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OpenSim.Region.Framework.Scenes.Prioritizer Class Reference

Public Member Functions

 Prioritizer (Scene scene)
 
uint GetUpdatePriority (IClientAPI client, ISceneEntity entity)
 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. More...
 

Detailed Description

Definition at line 59 of file Prioritizer.cs.

Constructor & Destructor Documentation

OpenSim.Region.Framework.Scenes.Prioritizer.Prioritizer ( Scene  scene)
inline

Definition at line 65 of file Prioritizer.cs.

Member Function Documentation

uint OpenSim.Region.Framework.Scenes.Prioritizer.GetUpdatePriority ( IClientAPI  client,
ISceneEntity  entity 
)
inline

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.

Definition at line 80 of file Prioritizer.cs.


The documentation for this class was generated from the following file: