276 lines
11 KiB
C#
276 lines
11 KiB
C#
/*
|
|
* Copyright (c) Contributors, http://opensimulator.org/
|
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of the OpenSimulator Project nor the
|
|
* names of its contributors may be used to endorse or promote products
|
|
* derived from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using log4net;
|
|
using Nini.Config;
|
|
using OpenSim.Framework;
|
|
using OpenMetaverse;
|
|
using OpenSim.Region.Physics.Manager;
|
|
|
|
/*
|
|
* 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,
|
|
}
|
|
|
|
public class Prioritizer
|
|
{
|
|
// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
|
|
|
/// <summary>
|
|
/// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
|
|
/// viewer before child prim updates.
|
|
/// The adjustment is added to child prims and subtracted from root prims, so the gap ends up
|
|
/// being double. We do it both ways so that there is a still a priority delta even if the priority is already
|
|
/// double.MinValue or double.MaxValue.
|
|
/// </summary>
|
|
private double m_childPrimAdjustmentFactor = 0.05;
|
|
|
|
private Scene m_scene;
|
|
|
|
public Prioritizer(Scene scene)
|
|
{
|
|
m_scene = scene;
|
|
}
|
|
|
|
public double GetUpdatePriority(IClientAPI client, ISceneEntity entity)
|
|
{
|
|
double priority = 0;
|
|
|
|
if (entity == null)
|
|
return 100000;
|
|
|
|
switch (m_scene.UpdatePrioritizationScheme)
|
|
{
|
|
case UpdatePrioritizationSchemes.Time:
|
|
priority = GetPriorityByTime();
|
|
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.BestAvatarResponsiveness:
|
|
priority = GetPriorityByBestAvatarResponsiveness(client, entity);
|
|
break;
|
|
default:
|
|
throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
|
|
}
|
|
|
|
// Adjust priority so that root prims are sent to the viewer first. This is especially important for
|
|
// attachments acting as huds, since current viewers fail to display hud child prims if their updates
|
|
// arrive before the root one.
|
|
if (entity is SceneObjectPart)
|
|
{
|
|
SceneObjectPart sop = ((SceneObjectPart)entity);
|
|
|
|
if (sop.IsRoot)
|
|
{
|
|
if (priority >= double.MinValue + m_childPrimAdjustmentFactor)
|
|
priority -= m_childPrimAdjustmentFactor;
|
|
}
|
|
else
|
|
{
|
|
if (priority <= double.MaxValue - m_childPrimAdjustmentFactor)
|
|
priority += m_childPrimAdjustmentFactor;
|
|
}
|
|
}
|
|
|
|
return priority;
|
|
}
|
|
|
|
private double GetPriorityByTime()
|
|
{
|
|
return DateTime.UtcNow.ToOADate();
|
|
}
|
|
|
|
private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
|
|
{
|
|
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
|
|
if (presence != null)
|
|
{
|
|
// If this is an update for our own avatar give it the highest priority
|
|
if (presence == entity)
|
|
return 0.0;
|
|
|
|
// Use the camera position for local agents and avatar position for remote agents
|
|
Vector3 presencePos = (presence.IsChildAgent) ?
|
|
presence.AbsolutePosition :
|
|
presence.CameraPosition;
|
|
|
|
// Use group position for child prims
|
|
Vector3 entityPos;
|
|
if (entity is SceneObjectPart)
|
|
{
|
|
// Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene
|
|
// before its scheduled update was triggered
|
|
//entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
|
|
entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
|
|
}
|
|
else
|
|
{
|
|
entityPos = entity.AbsolutePosition;
|
|
}
|
|
|
|
return Vector3.DistanceSquared(presencePos, entityPos);
|
|
}
|
|
|
|
return double.NaN;
|
|
}
|
|
|
|
private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
|
|
{
|
|
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
|
|
if (presence != null)
|
|
{
|
|
// If this is an update for our own avatar give it the highest priority
|
|
if (presence == entity)
|
|
return 0.0;
|
|
|
|
// Use group position for child prims
|
|
Vector3 entityPos = entity.AbsolutePosition;
|
|
if (entity is SceneObjectPart)
|
|
{
|
|
// Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene
|
|
// before its scheduled update was triggered
|
|
//entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
|
|
entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
|
|
}
|
|
else
|
|
{
|
|
entityPos = entity.AbsolutePosition;
|
|
}
|
|
|
|
if (!presence.IsChildAgent)
|
|
{
|
|
// Root agent. Use distance from camera and a priority decrease for objects behind us
|
|
Vector3 camPosition = presence.CameraPosition;
|
|
Vector3 camAtAxis = presence.CameraAtAxis;
|
|
|
|
// Distance
|
|
double priority = Vector3.DistanceSquared(camPosition, entityPos);
|
|
|
|
// Plane equation
|
|
float d = -Vector3.Dot(camPosition, camAtAxis);
|
|
float p = Vector3.Dot(camAtAxis, entityPos) + d;
|
|
if (p < 0.0f) priority *= 2.0;
|
|
|
|
return priority;
|
|
}
|
|
else
|
|
{
|
|
// Child agent. Use the normal distance method
|
|
Vector3 presencePos = presence.AbsolutePosition;
|
|
|
|
return Vector3.DistanceSquared(presencePos, entityPos);
|
|
}
|
|
}
|
|
|
|
return double.NaN;
|
|
}
|
|
|
|
private double GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
|
|
{
|
|
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
|
|
if (presence != null)
|
|
{
|
|
// If this is an update for our own avatar give it the highest priority
|
|
if (presence == entity)
|
|
return 0.0;
|
|
|
|
// Use group position for child prims
|
|
Vector3 entityPos = entity.AbsolutePosition;
|
|
if (entity is SceneObjectPart)
|
|
entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
|
|
else
|
|
entityPos = entity.AbsolutePosition;
|
|
|
|
if (!presence.IsChildAgent)
|
|
{
|
|
if (entity is ScenePresence)
|
|
return 1.0;
|
|
|
|
// Root agent. Use distance from camera and a priority decrease for objects behind us
|
|
Vector3 camPosition = presence.CameraPosition;
|
|
Vector3 camAtAxis = presence.CameraAtAxis;
|
|
|
|
// Distance
|
|
double priority = Vector3.DistanceSquared(camPosition, entityPos);
|
|
|
|
// Plane equation
|
|
float d = -Vector3.Dot(camPosition, camAtAxis);
|
|
float p = Vector3.Dot(camAtAxis, entityPos) + d;
|
|
if (p < 0.0f) priority *= 2.0;
|
|
|
|
if (entity is SceneObjectPart)
|
|
{
|
|
PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
|
|
if (physActor == null || !physActor.IsPhysical)
|
|
priority += 100;
|
|
|
|
if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
|
|
priority = 1.0;
|
|
}
|
|
return priority;
|
|
}
|
|
else
|
|
{
|
|
// Child agent. Use the normal distance method
|
|
Vector3 presencePos = presence.AbsolutePosition;
|
|
|
|
return Vector3.DistanceSquared(presencePos, entityPos);
|
|
}
|
|
}
|
|
|
|
return double.NaN;
|
|
}
|
|
}
|
|
}
|