Move the calculation of time dilation from the scene to the physics engine. The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking

0.6.8-post-fixes
John Hurliman 2009-10-27 16:24:43 -07:00
parent 12da4d4242
commit 0c466b28bb
4 changed files with 21 additions and 17 deletions

View File

@ -135,6 +135,11 @@ namespace OpenSim.Region.Framework.Scenes
protected SceneCommunicationService m_sceneGridService;
public bool loginsdisabled = true;
public float TimeDilation
{
get { return m_sceneGraph.PhysicsScene.TimeDilation; }
}
public SceneCommunicationService SceneGridService
{
get { return m_sceneGridService; }
@ -1094,7 +1099,7 @@ namespace OpenSim.Region.Framework.Scenes
// if (m_frame%m_update_avatars == 0)
// UpdateInWorldTime();
StatsReporter.AddPhysicsFPS(physicsFPS);
StatsReporter.AddTimeDilation(m_timedilation);
StatsReporter.AddTimeDilation(TimeDilation);
StatsReporter.AddFPS(1);
StatsReporter.AddInPackets(0);
StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
@ -1141,18 +1146,6 @@ namespace OpenSim.Region.Framework.Scenes
}
finally
{
//updateLock.ReleaseMutex();
// Get actual time dilation
float tmpval = (m_timespan / (float)SinceLastFrame.TotalSeconds);
// If actual time dilation is greater then one, we're catching up, so subtract
// the amount that's greater then 1 from the time dilation
if (tmpval > 1.0)
{
tmpval = tmpval - (tmpval - 1.0f);
}
m_timedilation = tmpval;
m_lastupdate = DateTime.UtcNow;
}
maintc = Environment.TickCount - maintc;

View File

@ -106,9 +106,8 @@ namespace OpenSim.Region.Framework.Scenes
public float TimeDilation
{
get { return m_timedilation; }
get { return 1.0f; }
}
protected float m_timedilation = 1.0f;
protected ulong m_regionHandle;
protected string m_regionName;

View File

@ -75,6 +75,11 @@ namespace OpenSim.Region.Physics.Manager
public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical);
public virtual float TimeDilation
{
get { return 1.0f; }
}
public virtual bool SupportsNINJAJoints
{
get { return false; }

View File

@ -159,6 +159,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private float ODE_STEPSIZE = 0.020f;
private float metersInSpace = 29.9f;
private float m_timeDilation = 1.0f;
public float gravityx = 0f;
public float gravityy = 0f;
@ -1750,6 +1751,11 @@ namespace OpenSim.Region.Physics.OdePlugin
return result;
}
public override float TimeDilation
{
get { return m_timeDilation; }
}
public override bool SupportsNINJAJoints
{
get { return m_NINJA_physics_joints_enabled; }
@ -2658,7 +2664,8 @@ namespace OpenSim.Region.Physics.OdePlugin
// Figure out the Frames Per Second we're going at.
//(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
fps = (step_time/ODE_STEPSIZE) * 1000;
fps = (step_time / ODE_STEPSIZE) * 1000;
m_timeDilation = (step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE);
step_time = 0.09375f;