mess around with prioritizer

This commit is contained in:
UbitUmarov
2019-01-25 20:49:18 +00:00
parent e3d0ec6f40
commit 3ee70aac0b
3 changed files with 98 additions and 139 deletions

View File

@@ -107,7 +107,7 @@ namespace OpenSim.Region.Framework.Scenes
if(presence.ParentPart.ParentGroup == sog)
return 2;
}
pqueue = ComputeDistancePriority(client, entity, false);
// Non physical prims are lower priority than physical prims
@@ -165,15 +165,6 @@ namespace OpenSim.Region.Framework.Scenes
// And convert the distance to a priority queue, this computation gives queues
// at 10, 20, 40, 80, 160, 320, 640, and 1280m
uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues;
/*
for (int i = 0; i < queues - 1; i++)
{
if (distance < 30 * Math.Pow(2.0,i))
break;
pqueue++;
}
*/
if (distance > 10f)
{
float tmp = (float)Math.Log((double)distance) * 1.442695f - 3.321928f;
@@ -182,8 +173,6 @@ namespace OpenSim.Region.Framework.Scenes
// 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
// 2st constant makes it be log2(distance/10)
pqueue += (uint)tmp;
if (pqueue > queues - 1)
pqueue = queues - 1;
}
// If this is a root agent, then determine front & back
@@ -216,11 +205,6 @@ namespace OpenSim.Region.Framework.Scenes
private uint ComputeAngleDistancePriority(ScenePresence presence, ISceneEntity entity)
{
// And convert the distance to a priority queue, this computation gives queues
// at 10, 20, 40, 80, 160, 320, 640, and 1280m
// uint minpqueue = PriorityQueue.NumberOfImmediateQueues;
uint maxqueue = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues -1;
// uint pqueue = minpqueue;
uint pqueue = PriorityQueue.NumberOfImmediateQueues;
float distance;
@@ -228,36 +212,49 @@ namespace OpenSim.Region.Framework.Scenes
if(entity is ScenePresence)
{
ScenePresence sp = entity as ScenePresence;
distance = Vector3.Distance(presencePos, sp.AbsolutePosition);
distance *= 0.5f;
distance = Vector3.DistanceSquared(presencePos, sp.AbsolutePosition);
if (distance > 400f)
{
float tmp = (float)Math.Log(distance) * 0.7213475f - 4.321928f;
pqueue += (uint)tmp;
}
return pqueue;
}
else
{
SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
if(presence.ParentPart != null)
{
if(presence.ParentPart.ParentGroup == group)
return pqueue;
}
if(group.IsAttachment)
{
if(group.RootPart.LocalId == presence.LocalId)
return pqueue;
}
float bradius = group.GetBoundsRadius();
Vector3 grppos = group.AbsolutePosition + group.getBoundsCenter();
distance = Vector3.Distance(presencePos, grppos);
distance -= bradius;
distance *= group.getAreaFactor();
if(group.IsAttachment)
distance *= 0.5f;
else if(group.UsesPhysics)
distance *= 0.6f;
else if(group.GetSittingAvatarsCount() > 0)
distance *= 0.5f;
SceneObjectPart sop = entity as SceneObjectPart;
SceneObjectGroup group = sop.ParentGroup;
if(presence.ParentPart != null)
{
if(presence.ParentPart.ParentGroup == group)
return pqueue;
}
if (group.IsAttachment)
{
if(group.RootPart.LocalId == presence.LocalId)
return pqueue;
distance = Vector3.DistanceSquared(presencePos, group.AbsolutePosition);
if (distance > 400f)
{
float tmp = (float)Math.Log(distance) * 0.7213475f - 4.321928f;
pqueue += (uint)tmp;
}
return pqueue;
}
float bradius = group.GetBoundsRadius();
Vector3 grppos = group.getCenterOffset();
distance = Vector3.Distance(presencePos, grppos);
distance -= bradius;
distance *= group.getAreaFactor();
if(group.IsAttachment)
distance *= 0.5f;
else if(group.UsesPhysics)
distance *= 0.6f;
else if(group.GetSittingAvatarsCount() > 0)
distance *= 0.5f;
if (distance > 10f)
{
float tmp = (float)Math.Log(distance) * 1.442695f - 3.321928f;
@@ -265,10 +262,7 @@ namespace OpenSim.Region.Framework.Scenes
// now
// 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
// 2st constant makes it be log2(distance/10)
pqueue += (uint)tmp;
if (pqueue > maxqueue)
pqueue = maxqueue;
}
return pqueue;