Expose minimum frame time and update periods for experimentation.
Settings are at bottom of [Startup] in OpenSimDefaults.ini, override in OpenSim.ini to change Defaults are the same as previously. More information to come on opensim-dev shortly. Feel free to tweak but if you do please don't expect any support unless feedback on certain tweaks is explicitly requested.0.7.2-post-fixes
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@ -162,17 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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protected DateTime m_lastFrameUpdate = DateTime.UtcNow;
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protected DateTime m_lastFrameUpdate = DateTime.UtcNow;
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// TODO: Possibly stop other classes being able to manipulate this directly.
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private SceneGraph m_sceneGraph;
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private volatile int m_bordersLocked;
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// private int m_RestartTimerCounter;
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private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
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// private int m_incrementsof15seconds;
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private volatile bool m_backingup;
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private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
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private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
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private Object m_heartbeatLock = new Object();
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private int m_update_physics = 1;
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private int m_update_physics = 1;
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private int m_update_entitymovement = 1;
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private int m_update_entitymovement = 1;
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private int m_update_objects = 1;
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private int m_update_objects = 1;
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@ -196,6 +185,24 @@ namespace OpenSim.Region.Framework.Scenes
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private int landMS;
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private int landMS;
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private int lastCompletedFrame;
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private int lastCompletedFrame;
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/// <summary>
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/// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
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/// asynchronously from the update loop.
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/// </summary>
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private bool m_cleaningTemps = false;
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private Object m_heartbeatLock = new Object();
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// TODO: Possibly stop other classes being able to manipulate this directly.
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private SceneGraph m_sceneGraph;
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private volatile int m_bordersLocked;
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// private int m_RestartTimerCounter;
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private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
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// private int m_incrementsof15seconds;
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private volatile bool m_backingup;
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private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
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private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
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private bool m_physics_enabled = true;
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private bool m_physics_enabled = true;
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private bool m_scripts_enabled = true;
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private bool m_scripts_enabled = true;
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private string m_defaultScriptEngine;
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private string m_defaultScriptEngine;
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@ -207,9 +214,6 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_firstHeartbeat = true;
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private bool m_firstHeartbeat = true;
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private object m_deleting_scene_object = new object();
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private object m_deleting_scene_object = new object();
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private object m_cleaningAttachments = new object();
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private bool m_cleaningTemps = false;
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private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
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private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
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private bool m_reprioritizationEnabled = true;
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private bool m_reprioritizationEnabled = true;
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@ -221,8 +225,6 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_generateMaptiles;
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private bool m_generateMaptiles;
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private bool m_useBackup = true;
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private bool m_useBackup = true;
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// private Dictionary<UUID, string[]> m_UserNamesCache = new Dictionary<UUID, string[]>();
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#endregion Fields
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#endregion Fields
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#region Properties
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#region Properties
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@ -646,10 +648,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics;
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m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics;
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StatsReporter = new SimStatsReporter(this);
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StatsReporter.OnSendStatsResult += SendSimStatsPackets;
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StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
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// Old
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// Old
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/*
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/*
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m_simulatorVersion = simulatorVersion
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m_simulatorVersion = simulatorVersion
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@ -742,6 +740,17 @@ namespace OpenSim.Region.Framework.Scenes
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RegionInfo.RegionSettings.TerrainImageID = tileID;
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RegionInfo.RegionSettings.TerrainImageID = tileID;
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}
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}
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}
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}
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MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
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m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
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m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
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m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
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m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
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m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
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m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
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m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
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m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
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m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
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}
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}
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catch
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catch
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{
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{
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@ -779,6 +788,10 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.Info("[SCENE]: Using the " + m_priorityScheme + " prioritization scheme");
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m_log.Info("[SCENE]: Using the " + m_priorityScheme + " prioritization scheme");
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#endregion Interest Management
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#endregion Interest Management
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StatsReporter = new SimStatsReporter(this);
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StatsReporter.OnSendStatsResult += SendSimStatsPackets;
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StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
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}
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}
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/// <summary>
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/// <summary>
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@ -5061,41 +5074,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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// public void CleanDroppedAttachments()
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// {
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// List<SceneObjectGroup> objectsToDelete =
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// new List<SceneObjectGroup>();
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//
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// lock (m_cleaningAttachments)
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// {
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// ForEachSOG(delegate (SceneObjectGroup grp)
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// {
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// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
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// {
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// UUID agentID = grp.OwnerID;
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// if (agentID == UUID.Zero)
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// {
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// objectsToDelete.Add(grp);
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// return;
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// }
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//
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// ScenePresence sp = GetScenePresence(agentID);
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// if (sp == null)
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// {
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// objectsToDelete.Add(grp);
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// return;
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// }
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// }
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// });
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// }
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//
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// foreach (SceneObjectGroup grp in objectsToDelete)
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// {
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// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
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// DeleteSceneObject(grp, true);
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// }
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// }
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// This method is called across the simulation connector to
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// This method is called across the simulation connector to
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// determine if a given agent is allowed in this region
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// determine if a given agent is allowed in this region
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// AS A ROOT AGENT. Returning false here will prevent them
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// AS A ROOT AGENT. Returning false here will prevent them
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@ -111,6 +111,48 @@
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; into a restart.
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; into a restart.
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InworldRestartShutsDown = false
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InworldRestartShutsDown = false
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; The minimum proportion of a second that any particular frame can take to execute.
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; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames
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; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require
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; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill.
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MinFrameTime = 0.089
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; Send scheduled updates to objects in the scene
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; This must be a whole number
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UpdateObjectsEveryNFrames = 1;
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; Send position/velocity, etc. updates to agents in the scene
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; This must be a whole number
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UpdateAgentsEveryNFrames = 1;
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; Apply pending forces from physics calculations to an entity.
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; This must be a whole number
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UpdateEntityMovementEveryNFrames = 1;
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; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
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; This must be a whole number
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UpdateCoarseLocationsEveryNFrames = 50;
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; Update physics. Within each update physics also updates in a series of contigous mini-steps
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; This must be a whole number
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UpdatePhysicsEveryNFrames = 1;
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; Clean up temp on rez objects.
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; This must be a whole number
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UpdateTempCleaningEveryNFrames = 1000;
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; Send out the on frame event to modules and other listeners. This should probably never deviate from 1.
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; This must be a whole number
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UpdateEventsEveryNFrames = 1;
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; Send terrain updates to viewers
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; This must be a whole number
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UpdateTerrainEveryNFrames = 50;
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; Persitently store any objects which meet the PRIM STORAGE criteria
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; This must be a whole number
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UpdateStorageEveryNFrames = 200;
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; ##
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; ##
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; ## PRIM STORAGE
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; ## PRIM STORAGE
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; ##
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; ##
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