Prioritizer.cs 12 KB

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  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. using System;
  28. using System.Collections.Generic;
  29. using log4net;
  30. using Nini.Config;
  31. using OpenSim.Framework;
  32. using OpenMetaverse;
  33. using OpenSim.Region.PhysicsModules.SharedBase;
  34. /*
  35. * Steps to add a new prioritization policy:
  36. *
  37. * - Add a new value to the UpdatePrioritizationSchemes enum.
  38. * - Specify this new value in the [InterestManagement] section of your
  39. * OpenSim.ini. The name in the config file must match the enum value name
  40. * (although it is not case sensitive).
  41. * - Write a new GetPriorityBy*() method in this class.
  42. * - Add a new entry to the switch statement in GetUpdatePriority() that calls
  43. * your method.
  44. */
  45. namespace OpenSim.Region.Framework.Scenes
  46. {
  47. public enum UpdatePrioritizationSchemes
  48. {
  49. Time = 0,
  50. Distance = 1,
  51. SimpleAngularDistance = 2,
  52. FrontBack = 3,
  53. BestAvatarResponsiveness = 4,
  54. }
  55. public class Prioritizer
  56. {
  57. private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
  58. private Scene m_scene;
  59. public Prioritizer(Scene scene)
  60. {
  61. m_scene = scene;
  62. }
  63. /// <summary>
  64. /// Returns the priority queue into which the update should be placed. Updates within a
  65. /// queue will be processed in arrival order. There are currently 12 priority queues
  66. /// implemented in PriorityQueue class in LLClientView. Queue 0 is generally retained
  67. /// for avatar updates. The fair queuing discipline for processing the priority queues
  68. /// assumes that the number of entities in each priority queues increases exponentially.
  69. /// So for example... if queue 1 contains all updates within 10m of the avatar or camera
  70. /// then queue 2 at 20m is about 3X bigger in space & about 3X bigger in total number
  71. /// of updates.
  72. /// </summary>
  73. public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
  74. {
  75. // If entity is null we have a serious problem
  76. if (entity == null)
  77. {
  78. m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity");
  79. throw new InvalidOperationException("Prioritization entity not defined");
  80. }
  81. // If this is an update for our own avatar give it the highest priority
  82. if (client.AgentId == entity.UUID)
  83. return 0;
  84. uint priority;
  85. // HACK
  86. return GetPriorityByBestAvatarResponsiveness(client, entity);
  87. switch (m_scene.UpdatePrioritizationScheme)
  88. {
  89. case UpdatePrioritizationSchemes.Time:
  90. priority = GetPriorityByTime(client, entity);
  91. break;
  92. case UpdatePrioritizationSchemes.Distance:
  93. priority = GetPriorityByDistance(client, entity);
  94. break;
  95. case UpdatePrioritizationSchemes.SimpleAngularDistance:
  96. priority = GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
  97. break;
  98. case UpdatePrioritizationSchemes.FrontBack:
  99. priority = GetPriorityByFrontBack(client, entity);
  100. break;
  101. case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
  102. priority = GetPriorityByBestAvatarResponsiveness(client, entity);
  103. break;
  104. default:
  105. throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
  106. }
  107. return priority;
  108. }
  109. private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity)
  110. {
  111. // And anything attached to this avatar gets top priority as well
  112. if (entity is SceneObjectPart)
  113. {
  114. SceneObjectPart sop = (SceneObjectPart)entity;
  115. if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
  116. return 1;
  117. }
  118. return PriorityQueue.NumberOfImmediateQueues; // first queue past the immediate queues
  119. }
  120. private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
  121. {
  122. // And anything attached to this avatar gets top priority as well
  123. if (entity is SceneObjectPart)
  124. {
  125. SceneObjectPart sop = (SceneObjectPart)entity;
  126. if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
  127. return 1;
  128. }
  129. return ComputeDistancePriority(client,entity,false);
  130. }
  131. private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
  132. {
  133. // And anything attached to this avatar gets top priority as well
  134. if (entity is SceneObjectPart)
  135. {
  136. SceneObjectPart sop = (SceneObjectPart)entity;
  137. if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
  138. return 1;
  139. }
  140. return ComputeDistancePriority(client,entity,true);
  141. }
  142. private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
  143. {
  144. uint pqueue = 2; // keep compiler happy
  145. ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
  146. if (presence != null)
  147. {
  148. // All avatars other than our own go into pqueue 1
  149. if (entity is ScenePresence)
  150. return 1;
  151. if (entity is SceneObjectPart)
  152. {
  153. // Attachments are high priority,
  154. if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
  155. return 2;
  156. pqueue = ComputeDistancePriority(client, entity, false);
  157. // Non physical prims are lower priority than physical prims
  158. PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
  159. if (physActor == null || !physActor.IsPhysical)
  160. pqueue++;
  161. }
  162. }
  163. else
  164. pqueue = ComputeDistancePriority(client, entity, false);
  165. return pqueue;
  166. }
  167. private uint ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack)
  168. {
  169. // Get this agent's position
  170. ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
  171. if (presence == null)
  172. {
  173. // this shouldn't happen, it basically means that we are prioritizing
  174. // updates to send to a client that doesn't have a presence in the scene
  175. // seems like there's race condition here...
  176. // m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId);
  177. // throw new InvalidOperationException("Prioritization agent not defined");
  178. return PriorityQueue.NumberOfQueues - 1;
  179. }
  180. // Use group position for child prims, since we are putting child prims in
  181. // the same queue with the root of the group, the root prim (which goes into
  182. // the queue first) should always be sent first, no need to adjust child prim
  183. // priorities
  184. Vector3 entityPos = entity.AbsolutePosition;
  185. if (entity is SceneObjectPart)
  186. {
  187. SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
  188. entityPos = group.AbsolutePosition;
  189. }
  190. // Use the camera position for local agents and avatar position for remote agents
  191. // Why would I want that? They could be camming but I still see them at the
  192. // avatar position, so why should I update them as if they were at their
  193. // camera positions? Makes no sense!
  194. // TODO: Fix this mess
  195. //Vector3 presencePos = (presence.IsChildAgent) ?
  196. // presence.AbsolutePosition :
  197. // presence.CameraPosition;
  198. Vector3 presencePos = presence.AbsolutePosition;
  199. // Compute the distance...
  200. double distance = Vector3.Distance(presencePos, entityPos);
  201. // And convert the distance to a priority queue, this computation gives queues
  202. // at 10, 20, 40, 80, 160, 320, 640, and 1280m
  203. uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
  204. uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues;
  205. /*
  206. for (int i = 0; i < queues - 1; i++)
  207. {
  208. if (distance < 30 * Math.Pow(2.0,i))
  209. break;
  210. pqueue++;
  211. }
  212. */
  213. if (distance > 10f)
  214. {
  215. float tmp = (float)Math.Log((double)distance) * 1.4426950408889634073599246810019f - 3.3219280948873623478703194294894f;
  216. // for a map identical to original:
  217. // now
  218. // 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
  219. // 2st constant makes it be log2(distance/10)
  220. pqueue += (uint)tmp;
  221. if (pqueue > queues - 1)
  222. pqueue = queues - 1;
  223. }
  224. // If this is a root agent, then determine front & back
  225. // Bump up the priority queue (drop the priority) for any objects behind the avatar
  226. if (useFrontBack && ! presence.IsChildAgent)
  227. {
  228. // Root agent, decrease priority for objects behind us
  229. Vector3 camPosition = presence.CameraPosition;
  230. Vector3 camAtAxis = presence.CameraAtAxis;
  231. // Plane equation
  232. float d = -Vector3.Dot(camPosition, camAtAxis);
  233. float p = Vector3.Dot(camAtAxis, entityPos) + d;
  234. if (p < 0.0f)
  235. pqueue++;
  236. }
  237. return pqueue;
  238. }
  239. }
  240. }