Rename Scene.StartTimer() to Start() - this method no longer uses a timer. Comment out more effectively unused old heartbeat code.

0.7.4.1
Justin Clark-Casey (justincc) 2012-03-23 01:21:43 +00:00
parent 4ee8b3e23e
commit 18b3f1132e
2 changed files with 26 additions and 25 deletions

View File

@ -430,7 +430,7 @@ namespace OpenSim
mscene = scene;
scene.StartTimer();
scene.Start();
scene.StartScripts();

View File

@ -211,7 +211,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
private bool m_cleaningTemps = false;
private Object m_heartbeatLock = new Object();
// private Object m_heartbeatLock = new Object();
// TODO: Possibly stop other classes being able to manipulate this directly.
private SceneGraph m_sceneGraph;
@ -1159,9 +1159,9 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// Start the scene loop
/// Start the scene
/// </summary>
public void StartTimer()
public void Start()
{
// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
@ -1206,33 +1206,34 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
private void Heartbeat()
{
if (!Monitor.TryEnter(m_heartbeatLock))
{
Watchdog.RemoveThread();
return;
}
// if (!Monitor.TryEnter(m_heartbeatLock))
// {
// Watchdog.RemoveThread();
// return;
// }
try
{
m_eventManager.TriggerOnRegionStarted(this);
// try
// {
// The first frame can take a very long time due to physics actors being added on startup. Therefore,
// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
// alarms for scenes with many objects.
Update(1);
Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
m_eventManager.TriggerOnRegionStarted(this);
while (!shuttingdown)
Update(-1);
// The first frame can take a very long time due to physics actors being added on startup. Therefore,
// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
// alarms for scenes with many objects.
Update(1);
Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
while (!shuttingdown)
Update(-1);
// m_lastUpdate = Util.EnvironmentTickCount();
// m_firstHeartbeat = false;
}
finally
{
Monitor.Pulse(m_heartbeatLock);
Monitor.Exit(m_heartbeatLock);
}
// }
// finally
// {
// Monitor.Pulse(m_heartbeatLock);
// Monitor.Exit(m_heartbeatLock);
// }
Watchdog.RemoveThread();
}