changes to objects updates prioritizing getting dust on my disk. Schemes reduced to SimpleAngularDistance and BestAvatarResponsiveness

0.9.1.0-post-fixes
UbitUmarov 2018-11-07 20:32:39 +00:00
parent afd3852a36
commit ad8ddb8a78
4 changed files with 106 additions and 143 deletions

View File

@ -52,6 +52,9 @@ namespace OpenSim.Framework
/// Number of queuest (priorities) that are processed immediately
/// </summary.
public const uint NumberOfImmediateQueues = 2;
// first queues are immediate, so no counts
private static readonly uint[] m_queueCounts = {0, 0, 8, 8, 5, 4, 3, 2, 1, 1, 1, 1};
// this is ava, ava, attach, <10m, 20,40,80,160m,320,640,1280, +
private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[NumberOfQueues];
private Dictionary<uint, LookupItem> m_lookupTable;
@ -61,10 +64,8 @@ namespace OpenSim.Framework
// each pass. weighted towards the higher priority queues
private uint m_nextQueue = 0;
private uint m_countFromQueue = 0;
// first queues are imediate, so no counts
// private uint[] m_queueCounts = { 0, 0, 8, 4, 4, 2, 2, 2, 2, 1, 1, 1 };
private uint[] m_queueCounts = {0, 0, 8, 8, 5, 4, 3, 2, 1, 1, 1, 1};
// this is ava, ava, attach, <10m, 20,40,80,160m,320,640,1280, +
private int m_capacity;
private int m_added;
// next request is a counter of the number of updates queued, it provides
// a total ordering on the updates coming through the queue and is more
@ -84,17 +85,29 @@ namespace OpenSim.Framework
public PriorityQueue(int capacity)
{
m_lookupTable = new Dictionary<uint, LookupItem>(capacity);
m_capacity = capacity;
capacity /= 4;
for (int i = 0; i < m_heaps.Length; ++i)
m_heaps[i] = new MinHeap<MinHeapItem>(capacity);
m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
m_nextQueue = NumberOfImmediateQueues;
m_countFromQueue = m_queueCounts[m_nextQueue];
m_added = 0;
}
#endregion Constructor
#region PublicMethods
public void Close()
{
for (int i = 0; i < m_heaps.Length; ++i)
m_heaps[i] = null;
m_heaps = null;
m_lookupTable.Clear();
m_lookupTable = null;
}
/// <summary>
/// Return the number of items in the queues
/// </summary>
@ -116,14 +129,21 @@ namespace OpenSim.Framework
public bool Enqueue(uint pqueue, EntityUpdate value)
{
LookupItem lookup;
IHandle lookupH;
UInt64 entry;
uint localid = value.Entity.LocalId;
UInt64 entry = m_nextRequest++;
if (m_lookupTable.TryGetValue(localid, out lookup))
{
entry = lookup.Heap[lookup.Handle].EntryOrder;
value.Update(lookup.Heap[lookup.Handle].Value);
lookup.Heap.Remove(lookup.Handle);
lookupH = lookup.Handle;
entry = lookup.Heap[lookupH].EntryOrder;
value.Update(lookup.Heap[lookupH].Value);
lookup.Heap.Remove(lookupH);
}
else
{
entry = m_nextRequest++;
++m_added;
}
pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
@ -134,7 +154,6 @@ namespace OpenSim.Framework
return true;
}
public void Remove(List<uint> ids)
{
LookupItem lookup;
@ -147,6 +166,11 @@ namespace OpenSim.Framework
m_lookupTable.Remove(localid);
}
}
if(m_lookupTable.Count == 0 && m_added > 8 * m_capacity)
{
m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
m_added = 0;
}
}
/// <summary>
@ -156,8 +180,9 @@ namespace OpenSim.Framework
/// </summary>
public bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
{
// If there is anything in imediate queues, return it first no
// If there is anything in immediate queues, return it first no
// matter what else. Breaks fairness. But very useful.
for (int iq = 0; iq < NumberOfImmediateQueues; iq++)
{
if (m_heaps[iq].Count > 0)
@ -177,12 +202,13 @@ namespace OpenSim.Framework
// to give lower numbered queues a higher priority and higher percentage
// of the bandwidth.
MinHeap<MinHeapItem> curheap = m_heaps[m_nextQueue];
// Check for more items to be pulled from the current queue
if (m_heaps[m_nextQueue].Count > 0 && m_countFromQueue > 0)
if (m_countFromQueue > 0 && curheap.Count > 0)
{
m_countFromQueue--;
--m_countFromQueue;
MinHeapItem item = m_heaps[m_nextQueue].RemoveMin();
MinHeapItem item = curheap.RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
@ -196,35 +222,40 @@ namespace OpenSim.Framework
m_nextQueue++;
if(m_nextQueue >= NumberOfQueues)
m_nextQueue = NumberOfImmediateQueues;
curheap = m_heaps[m_nextQueue];
if (curheap.Count == 0)
continue;
m_countFromQueue = m_queueCounts[m_nextQueue];
--m_countFromQueue;
if (m_heaps[m_nextQueue].Count > 0)
{
m_countFromQueue--;
MinHeapItem item = m_heaps[m_nextQueue].RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
return true;
}
MinHeapItem item = curheap.RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
return true;
}
timeinqueue = 0;
value = default(EntityUpdate);
if(m_lookupTable.Count == 0 && m_added > 8 * m_capacity)
{
m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
m_added = 0;
}
return false;
}
public bool TryOrderedDequeue(out EntityUpdate value, out Int32 timeinqueue)
{
// If there is anything in imediate queues, return it first no
// matter what else. Breaks fairness. But very useful.
for (int iq = 0; iq < NumberOfQueues; iq++)
MinHeap<MinHeapItem> curheap;
for (int iq = 0; iq < NumberOfQueues; ++iq)
{
if (m_heaps[iq].Count > 0)
curheap = m_heaps[iq];
if (curheap.Count > 0)
{
MinHeapItem item = m_heaps[iq].RemoveMin();
MinHeapItem item = curheap.RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
@ -234,6 +265,11 @@ namespace OpenSim.Framework
timeinqueue = 0;
value = default(EntityUpdate);
if(m_lookupTable.Count == 0 && m_added > 8 * m_capacity)
{
m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
m_added = 0;
}
return false;
}
@ -244,7 +280,7 @@ namespace OpenSim.Framework
public void Reprioritize(UpdatePriorityHandler handler)
{
MinHeapItem item;
foreach (LookupItem lookup in new List<LookupItem>(this.m_lookupTable.Values))
foreach (LookupItem lookup in new List<LookupItem>(m_lookupTable.Values))
{
if (lookup.Heap.TryGetValue(lookup.Handle, out item))
{
@ -270,7 +306,7 @@ namespace OpenSim.Framework
{
// m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
lookup.Heap.Remove(lookup.Handle);
this.m_lookupTable.Remove(localid);
m_lookupTable.Remove(localid);
}
}
}
@ -292,48 +328,55 @@ namespace OpenSim.Framework
private struct MinHeapItem : IComparable<MinHeapItem>
{
private EntityUpdate value;
internal EntityUpdate Value {
get {
return this.value;
internal EntityUpdate Value
{
get
{
return value;
}
}
private uint pqueue;
internal uint PriorityQueue {
get {
return this.pqueue;
internal uint PriorityQueue
{
get
{
return pqueue;
}
}
private Int32 entrytime;
internal Int32 EntryTime {
get {
return this.entrytime;
internal Int32 EntryTime
{
get
{
return entrytime;
}
}
private UInt64 entryorder;
internal UInt64 EntryOrder
{
get {
return this.entryorder;
get
{
return entryorder;
}
}
internal MinHeapItem(uint pqueue, MinHeapItem other)
internal MinHeapItem(uint _pqueue, MinHeapItem other)
{
this.entrytime = other.entrytime;
this.entryorder = other.entryorder;
this.value = other.value;
this.pqueue = pqueue;
entrytime = other.entrytime;
entryorder = other.entryorder;
value = other.value;
pqueue = _pqueue;
}
internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value)
internal MinHeapItem(uint _pqueue, UInt64 _entryorder, EntityUpdate _value)
{
this.entrytime = Util.EnvironmentTickCount();
this.entryorder = entryorder;
this.value = value;
this.pqueue = pqueue;
entrytime = Util.EnvironmentTickCount();
entryorder = _entryorder;
value = _value;
pqueue = _pqueue;
}
public override string ToString()

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@ -627,10 +627,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
ImageManager.Close();
ImageManager = null;
// m_entityUpdates.Close();
// m_entityProps.Close();
m_entityUpdates = new PriorityQueue(1);
m_entityProps = new PriorityQueue(1);
m_entityUpdates.Close();
m_entityProps.Close();
m_killRecord.Clear();
GroupsInView.Clear();
@ -2683,11 +2681,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void SendViewerEffect(ViewerEffectPacket.EffectBlock[] effectBlocks)
{
ViewerEffectPacket packet = (ViewerEffectPacket)PacketPool.Instance.GetPacket(PacketType.ViewerEffect);
packet.Header.Reliable = false;
packet.Header.Zerocoded = true;
packet.AgentData.AgentID = AgentId;
packet.AgentData.SessionID = SessionId;
// packet.AgentData.AgentID = AgentId;
// packet.AgentData.SessionID = SessionId;
packet.Effect = effectBlocks;

View File

@ -33,27 +33,12 @@ using OpenSim.Framework;
using OpenMetaverse;
using OpenSim.Region.PhysicsModules.SharedBase;
/*
* Steps to add a new prioritization policy:
*
* - Add a new value to the UpdatePrioritizationSchemes enum.
* - Specify this new value in the [InterestManagement] section of your
* OpenSim.ini. The name in the config file must match the enum value name
* (although it is not case sensitive).
* - Write a new GetPriorityBy*() method in this class.
* - Add a new entry to the switch statement in GetUpdatePriority() that calls
* your method.
*/
namespace OpenSim.Region.Framework.Scenes
{
public enum UpdatePrioritizationSchemes
{
Time = 0,
Distance = 1,
SimpleAngularDistance = 2,
FrontBack = 3,
BestAvatarResponsiveness = 4,
SimpleAngularDistance = 0,
BestAvatarResponsiveness = 1,
}
public class Prioritizer
@ -68,14 +53,7 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// Returns the priority queue into which the update should be placed. Updates within a
/// queue will be processed in arrival order. There are currently 12 priority queues
/// implemented in PriorityQueue class in LLClientView. Queue 0 is generally retained
/// for avatar updates. The fair queuing discipline for processing the priority queues
/// assumes that the number of entities in each priority queues increases exponentially.
/// So for example... if queue 1 contains all updates within 10m of the avatar or camera
/// then queue 2 at 20m is about 3X bigger in space & about 3X bigger in total number
/// of updates.
/// Returns the priority queue into which the update should be placed.
/// </summary>
public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
{
@ -94,22 +72,8 @@ namespace OpenSim.Region.Framework.Scenes
switch (m_scene.UpdatePrioritizationScheme)
{
/*
case UpdatePrioritizationSchemes.Time:
priority = GetPriorityByTime(client, entity);
break;
case UpdatePrioritizationSchemes.Distance:
priority = GetPriorityByDistance(client, entity);
break;
case UpdatePrioritizationSchemes.SimpleAngularDistance:
priority = GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
break;
case UpdatePrioritizationSchemes.FrontBack:
priority = GetPriorityByFrontBack(client, entity);
break;
*/
case UpdatePrioritizationSchemes.SimpleAngularDistance:
priority = GetPriorityByAngularDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
priority = GetPriorityByAngularDistance(client, entity);
break;
case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
default:
@ -120,45 +84,6 @@ namespace OpenSim.Region.Framework.Scenes
return priority;
}
private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity)
{
// And anything attached to this avatar gets top priority as well
if (entity is SceneObjectPart)
{
SceneObjectPart sop = (SceneObjectPart)entity;
if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
return 1;
}
return PriorityQueue.NumberOfImmediateQueues; // first queue past the immediate queues
}
private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
{
// And anything attached to this avatar gets top priority as well
if (entity is SceneObjectPart)
{
SceneObjectPart sop = (SceneObjectPart)entity;
if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
return 1;
}
return ComputeDistancePriority(client,entity,false);
}
private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
{
// And anything attached to this avatar gets top priority as well
if (entity is SceneObjectPart)
{
SceneObjectPart sop = (SceneObjectPart)entity;
if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
return 1;
}
return ComputeDistancePriority(client,entity,true);
}
private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
{
uint pqueue = 2; // keep compiler happy
@ -176,7 +101,6 @@ namespace OpenSim.Region.Framework.Scenes
// Attachments are high priority,
if (sog.IsAttachment)
return 2;
if(presence.ParentPart != null)
{

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@ -1115,7 +1115,7 @@ namespace OpenSim.Region.Framework.Scenes
catch (Exception)
{
m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time;
UpdatePrioritizationScheme = UpdatePrioritizationSchemes.BestAvatarResponsiveness;
}
IsReprioritizationEnabled
@ -1196,7 +1196,7 @@ namespace OpenSim.Region.Framework.Scenes
UseBackup = true;
IsReprioritizationEnabled = true;
UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time;
UpdatePrioritizationScheme = UpdatePrioritizationSchemes.BestAvatarResponsiveness;
ReprioritizationInterval = 5000;
ReprioritizationDistance = m_minReprioritizationDistance;
@ -1762,7 +1762,7 @@ namespace OpenSim.Region.Framework.Scenes
}
m_sceneGridService.InformNeighborsThatRegionisUp(
RequestModuleInterface<INeighbourService>(), RegionInfo);
RequestModuleInterface<INeighbourService>(), RegionInfo);
// Region ready should always be set
Ready = true;