clockwerk-opensim-stable – Blame information for rev 1
?pathlinks?
Rev | Author | Line No. | Line |
---|---|---|---|
1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
||
4 | * |
||
5 | * Redistribution and use in source and binary forms, with or without |
||
6 | * modification, are permitted provided that the following conditions are met: |
||
7 | * * Redistributions of source code must retain the above copyright |
||
8 | * notice, this list of conditions and the following disclaimer. |
||
9 | * * Redistributions in binary form must reproduce the above copyright |
||
10 | * notice, this list of conditions and the following disclaimer in the |
||
11 | * documentation and/or other materials provided with the distribution. |
||
12 | * * Neither the name of the OpenSimulator Project nor the |
||
13 | * names of its contributors may be used to endorse or promote products |
||
14 | * derived from this software without specific prior written permission. |
||
15 | * |
||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||
26 | */ |
||
27 | |||
28 | using System; |
||
29 | using System.Collections.Generic; |
||
30 | using log4net; |
||
31 | using Nini.Config; |
||
32 | using OpenSim.Framework; |
||
33 | using OpenMetaverse; |
||
34 | using OpenSim.Region.Physics.Manager; |
||
35 | |||
36 | /* |
||
37 | * Steps to add a new prioritization policy: |
||
38 | * |
||
39 | * - Add a new value to the UpdatePrioritizationSchemes enum. |
||
40 | * - Specify this new value in the [InterestManagement] section of your |
||
41 | * OpenSim.ini. The name in the config file must match the enum value name |
||
42 | * (although it is not case sensitive). |
||
43 | * - Write a new GetPriorityBy*() method in this class. |
||
44 | * - Add a new entry to the switch statement in GetUpdatePriority() that calls |
||
45 | * your method. |
||
46 | */ |
||
47 | |||
48 | namespace OpenSim.Region.Framework.Scenes |
||
49 | { |
||
50 | public enum UpdatePrioritizationSchemes |
||
51 | { |
||
52 | Time = 0, |
||
53 | Distance = 1, |
||
54 | SimpleAngularDistance = 2, |
||
55 | FrontBack = 3, |
||
56 | BestAvatarResponsiveness = 4, |
||
57 | } |
||
58 | |||
59 | public class Prioritizer |
||
60 | { |
||
61 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
||
62 | |||
63 | private Scene m_scene; |
||
64 | |||
65 | public Prioritizer(Scene scene) |
||
66 | { |
||
67 | m_scene = scene; |
||
68 | } |
||
69 | |||
70 | /// <summary> |
||
71 | /// Returns the priority queue into which the update should be placed. Updates within a |
||
72 | /// queue will be processed in arrival order. There are currently 12 priority queues |
||
73 | /// implemented in PriorityQueue class in LLClientView. Queue 0 is generally retained |
||
74 | /// for avatar updates. The fair queuing discipline for processing the priority queues |
||
75 | /// assumes that the number of entities in each priority queues increases exponentially. |
||
76 | /// So for example... if queue 1 contains all updates within 10m of the avatar or camera |
||
77 | /// then queue 2 at 20m is about 3X bigger in space & about 3X bigger in total number |
||
78 | /// of updates. |
||
79 | /// </summary> |
||
80 | public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity) |
||
81 | { |
||
82 | // If entity is null we have a serious problem |
||
83 | if (entity == null) |
||
84 | { |
||
85 | m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity"); |
||
86 | throw new InvalidOperationException("Prioritization entity not defined"); |
||
87 | } |
||
88 | |||
89 | // If this is an update for our own avatar give it the highest priority |
||
90 | if (client.AgentId == entity.UUID) |
||
91 | return 0; |
||
92 | |||
93 | uint priority; |
||
94 | |||
95 | switch (m_scene.UpdatePrioritizationScheme) |
||
96 | { |
||
97 | case UpdatePrioritizationSchemes.Time: |
||
98 | priority = GetPriorityByTime(client, entity); |
||
99 | break; |
||
100 | case UpdatePrioritizationSchemes.Distance: |
||
101 | priority = GetPriorityByDistance(client, entity); |
||
102 | break; |
||
103 | case UpdatePrioritizationSchemes.SimpleAngularDistance: |
||
104 | priority = GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance |
||
105 | break; |
||
106 | case UpdatePrioritizationSchemes.FrontBack: |
||
107 | priority = GetPriorityByFrontBack(client, entity); |
||
108 | break; |
||
109 | case UpdatePrioritizationSchemes.BestAvatarResponsiveness: |
||
110 | priority = GetPriorityByBestAvatarResponsiveness(client, entity); |
||
111 | break; |
||
112 | default: |
||
113 | throw new InvalidOperationException("UpdatePrioritizationScheme not defined."); |
||
114 | } |
||
115 | |||
116 | return priority; |
||
117 | } |
||
118 | |||
119 | private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity) |
||
120 | { |
||
121 | // And anything attached to this avatar gets top priority as well |
||
122 | if (entity is SceneObjectPart) |
||
123 | { |
||
124 | SceneObjectPart sop = (SceneObjectPart)entity; |
||
125 | if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar) |
||
126 | return 1; |
||
127 | } |
||
128 | |||
129 | return PriorityQueue.NumberOfImmediateQueues; // first queue past the immediate queues |
||
130 | } |
||
131 | |||
132 | private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity) |
||
133 | { |
||
134 | // And anything attached to this avatar gets top priority as well |
||
135 | if (entity is SceneObjectPart) |
||
136 | { |
||
137 | SceneObjectPart sop = (SceneObjectPart)entity; |
||
138 | if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar) |
||
139 | return 1; |
||
140 | } |
||
141 | |||
142 | return ComputeDistancePriority(client,entity,false); |
||
143 | } |
||
144 | |||
145 | private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) |
||
146 | { |
||
147 | // And anything attached to this avatar gets top priority as well |
||
148 | if (entity is SceneObjectPart) |
||
149 | { |
||
150 | SceneObjectPart sop = (SceneObjectPart)entity; |
||
151 | if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar) |
||
152 | return 1; |
||
153 | } |
||
154 | |||
155 | return ComputeDistancePriority(client,entity,true); |
||
156 | } |
||
157 | |||
158 | private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) |
||
159 | { |
||
160 | uint pqueue = ComputeDistancePriority(client,entity,true); |
||
161 | |||
162 | ScenePresence presence = m_scene.GetScenePresence(client.AgentId); |
||
163 | if (presence != null) |
||
164 | { |
||
165 | if (!presence.IsChildAgent) |
||
166 | { |
||
167 | // All avatars other than our own go into pqueue 1 |
||
168 | if (entity is ScenePresence) |
||
169 | return 1; |
||
170 | |||
171 | if (entity is SceneObjectPart) |
||
172 | { |
||
173 | // Attachments are high priority, |
||
174 | if (((SceneObjectPart)entity).ParentGroup.IsAttachment) |
||
175 | return 1; |
||
176 | |||
177 | // Non physical prims are lower priority than physical prims |
||
178 | PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor; |
||
179 | if (physActor == null || !physActor.IsPhysical) |
||
180 | pqueue++; |
||
181 | } |
||
182 | } |
||
183 | } |
||
184 | |||
185 | return pqueue; |
||
186 | } |
||
187 | |||
188 | private uint ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack) |
||
189 | { |
||
190 | // Get this agent's position |
||
191 | ScenePresence presence = m_scene.GetScenePresence(client.AgentId); |
||
192 | if (presence == null) |
||
193 | { |
||
194 | // this shouldn't happen, it basically means that we are prioritizing |
||
195 | // updates to send to a client that doesn't have a presence in the scene |
||
196 | // seems like there's race condition here... |
||
197 | |||
198 | // m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId); |
||
199 | // throw new InvalidOperationException("Prioritization agent not defined"); |
||
200 | return PriorityQueue.NumberOfQueues - 1; |
||
201 | } |
||
202 | |||
203 | // Use group position for child prims, since we are putting child prims in |
||
204 | // the same queue with the root of the group, the root prim (which goes into |
||
205 | // the queue first) should always be sent first, no need to adjust child prim |
||
206 | // priorities |
||
207 | Vector3 entityPos = entity.AbsolutePosition; |
||
208 | if (entity is SceneObjectPart) |
||
209 | { |
||
210 | SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; |
||
211 | entityPos = group.AbsolutePosition; |
||
212 | } |
||
213 | |||
214 | // Use the camera position for local agents and avatar position for remote agents |
||
215 | Vector3 presencePos = (presence.IsChildAgent) ? |
||
216 | presence.AbsolutePosition : |
||
217 | presence.CameraPosition; |
||
218 | |||
219 | // Compute the distance... |
||
220 | double distance = Vector3.Distance(presencePos, entityPos); |
||
221 | |||
222 | // And convert the distance to a priority queue, this computation gives queues |
||
223 | // at 10, 20, 40, 80, 160, 320, 640, and 1280m |
||
224 | uint pqueue = PriorityQueue.NumberOfImmediateQueues; |
||
225 | uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues; |
||
226 | |||
227 | for (int i = 0; i < queues - 1; i++) |
||
228 | { |
||
229 | if (distance < 10 * Math.Pow(2.0,i)) |
||
230 | break; |
||
231 | pqueue++; |
||
232 | } |
||
233 | |||
234 | // If this is a root agent, then determine front & back |
||
235 | // Bump up the priority queue (drop the priority) for any objects behind the avatar |
||
236 | if (useFrontBack && ! presence.IsChildAgent) |
||
237 | { |
||
238 | // Root agent, decrease priority for objects behind us |
||
239 | Vector3 camPosition = presence.CameraPosition; |
||
240 | Vector3 camAtAxis = presence.CameraAtAxis; |
||
241 | |||
242 | // Plane equation |
||
243 | float d = -Vector3.Dot(camPosition, camAtAxis); |
||
244 | float p = Vector3.Dot(camAtAxis, entityPos) + d; |
||
245 | if (p < 0.0f) |
||
246 | pqueue++; |
||
247 | } |
||
248 | |||
249 | return pqueue; |
||
250 | } |
||
251 | |||
252 | } |
||
253 | } |