changes to objects updates prioritizing getting dust on my disk. Schemes reduced to SimpleAngularDistance and BestAvatarResponsiveness

This commit is contained in:
UbitUmarov
2018-11-07 20:32:39 +00:00
parent afd3852a36
commit ad8ddb8a78
4 changed files with 106 additions and 143 deletions

View File

@@ -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)
{