From 0ed61494637e9bb5745129bcc6537e5d0da4e38b Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Sun, 30 Oct 2011 23:39:39 -0700 Subject: [PATCH] Experimental reorder of Heartbeat loop now simulates physics and sends updates to clients prior to sleep. Existing behavior was to sleep BEFORE sending updates. We found this patch reduced latency to clients by 1-2 heartbeat periods. --- OpenSim/Region/Framework/Scenes/Scene.cs | 56 ++++++++++++------------ 1 file changed, 27 insertions(+), 29 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index b1225d5db5..4deca904ae 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1191,8 +1191,32 @@ namespace OpenSim.Region.Framework.Scenes // m_log.DebugFormat("[SCENE]: Processing frame {0}", Frame); try - { - int tmpAgentMS = Util.EnvironmentTickCount(); + { + int tmpPhysicsMS2 = Util.EnvironmentTickCount(); + if ((Frame % m_update_physics == 0) && m_physics_enabled) + m_sceneGraph.UpdatePreparePhysics(); + physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); + + // Apply any pending avatar force input to the avatar's velocity + int tmpAgentMS = Util.EnvironmentTickCount(); + if (Frame % m_update_entitymovement == 0) + m_sceneGraph.UpdateScenePresenceMovement(); + agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); + + // Perform the main physics update. This will do the actual work of moving objects and avatars according to their + // velocity + int tmpPhysicsMS = Util.EnvironmentTickCount(); + if (Frame % m_update_physics == 0) + { + if (m_physics_enabled) + physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); + + if (SynchronizeScene != null) + SynchronizeScene(this); + } + physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); + + tmpAgentMS = Util.EnvironmentTickCount(); // Check if any objects have reached their targets CheckAtTargets(); @@ -1220,33 +1244,7 @@ namespace OpenSim.Region.Framework.Scenes }); } - agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); - - int tmpPhysicsMS2 = Util.EnvironmentTickCount(); - if ((Frame % m_update_physics == 0) && m_physics_enabled) - m_sceneGraph.UpdatePreparePhysics(); - physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); - - // Apply any pending avatar force input to the avatar's velocity - if (Frame % m_update_entitymovement == 0) - { - tmpAgentMS = Util.EnvironmentTickCount(); - m_sceneGraph.UpdateScenePresenceMovement(); - agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); - } - - // Perform the main physics update. This will do the actual work of moving objects and avatars according to their - // velocity - int tmpPhysicsMS = Util.EnvironmentTickCount(); - if (Frame % m_update_physics == 0) - { - if (m_physics_enabled) - physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); - - if (SynchronizeScene != null) - SynchronizeScene(this); - } - physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); + agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); // Delete temp-on-rez stuff if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)