"save the catgirls"
parent
1cfee4e84c
commit
1848ceac95
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@ -1391,10 +1391,11 @@ namespace OpenSim.Region.Framework.Scenes
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int previousFrameTick;
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int maintc;
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int sleepMS;
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int framestart;
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while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
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{
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maintc = Util.EnvironmentTickCount();
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framestart = Util.EnvironmentTickCount();
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++Frame;
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// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
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@ -1481,7 +1482,7 @@ namespace OpenSim.Region.Framework.Scenes
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// landMS = Util.EnvironmentTickCountSubtract(ldMS);
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//}
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frameMS = Util.EnvironmentTickCountSubtract(maintc);
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// frameMS = Util.EnvironmentTickCountSubtract(maintc);
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otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
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// if (Frame%m_update_avatars == 0)
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@ -1496,7 +1497,7 @@ namespace OpenSim.Region.Framework.Scenes
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// frameMS currently records work frame times, not total frame times (work + any required sleep to
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// reach min frame time.
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StatsReporter.addFrameMS(frameMS);
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// StatsReporter.addFrameMS(frameMS);
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StatsReporter.addAgentMS(agentMS);
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StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
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@ -1553,17 +1554,21 @@ namespace OpenSim.Region.Framework.Scenes
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previousFrameTick = m_lastFrameTick;
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m_lastFrameTick = Util.EnvironmentTickCount();
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maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
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maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
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maintc = (int)(MinFrameTime * 1000) - maintc;
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m_firstHeartbeat = false;
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sleepMS = Util.EnvironmentTickCount();
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if (maintc > 0)
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Thread.Sleep(maintc);
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sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
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frameMS = Util.EnvironmentTickCountSubtract(framestart);
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StatsReporter.addSleepMS(sleepMS);
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StatsReporter.addFrameMS(frameMS);
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// Optionally warn if a frame takes double the amount of time that it should.
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if (DebugUpdates
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@ -253,24 +253,13 @@ namespace OpenSim.Region.Framework.Scenes
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physfps = 0;
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#endregion
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//Our time dilation is 0.91 when we're running a full speed,
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// therefore to make sure we get an appropriate range,
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// we have to factor in our error. (0.10f * statsUpdateFactor)
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// multiplies the fix for the error times the amount of times it'll occur a second
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// / 10 divides the value by the number of times the sim heartbeat runs (10fps)
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// Then we divide the whole amount by the amount of seconds pass in between stats updates.
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// 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
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// values to X-per-second values.
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float factor = 1 / statsUpdateFactor;
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if (reportedFPS <= 0)
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reportedFPS = 1;
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float perframe = 1.0f / (float)reportedFPS;
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float TotalFrameTime = 1000.0f * statsUpdateFactor * perframe;
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float TotalFrameTime = m_frameMS * perframe;
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float targetframetime = 1100.0f / (float)m_nominalReportedFps;
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@ -279,7 +268,8 @@ namespace OpenSim.Region.Framework.Scenes
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sparetime = 0;
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else
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{
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sparetime = TotalFrameTime - m_frameMS * perframe;
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sparetime = m_frameMS - m_physicsMS - m_agentMS;
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sparetime *= perframe;
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if (sparetime < 0)
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sparetime = 0;
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else if (sparetime > TotalFrameTime)
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@ -290,7 +280,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
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// m_imageMS m_netMS are not included in m_frameMS
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m_otherMS = m_frameMS - m_physicsMS - m_agentMS;
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m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
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if (m_otherMS < 0)
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m_otherMS = 0;
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