255 lines
11 KiB
C#
255 lines
11 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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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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using OpenSim.Region.Physics.Manager;
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/*
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* Steps to add a new prioritization policy:
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*
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* - Add a new value to the UpdatePrioritizationSchemes enum.
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* - Specify this new value in the [InterestManagement] section of your
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* OpenSim.ini. The name in the config file must match the enum value name
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* (although it is not case sensitive).
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* - Write a new GetPriorityBy*() method in this class.
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* - Add a new entry to the switch statement in GetUpdatePriority() that calls
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* your method.
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*/
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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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BestAvatarResponsiveness = 4,
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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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/// <summary>
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/// Returns the priority queue into which the update should be placed. Updates within a
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/// queue will be processed in arrival order. There are currently 12 priority queues
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/// implemented in PriorityQueue class in LLClientView. Queue 0 is generally retained
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/// for avatar updates. The fair queuing discipline for processing the priority queues
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/// assumes that the number of entities in each priority queues increases exponentially.
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/// So for example... if queue 1 contains all updates within 10m of the avatar or camera
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/// then queue 2 at 20m is about 3X bigger in space & about 3X bigger in total number
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/// of updates.
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/// </summary>
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public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
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{
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// If entity is null we have a serious problem
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if (entity == null)
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{
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m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity");
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throw new InvalidOperationException("Prioritization entity not defined");
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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 (client.AgentId == entity.UUID)
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return 0;
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uint priority;
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switch (m_scene.UpdatePrioritizationScheme)
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{
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case UpdatePrioritizationSchemes.Time:
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priority = GetPriorityByTime(client, entity);
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break;
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case UpdatePrioritizationSchemes.Distance:
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priority = GetPriorityByDistance(client, entity);
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break;
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case UpdatePrioritizationSchemes.SimpleAngularDistance:
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priority = GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
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break;
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case UpdatePrioritizationSchemes.FrontBack:
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priority = GetPriorityByFrontBack(client, entity);
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break;
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case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
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priority = GetPriorityByBestAvatarResponsiveness(client, entity);
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break;
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default:
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throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
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}
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return priority;
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}
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private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity)
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{
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// And anything attached to this avatar gets top priority as well
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if (entity is SceneObjectPart)
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{
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SceneObjectPart sop = (SceneObjectPart)entity;
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if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
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return 1;
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}
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return PriorityQueue.NumberOfImmediateQueues; // first queue past the immediate queues
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}
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private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
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{
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// And anything attached to this avatar gets top priority as well
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if (entity is SceneObjectPart)
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{
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SceneObjectPart sop = (SceneObjectPart)entity;
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if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
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return 1;
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}
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return ComputeDistancePriority(client,entity,false);
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}
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private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
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{
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// And anything attached to this avatar gets top priority as well
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if (entity is SceneObjectPart)
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{
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SceneObjectPart sop = (SceneObjectPart)entity;
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if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
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return 1;
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}
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return ComputeDistancePriority(client,entity,true);
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}
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private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
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{
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uint pqueue = ComputeDistancePriority(client,entity,true);
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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 (!presence.IsChildAgent)
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{
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// All avatars other than our own go into pqueue 1
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if (entity is ScenePresence)
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return 1;
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if (entity is SceneObjectPart)
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{
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// Attachments are high priority,
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if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
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return 1;
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// Non physical prims are lower priority than physical prims
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PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
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if (physActor == null || !physActor.IsPhysical)
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pqueue++;
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}
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}
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}
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return pqueue;
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}
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private uint ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack)
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{
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// Get this agent's position
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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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// this shouldn't happen, it basically means that we are prioritizing
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// updates to send to a client that doesn't have a presence in the scene
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// seems like there's race condition here...
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// m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId);
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// throw new InvalidOperationException("Prioritization agent not defined");
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return PriorityQueue.NumberOfQueues - 1;
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}
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// Use group position for child prims, since we are putting child prims in
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// the same queue with the root of the group, the root prim (which goes into
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// the queue first) should always be sent first, no need to adjust child prim
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// priorities
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Vector3 entityPos = entity.AbsolutePosition;
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if (entity is SceneObjectPart)
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{
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SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
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if (group != null)
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entityPos = group.AbsolutePosition;
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}
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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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// Compute the distance...
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double distance = Vector3.Distance(presencePos, entityPos);
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// And convert the distance to a priority queue, this computation gives queues
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// at 10, 20, 40, 80, 160, 320, 640, and 1280m
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uint pqueue = PriorityQueue.NumberOfImmediateQueues;
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uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues;
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for (int i = 0; i < queues - 1; i++)
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{
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if (distance < 10 * Math.Pow(2.0,i))
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break;
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pqueue++;
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}
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// If this is a root agent, then determine front & back
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// Bump up the priority queue (drop the priority) for any objects behind the avatar
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if (useFrontBack && ! presence.IsChildAgent)
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{
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// Root agent, decrease priority for objects behind us
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Vector3 camPosition = presence.CameraPosition;
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Vector3 camAtAxis = presence.CameraAtAxis;
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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)
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pqueue++;
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}
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return pqueue;
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}
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}
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}
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