/* * 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.PhysicsModules.SharedBase; namespace OpenSim.Region.Framework.Scenes { public enum UpdatePrioritizationSchemes { SimpleAngularDistance = 0, BestAvatarResponsiveness = 1, } public class Prioritizer { private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); private Scene m_scene; public Prioritizer(Scene scene) { m_scene = scene; } /// /// Returns the priority queue into which the update should be placed. /// public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity) { // If entity is null we have a serious problem if (entity == null) { m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity"); throw new InvalidOperationException("Prioritization entity not defined"); } // If this is an update for our own avatar give it the highest priority if (client.AgentId == entity.UUID) return 0; uint priority; switch (m_scene.UpdatePrioritizationScheme) { case UpdatePrioritizationSchemes.SimpleAngularDistance: priority = GetPriorityByAngularDistance(client, entity); break; case UpdatePrioritizationSchemes.BestAvatarResponsiveness: default: priority = GetPriorityByBestAvatarResponsiveness(client, entity); break; } return priority; } private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) { uint pqueue = 2; // keep compiler happy ScenePresence presence = m_scene.GetScenePresence(client.AgentId); if (presence != null) { // All avatars other than our own go into pqueue 1 if (entity is ScenePresence) return 1; if (entity is SceneObjectPart) { SceneObjectGroup sog = ((SceneObjectPart)entity).ParentGroup; // Attachments are high priority, if (sog.IsAttachment) return 2; if(presence.ParentPart != null) { if(presence.ParentPart.ParentGroup == sog) return 2; } pqueue = ComputeDistancePriority(client, entity, false); // Non physical prims are lower priority than physical prims PhysicsActor physActor = sog.RootPart.PhysActor; if (physActor == null || !physActor.IsPhysical) pqueue++; } } else pqueue = ComputeDistancePriority(client, entity, false); return pqueue; } private uint ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack) { // Get this agent's position ScenePresence presence = m_scene.GetScenePresence(client.AgentId); if (presence == null) { // this shouldn't happen, it basically means that we are prioritizing // updates to send to a client that doesn't have a presence in the scene // seems like there's race condition here... // m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId); // throw new InvalidOperationException("Prioritization agent not defined"); return PriorityQueue.NumberOfQueues - 1; } // Use group position for child prims, since we are putting child prims in // the same queue with the root of the group, the root prim (which goes into // the queue first) should always be sent first, no need to adjust child prim // priorities Vector3 entityPos = entity.AbsolutePosition; if (entity is SceneObjectPart) { SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; entityPos = group.AbsolutePosition; } // Use the camera position for local agents and avatar position for remote agents // Why would I want that? They could be camming but I still see them at the // avatar position, so why should I update them as if they were at their // camera positions? Makes no sense! // TODO: Fix this mess //Vector3 presencePos = (presence.IsChildAgent) ? // presence.AbsolutePosition : // presence.CameraPosition; Vector3 presencePos = presence.AbsolutePosition; // Compute the distance... double distance = Vector3.Distance(presencePos, entityPos); // 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; // for a map identical to original: // 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 > queues - 1) pqueue = queues - 1; } // If this is a root agent, then determine front & back // Bump up the priority queue (drop the priority) for any objects behind the avatar if (useFrontBack && ! presence.IsChildAgent) { // Root agent, decrease priority for objects behind us Vector3 camPosition = presence.CameraPosition; Vector3 camAtAxis = presence.CameraAtAxis; // Plane equation float d = -Vector3.Dot(camPosition, camAtAxis); float p = Vector3.Dot(camAtAxis, entityPos) + d; if (p < 0.0f) pqueue++; } return pqueue; } private uint GetPriorityByAngularDistance(IClientAPI client, ISceneEntity entity) { ScenePresence presence = m_scene.GetScenePresence(client.AgentId); if (presence == null) return PriorityQueue.NumberOfQueues - 1; uint pqueue = ComputeAngleDistancePriority(presence, entity); return pqueue; } 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; Vector3 presencePos = presence.AbsolutePosition; if(entity is ScenePresence) { ScenePresence sp = entity as ScenePresence; distance = Vector3.Distance(presencePos, sp.AbsolutePosition); distance *= 0.5f; } 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; } if (distance > 10f) { float tmp = (float)Math.Log(distance) * 1.442695f - 3.321928f; // for a map identical to original: // 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; } } }