changes to objects updates prioritizing getting dust on my disk. Schemes reduced to SimpleAngularDistance and BestAvatarResponsiveness
parent
afd3852a36
commit
ad8ddb8a78
|
@ -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()
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in New Issue