateTime.Now.ToOADate();
|
||||
}
|
||||
|
||||
private double GetPriorityByDistance(IClientAPI client)
|
||||
{
|
||||
ScenePresence presence = Scene.GetScenePresence(client.AgentId);
|
||||
if (presence != null)
|
||||
{
|
||||
return GetPriorityByDistance((presence.IsChildAgent) ?
|
||||
presence.AbsolutePosition : presence.CameraPosition);
|
||||
}
|
||||
return double.NaN;
|
||||
}
|
||||
|
||||
private double GetPriorityBySimpleAngularDistance(IClientAPI client)
|
||||
{
|
||||
ScenePresence presence = Scene.GetScenePresence(client.AgentId);
|
||||
if (presence != null)
|
||||
{
|
||||
return GetPriorityBySimpleAngularDistance((presence.IsChildAgent) ?
|
||||
presence.AbsolutePosition : presence.CameraPosition);
|
||||
}
|
||||
return double.NaN;
|
||||
}
|
||||
|
||||
private double GetPriorityByFrontBack(IClientAPI client)
|
||||
{
|
||||
ScenePresence presence = Scene.GetScenePresence(client.AgentId);
|
||||
if (presence != null)
|
||||
{
|
||||
return GetPriorityByFrontBack(presence.CameraPosition, presence.CameraAtAxis);
|
||||
}
|
||||
return double.NaN;
|
||||
}
|
||||
|
||||
public double GetPriorityByDistance(Vector3 position)
|
||||
{
|
||||
return Vector3.Distance(AbsolutePosition, position);
|
||||
}
|
||||
|
||||
public double GetPriorityBySimpleAngularDistance(Vector3 position)
|
||||
{
|
||||
double distance = Vector3.Distance(position, AbsolutePosition);
|
||||
if (distance >= double.Epsilon)
|
||||
{
|
||||
float height;
|
||||
Vector3 box = GetAxisAlignedBoundingBox(out height);
|
||||
|
||||
double angle = box.X / distance;
|
||||
double max = angle;
|
||||
|
||||
angle = box.Y / distance;
|
||||
if (max < angle)
|
||||
max = angle;
|
||||
|
||||
angle = box.Z / distance;
|
||||
if (max < angle)
|
||||
max = angle;
|
||||
|
||||
return -max;
|
||||
}
|
||||
else
|
||||
return double.MinValue;
|
||||
}
|
||||
|
||||
public double GetPriorityByFrontBack(Vector3 camPosition, Vector3 camAtAxis)
|
||||
{
|
||||
// Distance
|
||||
double priority = Vector3.Distance(camPosition, AbsolutePosition);
|
||||
|
||||
// Scale
|
||||
//priority -= GroupScale().Length();
|
||||
|
||||
// Plane equation
|
||||
float d = -Vector3.Dot(camPosition, camAtAxis);
|
||||
float p = Vector3.Dot(camAtAxis, AbsolutePosition) + d;
|
||||
if (p < 0.0f) priority *= 2.0f;
|
||||
|
||||
return priority;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3777,123 +3777,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public double GetUpdatePriority(IClientAPI client)
|
||||
{
|
||||
switch (Scene.UpdatePrioritizationScheme)
|
||||
{
|
||||
case Scene.UpdatePrioritizationSchemes.Time:
|
||||
return GetPriorityByTime();
|
||||
case Scene.UpdatePrioritizationSchemes.Distance:
|
||||
return GetPriorityByDistance(client);
|
||||
case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
|
||||
return GetPriorityByDistance(client);
|
||||
case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
|
||||
return GetPriorityByFrontBack(client);
|
||||
default:
|
||||
throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
|
||||
}
|
||||
}
|
||||
|
||||
private double GetPriorityByTime()
|
||||
{
|
||||
return DateTime.Now.ToOADate();
|
||||
}
|
||||
|
||||
private double GetPriorityByDistance(IClientAPI client)
|
||||
{
|
||||
ScenePresence presence = Scene.GetScenePresence(client.AgentId);
|
||||
if (presence != null)
|
||||
{
|
||||
return GetPriorityByDistance((presence.IsChildAgent) ?
|
||||
presence.AbsolutePosition : presence.CameraPosition);
|
||||
}
|
||||
return double.NaN;
|
||||
}
|
||||
|
||||
private double GetPriorityByFrontBack(IClientAPI client)
|
||||
{
|
||||
ScenePresence presence = Scene.GetScenePresence(client.AgentId);
|
||||
if (presence != null)
|
||||
{
|
||||
return GetPriorityByFrontBack(presence.CameraPosition, presence.CameraAtAxis);
|
||||
}
|
||||
return double.NaN;
|
||||
}
|
||||
|
||||
private double GetPriorityByDistance(Vector3 position)
|
||||
{
|
||||
return Vector3.Distance(AbsolutePosition, position);
|
||||
}
|
||||
|
||||
private double GetPriorityByFrontBack(Vector3 camPosition, Vector3 camAtAxis)
|
||||
{
|
||||
// Distance
|
||||
double priority = Vector3.Distance(camPosition, AbsolutePosition);
|
||||
|
||||
// Plane equation
|
||||
float d = -Vector3.Dot(camPosition, camAtAxis);
|
||||
float p = Vector3.Dot(camAtAxis, AbsolutePosition) + d;
|
||||
if (p < 0.0f) priority *= 2.0f;
|
||||
|
||||
return priority;
|
||||
}
|
||||
|
||||
private double GetSOGUpdatePriority(SceneObjectGroup sog)
|
||||
{
|
||||
switch (Scene.UpdatePrioritizationScheme)
|
||||
{
|
||||
case Scene.UpdatePrioritizationSchemes.Time:
|
||||
throw new InvalidOperationException("UpdatePrioritizationScheme for time not supported for reprioritization");
|
||||
case Scene.UpdatePrioritizationSchemes.Distance:
|
||||
return sog.GetPriorityByDistance((IsChildAgent) ? AbsolutePosition : CameraPosition);
|
||||
case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
|
||||
return sog.GetPriorityBySimpleAngularDistance((IsChildAgent) ? AbsolutePosition : CameraPosition);
|
||||
case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
|
||||
return sog.GetPriorityByFrontBack(CameraPosition, CameraAtAxis);
|
||||
default:
|
||||
throw new InvalidOperationException("UpdatePrioritizationScheme not defined");
|
||||
}
|
||||
}
|
||||
|
||||
private double UpdatePriority(UpdatePriorityData data)
|
||||
{
|
||||
EntityBase entity;
|
||||
SceneObjectGroup group;
|
||||
|
||||
if (Scene.Entities.TryGetValue(data.localID, out entity))
|
||||
{
|
||||
group = entity as SceneObjectGroup;
|
||||
if (group != null)
|
||||
return GetSOGUpdatePriority(group);
|
||||
|
||||
ScenePresence presence = entity as ScenePresence;
|
||||
if (presence == null)
|
||||
throw new InvalidOperationException("entity found is neither SceneObjectGroup nor ScenePresence");
|
||||
switch (Scene.UpdatePrioritizationScheme)
|
||||
{
|
||||
case Scene.UpdatePrioritizationSchemes.Time:
|
||||
throw new InvalidOperationException("UpdatePrioritization for time not supported for reprioritization");
|
||||
case Scene.UpdatePrioritizationSchemes.Distance:
|
||||
case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
|
||||
return GetPriorityByDistance((IsChildAgent) ? AbsolutePosition : CameraPosition);
|
||||
case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
|
||||
return GetPriorityByFrontBack(CameraPosition, CameraAtAxis);
|
||||
default:
|
||||
throw new InvalidOperationException("UpdatePrioritizationScheme not defined");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
group = Scene.GetGroupByPrim(data.localID);
|
||||
if (group != null)
|
||||
return GetSOGUpdatePriority(group);
|
||||
}
|
||||
return double.NaN;
|
||||
}
|
||||
|
||||
private void ReprioritizeUpdates()
|
||||
{
|
||||
if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != Scene.UpdatePrioritizationSchemes.Time)
|
||||
if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time)
|
||||
{
|
||||
lock (m_reprioritization_timer)
|
||||
{
|
||||
|
@ -3907,7 +3793,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private void Reprioritize(object sender, ElapsedEventArgs e)
|
||||
{
|
||||
m_controllingClient.ReprioritizeUpdates(UpdatePriority);
|
||||
m_controllingClient.ReprioritizeUpdates();
|
||||
|
||||
lock (m_reprioritization_timer)
|
||||
{
|
||||
|
|
|
@ -1065,7 +1065,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
|||
|
||||
}
|
||||
|
||||
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
|
||||
public void ReprioritizeUpdates()
|
||||
{
|
||||
|
||||
}
|
||||
|
|
|
@ -638,7 +638,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
{
|
||||
}
|
||||
|
||||
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
|
||||
public void ReprioritizeUpdates()
|
||||
{
|
||||
}
|
||||
|
||||
|
|
|
@ -641,7 +641,7 @@ namespace OpenSim.Tests.Common.Mock
|
|||
{
|
||||
}
|
||||
|
||||
public void ReprioritizeUpdates(UpdatePriorityHandler handler)
|
||||
public void ReprioritizeUpdates()
|
||||
{
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue