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 /// Number of queuest (priorities) that are processed immediately
/// </summary. /// </summary.
public const uint NumberOfImmediateQueues = 2; 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 MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[NumberOfQueues];
private Dictionary<uint, LookupItem> m_lookupTable; private Dictionary<uint, LookupItem> m_lookupTable;
@ -61,10 +64,8 @@ namespace OpenSim.Framework
// each pass. weighted towards the higher priority queues // each pass. weighted towards the higher priority queues
private uint m_nextQueue = 0; private uint m_nextQueue = 0;
private uint m_countFromQueue = 0; private uint m_countFromQueue = 0;
// first queues are imediate, so no counts private int m_capacity;
// private uint[] m_queueCounts = { 0, 0, 8, 4, 4, 2, 2, 2, 2, 1, 1, 1 }; private int m_added;
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, +
// next request is a counter of the number of updates queued, it provides // 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 // a total ordering on the updates coming through the queue and is more
@ -84,17 +85,29 @@ namespace OpenSim.Framework
public PriorityQueue(int capacity) 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) for (int i = 0; i < m_heaps.Length; ++i)
m_heaps[i] = new MinHeap<MinHeapItem>(capacity); m_heaps[i] = new MinHeap<MinHeapItem>(capacity);
m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
m_nextQueue = NumberOfImmediateQueues; m_nextQueue = NumberOfImmediateQueues;
m_countFromQueue = m_queueCounts[m_nextQueue]; m_countFromQueue = m_queueCounts[m_nextQueue];
m_added = 0;
} }
#endregion Constructor #endregion Constructor
#region PublicMethods #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> /// <summary>
/// Return the number of items in the queues /// Return the number of items in the queues
/// </summary> /// </summary>
@ -116,14 +129,21 @@ namespace OpenSim.Framework
public bool Enqueue(uint pqueue, EntityUpdate value) public bool Enqueue(uint pqueue, EntityUpdate value)
{ {
LookupItem lookup; LookupItem lookup;
IHandle lookupH;
UInt64 entry;
uint localid = value.Entity.LocalId; uint localid = value.Entity.LocalId;
UInt64 entry = m_nextRequest++;
if (m_lookupTable.TryGetValue(localid, out lookup)) if (m_lookupTable.TryGetValue(localid, out lookup))
{ {
entry = lookup.Heap[lookup.Handle].EntryOrder; lookupH = lookup.Handle;
value.Update(lookup.Heap[lookup.Handle].Value); entry = lookup.Heap[lookupH].EntryOrder;
lookup.Heap.Remove(lookup.Handle); value.Update(lookup.Heap[lookupH].Value);
lookup.Heap.Remove(lookupH);
}
else
{
entry = m_nextRequest++;
++m_added;
} }
pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1); pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
@ -134,7 +154,6 @@ namespace OpenSim.Framework
return true; return true;
} }
public void Remove(List<uint> ids) public void Remove(List<uint> ids)
{ {
LookupItem lookup; LookupItem lookup;
@ -147,6 +166,11 @@ namespace OpenSim.Framework
m_lookupTable.Remove(localid); 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> /// <summary>
@ -156,8 +180,9 @@ namespace OpenSim.Framework
/// </summary> /// </summary>
public bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue) 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. // matter what else. Breaks fairness. But very useful.
for (int iq = 0; iq < NumberOfImmediateQueues; iq++) for (int iq = 0; iq < NumberOfImmediateQueues; iq++)
{ {
if (m_heaps[iq].Count > 0) if (m_heaps[iq].Count > 0)
@ -177,12 +202,13 @@ namespace OpenSim.Framework
// to give lower numbered queues a higher priority and higher percentage // to give lower numbered queues a higher priority and higher percentage
// of the bandwidth. // of the bandwidth.
MinHeap<MinHeapItem> curheap = m_heaps[m_nextQueue];
// Check for more items to be pulled from the current queue // 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); m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value; value = item.Value;
@ -197,34 +223,39 @@ namespace OpenSim.Framework
if(m_nextQueue >= NumberOfQueues) if(m_nextQueue >= NumberOfQueues)
m_nextQueue = NumberOfImmediateQueues; m_nextQueue = NumberOfImmediateQueues;
curheap = m_heaps[m_nextQueue];
if (curheap.Count == 0)
continue;
m_countFromQueue = m_queueCounts[m_nextQueue]; m_countFromQueue = m_queueCounts[m_nextQueue];
--m_countFromQueue;
if (m_heaps[m_nextQueue].Count > 0) MinHeapItem item = curheap.RemoveMin();
{ m_lookupTable.Remove(item.Value.Entity.LocalId);
m_countFromQueue--; timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
MinHeapItem item = m_heaps[m_nextQueue].RemoveMin(); return true;
m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
return true;
}
} }
timeinqueue = 0; timeinqueue = 0;
value = default(EntityUpdate); 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; return false;
} }
public bool TryOrderedDequeue(out EntityUpdate value, out Int32 timeinqueue) public bool TryOrderedDequeue(out EntityUpdate value, out Int32 timeinqueue)
{ {
// If there is anything in imediate queues, return it first no MinHeap<MinHeapItem> curheap;
// matter what else. Breaks fairness. But very useful. for (int iq = 0; iq < NumberOfQueues; ++iq)
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); m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value; value = item.Value;
@ -234,6 +265,11 @@ namespace OpenSim.Framework
timeinqueue = 0; timeinqueue = 0;
value = default(EntityUpdate); 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; return false;
} }
@ -244,7 +280,7 @@ namespace OpenSim.Framework
public void Reprioritize(UpdatePriorityHandler handler) public void Reprioritize(UpdatePriorityHandler handler)
{ {
MinHeapItem item; 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)) 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); // m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
lookup.Heap.Remove(lookup.Handle); 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 struct MinHeapItem : IComparable<MinHeapItem>
{ {
private EntityUpdate value; private EntityUpdate value;
internal EntityUpdate Value { internal EntityUpdate Value
get { {
return this.value; get
{
return value;
} }
} }
private uint pqueue; private uint pqueue;
internal uint PriorityQueue { internal uint PriorityQueue
get { {
return this.pqueue; get
{
return pqueue;
} }
} }
private Int32 entrytime; private Int32 entrytime;
internal Int32 EntryTime { internal Int32 EntryTime
get { {
return this.entrytime; get
{
return entrytime;
} }
} }
private UInt64 entryorder; private UInt64 entryorder;
internal UInt64 EntryOrder internal UInt64 EntryOrder
{ {
get { get
return this.entryorder; {
return entryorder;
} }
} }
internal MinHeapItem(uint pqueue, MinHeapItem other) internal MinHeapItem(uint _pqueue, MinHeapItem other)
{ {
this.entrytime = other.entrytime; entrytime = other.entrytime;
this.entryorder = other.entryorder; entryorder = other.entryorder;
this.value = other.value; value = other.value;
this.pqueue = pqueue; pqueue = _pqueue;
} }
internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value) internal MinHeapItem(uint _pqueue, UInt64 _entryorder, EntityUpdate _value)
{ {
this.entrytime = Util.EnvironmentTickCount(); entrytime = Util.EnvironmentTickCount();
this.entryorder = entryorder; entryorder = _entryorder;
this.value = value; value = _value;
this.pqueue = pqueue; pqueue = _pqueue;
} }
public override string ToString() public override string ToString()

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

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@ -33,27 +33,12 @@ using OpenSim.Framework;
using OpenMetaverse; using OpenMetaverse;
using OpenSim.Region.PhysicsModules.SharedBase; 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 namespace OpenSim.Region.Framework.Scenes
{ {
public enum UpdatePrioritizationSchemes public enum UpdatePrioritizationSchemes
{ {
Time = 0, SimpleAngularDistance = 0,
Distance = 1, BestAvatarResponsiveness = 1,
SimpleAngularDistance = 2,
FrontBack = 3,
BestAvatarResponsiveness = 4,
} }
public class Prioritizer public class Prioritizer
@ -68,14 +53,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
/// <summary> /// <summary>
/// Returns the priority queue into which the update should be placed. Updates within a /// Returns the priority queue into which the update should be placed.
/// 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.
/// </summary> /// </summary>
public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity) public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
{ {
@ -94,22 +72,8 @@ namespace OpenSim.Region.Framework.Scenes
switch (m_scene.UpdatePrioritizationScheme) switch (m_scene.UpdatePrioritizationScheme)
{ {
/*
case UpdatePrioritizationSchemes.Time:
priority = GetPriorityByTime(client, entity);
break;
case UpdatePrioritizationSchemes.Distance:
priority = GetPriorityByDistance(client, entity);
break;
case UpdatePrioritizationSchemes.SimpleAngularDistance: case UpdatePrioritizationSchemes.SimpleAngularDistance:
priority = GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance priority = GetPriorityByAngularDistance(client, entity);
break;
case UpdatePrioritizationSchemes.FrontBack:
priority = GetPriorityByFrontBack(client, entity);
break;
*/
case UpdatePrioritizationSchemes.SimpleAngularDistance:
priority = GetPriorityByAngularDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
break; break;
case UpdatePrioritizationSchemes.BestAvatarResponsiveness: case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
default: default:
@ -120,45 +84,6 @@ namespace OpenSim.Region.Framework.Scenes
return priority; 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) private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
{ {
uint pqueue = 2; // keep compiler happy uint pqueue = 2; // keep compiler happy
@ -177,7 +102,6 @@ namespace OpenSim.Region.Framework.Scenes
if (sog.IsAttachment) if (sog.IsAttachment)
return 2; return 2;
if(presence.ParentPart != null) if(presence.ParentPart != null)
{ {
if(presence.ParentPart.ParentGroup == sog) if(presence.ParentPart.ParentGroup == sog)

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