Merge commit '37ae6451f9ddb2e07402a5e79a9ab58668781104' into bigmerge

Conflicts:
	OpenSim/Region/Framework/Scenes/Scene.cs
avinationmerge
Melanie 2011-10-11 23:21:36 +01:00
commit 1b3ea64fe9
3 changed files with 50 additions and 57 deletions

View File

@ -33,15 +33,12 @@ namespace OpenSim.Framework
{
public delegate void restart(RegionInfo thisRegion);
//public delegate void regionup (RegionInfo thisRegion);
public enum RegionStatus : int
{
Down = 0,
Up = 1,
Crashed = 2,
Starting = 3,
SlaveScene = 4
};
/// <value>

View File

@ -929,25 +929,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
UUID sessionID = useCircuitCode.CircuitCode.SessionID;
uint circuitCode = useCircuitCode.CircuitCode.Code;
if (m_scene.RegionStatus != RegionStatus.SlaveScene)
AuthenticateResponse sessionInfo;
if (IsClientAuthorized(useCircuitCode, out sessionInfo))
{
AuthenticateResponse sessionInfo;
if (IsClientAuthorized(useCircuitCode, out sessionInfo))
{
AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo);
}
else
{
// Don't create circuits for unauthorized clients
m_log.WarnFormat(
"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
useCircuitCode.CircuitCode.ID, useCircuitCode.CircuitCode.Code, remoteEndPoint);
}
AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo);
}
else
{
// Slave regions don't accept new clients
m_log.Debug("[LLUDPSERVER]: Slave region " + m_scene.RegionInfo.RegionName + " ignoring UseCircuitCode packet");
// Don't create circuits for unauthorized clients
m_log.WarnFormat(
"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
useCircuitCode.CircuitCode.ID, useCircuitCode.CircuitCode.Code, remoteEndPoint);
}
}

View File

@ -1303,28 +1303,12 @@ namespace OpenSim.Region.Framework.Scenes
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
}
if (RegionStatus != RegionStatus.SlaveScene)
if (Frame % m_update_events == 0)
{
if (Frame % m_update_events == 0)
{
int evMS = Util.EnvironmentTickCount();
UpdateEvents();
eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
}
if (Frame % m_update_backup == 0)
{
int backMS = Util.EnvironmentTickCount();
UpdateStorageBackup();
backupMS = Util.EnvironmentTickCountSubtract(backMS);
}
if (Frame % m_update_terrain == 0)
{
int terMS = Util.EnvironmentTickCount();
UpdateTerrain();
terrainMS = Util.EnvironmentTickCountSubtract(terMS);
}
int evMS = Util.EnvironmentTickCount();
UpdateEvents();
eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
}
// if (Frame % m_update_land == 0)
// {
@ -1333,26 +1317,46 @@ namespace OpenSim.Region.Framework.Scenes
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
// }
frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
lastCompletedFrame = Util.EnvironmentTickCount();
// if (Frame%m_update_avatars == 0)
// UpdateInWorldTime();
StatsReporter.AddPhysicsFPS(physicsFPS);
StatsReporter.AddTimeDilation(TimeDilation);
StatsReporter.AddFPS(1);
StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
StatsReporter.addFrameMS(frameMS);
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
StatsReporter.addOtherMS(otherMS);
StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
if (Frame % m_update_backup == 0)
{
int backMS = Util.EnvironmentTickCount();
UpdateStorageBackup();
backupMS = Util.EnvironmentTickCountSubtract(backMS);
}
if (Frame % m_update_terrain == 0)
{
int terMS = Util.EnvironmentTickCount();
UpdateTerrain();
terrainMS = Util.EnvironmentTickCountSubtract(terMS);
}
//if (Frame % m_update_land == 0)
//{
// int ldMS = Util.EnvironmentTickCount();
// UpdateLand();
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
//}
frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
lastCompletedFrame = Util.EnvironmentTickCount();
// if (Frame%m_update_avatars == 0)
// UpdateInWorldTime();
StatsReporter.AddPhysicsFPS(physicsFPS);
StatsReporter.AddTimeDilation(TimeDilation);
StatsReporter.AddFPS(1);
StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
StatsReporter.addFrameMS(frameMS);
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
StatsReporter.addOtherMS(otherMS);
StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
if (LoginsDisabled && Frame == 20)
{
// In 99.9% of cases it is a bad idea to manually force garbage collection. However,