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- /*
- * 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;
- }
- /// <summary>
- /// Returns the priority queue into which the update should be placed.
- /// </summary>
- 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;
- }
- }
- }
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