* Moving all of the prioritization/reprioritization code into a new file Prioritizer.cs
* Simplified the interest management code to make it easier to add new policies. Prioritization and reprioritization share code paths now * Improved the distance and front back policies to always give your avatar the highest prioritysoprefactor
parent
4b518e0288
commit
93ef65c690
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@ -1065,7 +1065,7 @@ namespace OpenSim.Client.MXP.ClientStack
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throw new System.NotImplementedException();
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}
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public void ReprioritizeUpdates(UpdatePriorityHandler handler)
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public void ReprioritizeUpdates()
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{
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}
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@ -609,7 +609,7 @@ namespace OpenSim.Client.Sirikata.ClientStack
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throw new System.NotImplementedException();
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}
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public void ReprioritizeUpdates(UpdatePriorityHandler handler)
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public void ReprioritizeUpdates()
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{
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throw new System.NotImplementedException();
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}
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@ -615,7 +615,7 @@ namespace OpenSim.Client.VWoHTTP.ClientStack
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throw new System.NotImplementedException();
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}
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public void ReprioritizeUpdates(UpdatePriorityHandler handler)
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public void ReprioritizeUpdates()
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{
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throw new System.NotImplementedException();
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}
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@ -459,8 +459,6 @@ namespace OpenSim.Framework
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public delegate void AgentFOV(IClientAPI client, float verticalAngle);
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public delegate double UpdatePriorityHandler(UpdatePriorityData data);
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public delegate void MuteListEntryUpdate(IClientAPI client, UUID MuteID, string Name, int Flags,UUID AgentID);
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public delegate void MuteListEntryRemove(IClientAPI client, UUID MuteID, string Name, UUID AgentID);
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@ -571,17 +569,16 @@ namespace OpenSim.Framework
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public float dwell;
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}
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public struct UpdatePriorityData {
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private double m_priority;
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private uint m_localID;
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public class EntityUpdate
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{
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public ISceneEntity Entity;
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public PrimUpdateFlags Flags;
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public UpdatePriorityData(double priority, uint localID) {
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this.m_priority = priority;
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this.m_localID = localID;
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
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{
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Entity = entity;
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Flags = flags;
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}
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public double priority { get { return this.m_priority; } }
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public uint localID { get { return this.m_localID; } }
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}
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/// <summary>
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@ -1024,7 +1021,7 @@ namespace OpenSim.Framework
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void SendAvatarDataImmediate(ISceneEntity avatar);
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void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags);
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void ReprioritizeUpdates(UpdatePriorityHandler handler);
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void ReprioritizeUpdates();
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void FlushPrimUpdates();
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void SendInventoryFolderDetails(UUID ownerID, UUID folderID, List<InventoryItemBase> items,
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@ -33,5 +33,6 @@ namespace OpenSim.Framework
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{
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UUID UUID { get; }
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uint LocalId { get; }
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Vector3 AbsolutePosition { get; }
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}
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}
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@ -50,18 +50,6 @@ using Nini.Config;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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public class EntityUpdate
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{
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public ISceneEntity Entity;
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public PrimUpdateFlags Flags;
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
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{
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Entity = entity;
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Flags = flags;
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}
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}
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public delegate bool PacketMethod(IClientAPI simClient, Packet packet);
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/// <summary>
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@ -325,6 +313,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int m_cachedTextureSerial;
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private PriorityQueue m_entityUpdates;
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private Prioritizer m_prioritizer;
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/// <value>
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/// List used in construction of data blocks for an object update packet. This is to stop us having to
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@ -462,6 +451,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_propertiesPacketTimer = new Timer(100);
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m_propertiesPacketTimer.Elapsed += ProcessObjectPropertiesPacket;
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m_prioritizer = new Prioritizer(m_scene);
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RegisterLocalPacketHandlers();
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}
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@ -3457,14 +3448,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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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;
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if (entity is SceneObjectPart)
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priority = ((SceneObjectPart)entity).ParentGroup.GetUpdatePriority(this);
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else if (entity is ScenePresence)
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priority = ((ScenePresence)entity).GetUpdatePriority(this);
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else
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priority = 0.0d;
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double 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), entity.LocalId);
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@ -3613,19 +3597,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#endregion Packet Sending
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}
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public void ReprioritizeUpdates(UpdatePriorityHandler handler)
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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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PriorityQueue.UpdatePriorityHandler update_priority_handler =
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delegate(ref double priority, uint local_id)
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{
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priority = handler(new UpdatePriorityData(priority, local_id));
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return priority != double.NaN;
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};
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lock (m_entityUpdates.SyncRoot)
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m_entityUpdates.Reprioritize(update_priority_handler);
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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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{
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EntityBase entity;
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if (m_scene.Entities.TryGetValue(localID, out entity))
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{
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priority = m_prioritizer.GetUpdatePriority(this, entity);
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}
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return priority != double.NaN;
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}
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public void FlushPrimUpdates()
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@ -548,7 +548,7 @@ namespace OpenSim.Region.Examples.SimpleModule
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{
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}
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public void ReprioritizeUpdates(UpdatePriorityHandler handler)
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public void ReprioritizeUpdates()
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{
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}
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@ -28,11 +28,12 @@
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using System;
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using System.Runtime.Serialization;
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using System.Security.Permissions;
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using OpenSim.Framework;
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using OpenMetaverse;
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namespace OpenSim.Region.Framework.Scenes
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{
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public abstract class EntityBase
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public abstract class EntityBase : ISceneEntity
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{
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/// <summary>
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/// The scene to which this entity belongs
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@ -0,0 +1,122 @@
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using System;
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using System.Collections.Generic;
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using log4net;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenMetaverse;
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namespace OpenSim.Region.Framework.Scenes
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{
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public enum UpdatePrioritizationSchemes
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{
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Time = 0,
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Distance = 1,
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SimpleAngularDistance = 2,
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FrontBack = 3,
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}
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public class Prioritizer
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{
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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public Prioritizer(Scene scene)
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{
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m_scene = scene;
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}
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public double GetUpdatePriority(IClientAPI client, ISceneEntity entity)
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{
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switch (m_scene.UpdatePrioritizationScheme)
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{
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case UpdatePrioritizationSchemes.Time:
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return GetPriorityByTime();
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case UpdatePrioritizationSchemes.Distance:
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return GetPriorityByDistance(client, entity);
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case UpdatePrioritizationSchemes.SimpleAngularDistance:
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return GetPriorityByDistance(client, entity);
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case UpdatePrioritizationSchemes.FrontBack:
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return GetPriorityByFrontBack(client, entity);
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default:
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throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
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}
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}
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private double GetPriorityByTime()
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{
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return DateTime.UtcNow.ToOADate();
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}
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private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
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{
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ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
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if (presence != null)
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{
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// If this is an update for our own avatar give it the highest priority
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if (presence == entity)
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return 0.0;
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// Use the camera position for local agents and avatar position for remote agents
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Vector3 presencePos = (presence.IsChildAgent) ?
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presence.AbsolutePosition :
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presence.CameraPosition;
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// Use group position for child prims
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Vector3 entityPos;
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if (entity is SceneObjectPart)
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entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
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else
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entityPos = entity.AbsolutePosition;
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return Vector3.DistanceSquared(presencePos, entityPos);
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}
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return double.NaN;
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}
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private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
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{
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ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
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if (presence != null)
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{
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// If this is an update for our own avatar give it the highest priority
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if (presence == entity)
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return 0.0;
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// Use group position for child prims
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Vector3 entityPos = entity.AbsolutePosition;
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if (entity is SceneObjectPart)
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entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
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else
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entityPos = entity.AbsolutePosition;
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if (!presence.IsChildAgent)
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{
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// Root agent. Use distance from camera and a priority decrease for objects behind us
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Vector3 camPosition = presence.CameraPosition;
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Vector3 camAtAxis = presence.CameraAtAxis;
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// Distance
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double priority = Vector3.DistanceSquared(camPosition, entityPos);
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// Plane equation
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float d = -Vector3.Dot(camPosition, camAtAxis);
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float p = Vector3.Dot(camAtAxis, entityPos) + d;
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if (p < 0.0f) priority *= 2.0;
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return priority;
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}
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else
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{
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// Child agent. Use the normal distance method
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Vector3 presencePos = presence.AbsolutePosition;
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return Vector3.DistanceSquared(presencePos, entityPos);
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}
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}
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return double.NaN;
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}
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}
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}
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@ -58,13 +58,6 @@ namespace OpenSim.Region.Framework.Scenes
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public partial class Scene : SceneBase
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{
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public enum UpdatePrioritizationSchemes {
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Time = 0,
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Distance = 1,
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SimpleAngularDistance = 2,
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FrontBack = 3,
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}
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public delegate void SynchronizeSceneHandler(Scene scene);
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public SynchronizeSceneHandler SynchronizeScene = null;
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@ -388,12 +381,6 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_lastUpdate;
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private bool m_firstHeartbeat = true;
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private UpdatePrioritizationSchemes m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
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private bool m_reprioritization_enabled = true;
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private double m_reprioritization_interval = 5000.0;
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private double m_root_reprioritization_distance = 10.0;
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private double m_child_reprioritization_distance = 20.0;
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private object m_deleting_scene_object = new object();
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// the minimum time that must elapse before a changed object will be considered for persisted
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@ -401,15 +388,21 @@ namespace OpenSim.Region.Framework.Scenes
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// the maximum time that must elapse before a changed object will be considered for persisted
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public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L;
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private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
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private bool m_reprioritizationEnabled = true;
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private double m_reprioritizationInterval = 5000.0;
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private double m_rootReprioritizationDistance = 10.0;
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private double m_childReprioritizationDistance = 20.0;
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#endregion
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#region Properties
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public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return this.m_update_prioritization_scheme; } }
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public bool IsReprioritizationEnabled { get { return m_reprioritization_enabled; } }
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public double ReprioritizationInterval { get { return m_reprioritization_interval; } }
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public double RootReprioritizationDistance { get { return m_root_reprioritization_distance; } }
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public double ChildReprioritizationDistance { get { return m_child_reprioritization_distance; } }
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public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } }
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public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } }
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public double ReprioritizationInterval { get { return m_reprioritizationInterval; } }
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public double RootReprioritizationDistance { get { return m_rootReprioritizationDistance; } }
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public double ChildReprioritizationDistance { get { return m_childReprioritizationDistance; } }
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public AgentCircuitManager AuthenticateHandler
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{
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@ -611,6 +604,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
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m_asyncSceneObjectDeleter.Enabled = true;
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#region Region Settings
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// Load region settings
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m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
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if (m_storageManager.EstateDataStore != null)
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@ -657,6 +652,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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#endregion Region Settings
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MainConsole.Instance.Commands.AddCommand("region", false, "reload estate",
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"reload estate",
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"Reload the estate data", HandleReloadEstate);
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|
@ -701,6 +698,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
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#region Region Config
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try
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{
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// Region config overrides global config
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|
@ -754,38 +753,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
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IConfig interest_management_config = m_config.Configs["InterestManagement"];
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if (interest_management_config != null)
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{
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string update_prioritization_scheme = interest_management_config.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
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switch (update_prioritization_scheme)
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{
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case "time":
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m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
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break;
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case "distance":
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m_update_prioritization_scheme = UpdatePrioritizationSchemes.Distance;
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break;
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case "simpleangulardistance":
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m_update_prioritization_scheme = UpdatePrioritizationSchemes.SimpleAngularDistance;
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break;
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case "frontback":
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m_update_prioritization_scheme = UpdatePrioritizationSchemes.FrontBack;
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break;
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default:
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m_log.Warn("[SCENE]: UpdatePrioritizationScheme was not recognized, setting to default settomg of Time");
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m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
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break;
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}
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m_reprioritization_enabled = interest_management_config.GetBoolean("ReprioritizationEnabled", true);
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m_reprioritization_interval = interest_management_config.GetDouble("ReprioritizationInterval", 5000.0);
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m_root_reprioritization_distance = interest_management_config.GetDouble("RootReprioritizationDistance", 10.0);
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m_child_reprioritization_distance = interest_management_config.GetDouble("ChildReprioritizationDistance", 20.0);
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}
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m_log.Info("[SCENE]: Using the " + m_update_prioritization_scheme + " prioritization scheme");
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|
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#region BinaryStats
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|
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try
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|
@ -822,6 +789,35 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
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m_log.Warn("[SCENE]: Failed to load StartupConfig");
|
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}
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|
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#endregion Region Config
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#region Interest Management
|
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|
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IConfig interestConfig = m_config.Configs["InterestManagement"];
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if (interestConfig != null)
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{
|
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string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
|
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|
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try
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{
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m_priorityScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true);
|
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}
|
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catch (Exception)
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||||
{
|
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m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
|
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m_priorityScheme = UpdatePrioritizationSchemes.Time;
|
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}
|
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|
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m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true);
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m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0);
|
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m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0);
|
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m_childReprioritizationDistance = interestConfig.GetDouble("ChildReprioritizationDistance", 20.0);
|
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}
|
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|
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m_log.Info("[SCENE]: Using the " + m_priorityScheme + " prioritization scheme");
|
||||
|
||||
#endregion Interest Management
|
||||
}
|
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|
||||
/// <summary>
|
||||
|
|
|
@ -3602,106 +3602,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
SetFromItemID(uuid);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
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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