* Added some simstats to fill the simulator pane of the Statistics monitor.
* I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.afrisby
parent
83f727bb7c
commit
081f4403ea
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@ -57,6 +57,9 @@ namespace OpenSim.Region.Environment.Scenes
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protected RegionInfo m_regInfo;
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protected Scene m_parentScene;
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protected PermissionManager PermissionsMngr;
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protected int m_numRootAgents = 0;
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protected int m_numPrim = 0;
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protected int m_numChildAgents = 0;
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internal object m_syncRoot = new object();
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@ -133,11 +136,11 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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internal void UpdatePhysics(double elapsed)
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internal float UpdatePhysics(double elapsed)
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{
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lock (m_syncRoot)
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{
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_PhyScene.Simulate((float)elapsed);
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return _PhyScene.Simulate((float)elapsed);
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}
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}
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@ -171,6 +174,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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// QuadTree.AddObject(sceneObject);
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Entities.Add(sceneObject.UUID, sceneObject);
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m_numPrim++;
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}
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}
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@ -183,6 +187,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (((SceneObjectGroup)obj).LocalId == localID)
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{
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m_parentScene.RemoveEntity((SceneObjectGroup)obj);
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m_numPrim--;
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return;
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}
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}
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@ -198,10 +203,12 @@ namespace OpenSim.Region.Environment.Scenes
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if (child)
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{
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m_numChildAgents++;
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MainLog.Instance.Verbose("SCENE", m_regInfo.RegionName + ": Creating new child agent.");
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}
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else
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{
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m_numRootAgents++;
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MainLog.Instance.Verbose("SCENE", m_regInfo.RegionName + ": Creating new root agent.");
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MainLog.Instance.Verbose("SCENE", m_regInfo.RegionName + ": Adding Physical agent.");
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@ -233,6 +240,47 @@ namespace OpenSim.Region.Environment.Scenes
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return newAvatar;
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}
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public void SwapRootChildAgent(bool direction_RC_CR_T_F)
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{
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if (direction_RC_CR_T_F)
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{
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m_numRootAgents--;
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m_numChildAgents++;
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}
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else
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{
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m_numChildAgents--;
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m_numRootAgents++;
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}
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}
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public void removeUserCount(bool TypeRCTF)
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{
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if (TypeRCTF)
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{
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m_numRootAgents--;
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}
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else
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{
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m_numChildAgents--;
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}
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}
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public void RemoveAPrimCount()
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{
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m_numPrim--;
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}
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public void AddAPrimCount()
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{
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m_numPrim++;
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}
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public int GetChildAgentCount()
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{
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return m_numChildAgents;
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}
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public int GetRootAgentCount()
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{
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return m_numRootAgents;
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}
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#endregion
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#region Get Methods
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@ -59,6 +59,8 @@ namespace OpenSim.Region.Environment.Scenes
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protected Timer m_heartbeatTimer = new Timer();
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protected Timer m_restartWaitTimer = new Timer();
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protected SimStatsReporter m_statsReporter;
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protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
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protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
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@ -256,6 +258,9 @@ namespace OpenSim.Region.Environment.Scenes
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httpListener = httpServer;
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m_dumpAssetsToFile = dumpAssetsToFile;
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m_statsReporter = new SimStatsReporter(regInfo);
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m_statsReporter.OnSendStatsResult += SendSimStatsPackets;
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}
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#endregion
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@ -531,7 +536,7 @@ namespace OpenSim.Region.Environment.Scenes
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TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate;
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// Aquire a lock so only one update call happens at once
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updateLock.WaitOne();
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float physicsFPS = 0;
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try
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{
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// Increment the frame counter
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@ -548,7 +553,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_innerScene.UpdateEntityMovement();
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if (m_frame % m_update_physics == 0)
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m_innerScene.UpdatePhysics(
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physicsFPS = m_innerScene.UpdatePhysics(
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Math.Max(SinceLastFrame.TotalSeconds, m_timespan)
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);
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@ -569,6 +574,14 @@ namespace OpenSim.Region.Environment.Scenes
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// if (m_frame%m_update_avatars == 0)
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// UpdateInWorldTime();
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m_statsReporter.AddPhysicsFPS(physicsFPS);
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m_statsReporter.SetTimeDilation(m_timedilation);
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m_statsReporter.AddFPS(1);
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m_statsReporter.AddAgentUpdates(1);
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m_statsReporter.AddInPackets(0);
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m_statsReporter.SetRootAgents(m_innerScene.GetRootAgentCount());
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m_statsReporter.SetChildAgents(m_innerScene.GetChildAgentCount());
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}
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catch (NotImplementedException)
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{
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@ -607,6 +620,19 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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private void SendSimStatsPackets(libsecondlife.Packets.SimStatsPacket pack)
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{
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List<ScenePresence> StatSendAgents = GetScenePresences();
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foreach (ScenePresence agent in StatSendAgents)
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{
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if (!agent.IsChildAgent)
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{
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agent.ControllingClient.OutPacket(pack, ThrottleOutPacketType.Task);
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}
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}
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}
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private void UpdateLand()
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{
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if (m_LandManager.landPrimCountTainted)
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@ -939,6 +965,7 @@ namespace OpenSim.Region.Environment.Scenes
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// subscribe to physics events.
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rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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m_innerScene.AddAPrimCount();
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}
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}
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@ -967,6 +994,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void AddEntity(SceneObjectGroup sceneObject)
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{
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m_innerScene.AddEntity(sceneObject);
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}
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public void RemoveEntity(SceneObjectGroup sceneObject)
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@ -976,6 +1004,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_LandManager.removePrimFromLandPrimCounts(sceneObject);
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Entities.Remove(sceneObject.UUID);
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m_LandManager.setPrimsTainted();
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m_innerScene.RemoveAPrimCount();
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}
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}
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@ -1135,7 +1164,16 @@ namespace OpenSim.Region.Environment.Scenes
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m_eventManager.TriggerOnRemovePresence(agentID);
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ScenePresence avatar = GetScenePresence(agentID);
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if (avatar.IsChildAgent)
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{
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m_innerScene.removeUserCount(false);
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}
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else
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{
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m_innerScene.removeUserCount(true);
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}
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Broadcast(delegate(IClientAPI client)
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{
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try
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@ -1196,6 +1234,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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Entities.Remove(entID);
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m_storageManager.DataStore.RemoveObject(entID, m_regInfo.RegionID);
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m_innerScene.RemoveAPrimCount();
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return true;
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}
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return false;
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@ -1287,6 +1326,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (m_scenePresences.ContainsKey(agentID))
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{
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m_scenePresences[agentID].MakeRootAgent(position, isFlying);
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m_innerScene.SwapRootChildAgent(false);
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}
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}
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}
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@ -1321,6 +1361,14 @@ namespace OpenSim.Region.Environment.Scenes
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ScenePresence presence = m_innerScene.GetScenePresence(agentID);
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if (presence != null)
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{
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if (presence.IsChildAgent)
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{
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m_innerScene.removeUserCount(false);
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}
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else
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{
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m_innerScene.removeUserCount(true);
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}
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// Tell a single agent to disconnect from the region.
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libsecondlife.Packets.DisableSimulatorPacket disable = new libsecondlife.Packets.DisableSimulatorPacket();
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presence.ControllingClient.OutPacket(disable, ThrottleOutPacketType.Task);
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if (controller.AgentId != godID && !childagent) // Do we really want to kick the initiator of this madness?
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{
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controller.Kick(Helpers.FieldToUTF8String(reason));
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if (childagent)
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{
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m_innerScene.removeUserCount(false);
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}
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else
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{
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m_innerScene.removeUserCount(true);
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}
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}
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}
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);
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@ -1636,6 +1694,15 @@ namespace OpenSim.Region.Environment.Scenes
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}
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else
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{
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if (m_scenePresences[agentID].IsChildAgent)
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{
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m_innerScene.removeUserCount(false);
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}
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else
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{
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m_innerScene.removeUserCount(true);
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}
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m_scenePresences[agentID].ControllingClient.Kick(Helpers.FieldToUTF8String(reason));
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m_scenePresences[agentID].ControllingClient.Close();
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}
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@ -1848,7 +1915,10 @@ namespace OpenSim.Region.Environment.Scenes
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{
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return m_innerScene.ConvertLocalIDToFullID(localID);
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}
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public void SwapRootAgentCount(bool rootChildChildRootTF)
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{
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m_innerScene.SwapRootChildAgent(rootChildChildRootTF);
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}
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/// <summary>
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///
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/// </summary>
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AddToPhysicalScene();
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m_physicsActor.Flying = isFlying;
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m_scene.SwapRootAgentCount(false);
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m_scene.CommsManager.UserProfileCacheService.UpdateUserInventory(m_uuid);
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//if (!m_gotAllObjectsInScene)
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//{
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{
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Velocity = new LLVector3(0, 0, 0);
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m_isChildAgent = true;
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m_scene.SwapRootAgentCount(true);
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RemoveFromPhysicalScene();
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//this.Pos = new LLVector3(128, 128, 70);
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@ -0,0 +1,158 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Timers;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using Timer = System.Timers.Timer;
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namespace OpenSim.Region.Environment.Scenes
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{
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public class SimStatsReporter
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{
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public delegate void SendStatResult(SimStatsPacket pack);
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public event SendStatResult OnSendStatsResult;
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private enum Stats : uint
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{
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TimeDilation = 0,
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SimFPS = 1,
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PhysicsFPS = 2,
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AgentUpdates = 3,
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Agents = 13,
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ChildAgents = 14,
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InPacketsPerSecond = 17,
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OutPacketsPerSecond = 18,
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UnAckedBytes = 24
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}
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private int statsUpdatesEveryMS = 1000;
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private float m_timeDilation = 0;
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private int m_fps = 0;
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private float m_pfps = 0;
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private float m_agentUpdates = 0;
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private int m_rootAgents = 0;
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private int m_childAgents = 0;
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private int m_inPacketsPerSecond = 0;
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private int m_outPacketsPerSecond = 0;
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private int m_unAckedBytes = 0;
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private RegionInfo ReportingRegion;
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private Timer m_report = new Timer();
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public SimStatsReporter(RegionInfo regionData)
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{
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ReportingRegion = regionData;
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m_report.AutoReset = true;
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m_report.Interval = statsUpdatesEveryMS;
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m_report.Elapsed += new ElapsedEventHandler(statsHeartBeat);
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m_report.Enabled = true;
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}
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private void statsHeartBeat(object sender, EventArgs e)
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{
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m_report.Enabled = false;
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SimStatsPacket statpack = new SimStatsPacket();
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SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[9];
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statpack.Region = new SimStatsPacket.RegionBlock();
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statpack.Region.RegionX = ReportingRegion.RegionLocX;
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statpack.Region.RegionY = ReportingRegion.RegionLocY;
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statpack.Region.RegionFlags = (uint)21;
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statpack.Region.ObjectCapacity = (uint)15000;
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sb[0] = new SimStatsPacket.StatBlock();
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sb[0].StatID = (uint)Stats.TimeDilation;
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sb[0].StatValue = (m_timeDilation);
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sb[1] = new SimStatsPacket.StatBlock();
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sb[1].StatID = (uint)Stats.SimFPS;
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sb[1].StatValue = (int)(m_fps);
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sb[2] = new SimStatsPacket.StatBlock();
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sb[2].StatID = (uint)Stats.PhysicsFPS;
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sb[2].StatValue = (m_pfps / statsUpdatesEveryMS);
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sb[3] = new SimStatsPacket.StatBlock();
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sb[3].StatID = (uint)Stats.AgentUpdates;
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sb[3].StatValue = (m_agentUpdates / statsUpdatesEveryMS);
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sb[4] = new SimStatsPacket.StatBlock();
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sb[4].StatID = (uint)Stats.Agents;
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sb[4].StatValue = m_rootAgents;
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sb[5] = new SimStatsPacket.StatBlock();
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sb[5].StatID = (uint)Stats.ChildAgents;
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sb[5].StatValue = m_childAgents;
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sb[6] = new SimStatsPacket.StatBlock();
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sb[6].StatID = (uint)Stats.InPacketsPerSecond;
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sb[6].StatValue = (int)(m_inPacketsPerSecond / statsUpdatesEveryMS);
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sb[7] = new SimStatsPacket.StatBlock();
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sb[7].StatID = (uint)Stats.OutPacketsPerSecond;
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sb[7].StatValue = (int)(m_outPacketsPerSecond / statsUpdatesEveryMS);
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sb[8] = new SimStatsPacket.StatBlock();
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sb[8].StatID = (uint)Stats.UnAckedBytes;
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sb[8].StatValue = (int) (m_unAckedBytes / statsUpdatesEveryMS);
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statpack.Stat = sb;
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if (OnSendStatsResult != null)
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{
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OnSendStatsResult(statpack);
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}
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resetvalues();
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m_report.Enabled = true;
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}
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private void resetvalues()
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{
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m_fps = 0;
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m_pfps = 0;
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m_agentUpdates = 0;
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m_inPacketsPerSecond = 0;
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m_outPacketsPerSecond = 0;
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m_unAckedBytes = 0;
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}
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public void SetTimeDilation(float td)
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{
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m_timeDilation = td;
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}
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public void SetRootAgents(int rootAgents)
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{
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m_rootAgents = rootAgents;
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}
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public void SetChildAgents(int childAgents)
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{
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m_childAgents = childAgents;
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}
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public void AddFPS(int frames)
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{
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m_fps += frames;
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}
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public void AddPhysicsFPS(float frames)
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{
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m_pfps += frames;
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}
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public void AddAgentUpdates(float numUpdates)
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{
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m_agentUpdates += numUpdates;
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}
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public void AddInPackets(int numPackets)
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{
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m_inPacketsPerSecond += numPackets;
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}
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public void AddOutPackets(int numPackets)
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{
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m_outPacketsPerSecond += numPackets;
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}
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public void AddunAckedBytes(int numBytes)
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{
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m_unAckedBytes += numBytes;
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}
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}
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}
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@ -118,8 +118,9 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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{
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}
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public override void Simulate(float timeStep)
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public override float Simulate(float timeStep)
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{
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float fps = 0;
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for (int i = 0; i < _actors.Count; ++i)
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{
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BasicActor actor = _actors[i];
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@ -164,6 +165,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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actor.Velocity.Z = 0;
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}
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}
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return fps;
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}
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public override void GetResults()
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@ -515,20 +515,26 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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{
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}
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public override void Simulate(float timeStep)
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public override float Simulate(float timeStep)
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{
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float fps = 0;
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lock (BulletXLock)
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{
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//Try to remove garbage
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RemoveForgottenRigidBodies();
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//End of remove
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MoveAllObjects(timeStep);
|
||||
|
||||
|
||||
fps = (timeStep * simulationSubSteps);
|
||||
|
||||
ddWorld.StepSimulation(timeStep, simulationSubSteps, timeStep);
|
||||
//Extra Heightmap Validation: BulletX's HeightFieldTerrain somestimes doesn't work so fine.
|
||||
ValidateHeightForAll();
|
||||
//End heightmap validation.
|
||||
UpdateKineticsForAll();
|
||||
}
|
||||
return fps;
|
||||
}
|
||||
|
||||
private void MoveAllObjects(float timeStep)
|
||||
|
|
|
@ -70,7 +70,7 @@ namespace OpenSim.Region.Physics.Manager
|
|||
PhysicsVector size, Quaternion rotation, bool isPhysical);
|
||||
public abstract void AddPhysicsActorTaint(PhysicsActor prim);
|
||||
|
||||
public abstract void Simulate(float timeStep);
|
||||
public abstract float Simulate(float timeStep);
|
||||
|
||||
public abstract void GetResults();
|
||||
|
||||
|
@ -126,11 +126,12 @@ namespace OpenSim.Region.Physics.Manager
|
|||
{
|
||||
|
||||
}
|
||||
public override void Simulate(float timeStep)
|
||||
public override float Simulate(float timeStep)
|
||||
{
|
||||
m_workIndicator = (m_workIndicator + 1)%10;
|
||||
|
||||
//MainLog.Instance.SetStatus(m_workIndicator.ToString());
|
||||
return 0f;
|
||||
}
|
||||
|
||||
public override void GetResults()
|
||||
|
|
|
@ -787,9 +787,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
|
||||
public override void Simulate(float timeStep)
|
||||
public override float Simulate(float timeStep)
|
||||
{
|
||||
|
||||
float fps = 0;
|
||||
|
||||
step_time += timeStep;
|
||||
|
||||
|
||||
|
@ -800,32 +801,40 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
|
||||
|
||||
if (step_time >= m_SkipFramesAtms)
|
||||
{
|
||||
// Instead of trying to catch up, it'll do one physics frame only
|
||||
step_time = ODE_STEPSIZE;
|
||||
this.m_physicsiterations = 5;
|
||||
if (step_time >= m_SkipFramesAtms)
|
||||
{
|
||||
// Instead of trying to catch up, it'll do one physics frame only
|
||||
step_time = ODE_STEPSIZE;
|
||||
this.m_physicsiterations = 5;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_physicsiterations = 10;
|
||||
}
|
||||
lock (OdeLock)
|
||||
{
|
||||
// Process 10 frames if the sim is running normal..
|
||||
// process 5 frames if the sim is running slow
|
||||
try{
|
||||
d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
|
||||
}
|
||||
else
|
||||
catch (System.StackOverflowException)
|
||||
{
|
||||
m_physicsiterations = 10;
|
||||
MainLog.Instance.Error("PHYSICS", "The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
|
||||
base.TriggerPhysicsBasedRestart();
|
||||
}
|
||||
lock (OdeLock)
|
||||
{
|
||||
// Process 10 frames if the sim is running normal..
|
||||
// process 5 frames if the sim is running slow
|
||||
try{
|
||||
d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
|
||||
}
|
||||
catch (System.StackOverflowException)
|
||||
{
|
||||
MainLog.Instance.Error("PHYSICS", "The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
|
||||
base.TriggerPhysicsBasedRestart();
|
||||
}
|
||||
|
||||
int i = 0;
|
||||
|
||||
|
||||
// Figure out the Frames Per Second we're going at.
|
||||
|
||||
fps = (((step_time / ODE_STEPSIZE * m_physicsiterations)*2)* 10);
|
||||
|
||||
|
||||
while (step_time > 0.0f)
|
||||
{
|
||||
|
||||
foreach (OdeCharacter actor in _characters)
|
||||
{
|
||||
actor.Move(timeStep);
|
||||
|
@ -875,6 +884,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
}
|
||||
return fps;
|
||||
}
|
||||
|
||||
public override void GetResults()
|
||||
|
|
|
@ -169,10 +169,12 @@ namespace OpenSim.Region.Physics.POSPlugin
|
|||
|
||||
}
|
||||
|
||||
public override void Simulate(float timeStep)
|
||||
public override float Simulate(float timeStep)
|
||||
{
|
||||
float fps = 0;
|
||||
for (int i = 0; i < _characters.Count; ++i)
|
||||
{
|
||||
fps++;
|
||||
POSCharacter character = _characters[i];
|
||||
|
||||
float oldposX = character.Position.X;
|
||||
|
@ -286,6 +288,7 @@ namespace OpenSim.Region.Physics.POSPlugin
|
|||
character._velocity.Z = (character.Position.Z - oldposZ) / timeStep;
|
||||
}
|
||||
}
|
||||
return fps;
|
||||
}
|
||||
|
||||
public override void GetResults()
|
||||
|
|
|
@ -139,8 +139,9 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
|||
{
|
||||
|
||||
}
|
||||
public override void Simulate(float timeStep)
|
||||
public override float Simulate(float timeStep)
|
||||
{
|
||||
float fps = 0f;
|
||||
try
|
||||
{
|
||||
foreach (PhysXCharacter actor in _characters)
|
||||
|
@ -160,6 +161,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
|||
{
|
||||
Console.WriteLine(e.Message);
|
||||
}
|
||||
return fps;
|
||||
}
|
||||
|
||||
public override void GetResults()
|
||||
|
|
Loading…
Reference in New Issue