Move frame loop entirely within Scene.Update() for better future performance analysis and stat accuracy.
Update() now accepts a frames parameter which can control the number of frames updated. -1 will update until shutdown. The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame.0.7.3-extended
parent
3117b3cd88
commit
279b31c75b
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@ -1753,6 +1753,20 @@ namespace OpenSim.Framework
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}
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const Int32 EnvironmentTickCountMask = 0x3fffffff;
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/// <summary>
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/// Environment.TickCount is an int but it counts all 32 bits so it goes positive
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/// and negative every 24.9 days. Subtracts the passed value (previously fetched by
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/// 'EnvironmentTickCount()') and accounts for any wrapping.
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/// </summary>
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/// <param name="newValue"></param>
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/// <param name="prevValue"></param>
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/// <returns>subtraction of passed prevValue from current Environment.TickCount</returns>
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public static Int32 EnvironmentTickCountSubtract(Int32 newValue, Int32 prevValue)
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{
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Int32 diff = newValue - prevValue;
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return (diff >= 0) ? diff : (diff + EnvironmentTickCountMask + 1);
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}
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/// <summary>
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/// Environment.TickCount is an int but it counts all 32 bits so it goes positive
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/// and negative every 24.9 days. Subtracts the passed value (previously fetched by
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@ -1761,8 +1775,7 @@ namespace OpenSim.Framework
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/// <returns>subtraction of passed prevValue from current Environment.TickCount</returns>
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public static Int32 EnvironmentTickCountSubtract(Int32 prevValue)
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{
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Int32 diff = EnvironmentTickCount() - prevValue;
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return (diff >= 0) ? diff : (diff + EnvironmentTickCountMask + 1);
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return EnvironmentTickCountSubtract(EnvironmentTickCount(), prevValue);
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}
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// Returns value of Tick Count A - TickCount B accounting for wrapping of TickCount
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@ -50,7 +50,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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m_regStatus = RegionStatus.Up;
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}
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public override void Update() {}
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public override void Update(int frames) {}
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public override void LoadWorldMap() {}
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public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
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@ -1183,11 +1183,11 @@ namespace OpenSim.Region.Framework.Scenes
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// The first frame can take a very long time due to physics actors being added on startup. Therefore,
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// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
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// alarms for scenes with many objects.
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Update();
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Update(1);
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Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
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while (!shuttingdown)
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Update();
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Update(-1);
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// m_lastUpdate = Util.EnvironmentTickCount();
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// m_firstHeartbeat = false;
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@ -1201,184 +1201,205 @@ namespace OpenSim.Region.Framework.Scenes
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Watchdog.RemoveThread();
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}
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public override void Update()
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public override void Update(int frames)
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{
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long? endFrame = null;
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if (frames >= 0)
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endFrame = Frame + frames;
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float physicsFPS = 0f;
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int tmpFrameMS, tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
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int maintc;
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List<Vector3> coarseLocations;
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List<UUID> avatarUUIDs;
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int maintc = Util.EnvironmentTickCount();
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int tmpFrameMS = maintc;
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agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
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++Frame;
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while (!shuttingdown && (endFrame == null || Frame < endFrame))
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{
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maintc = 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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try
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{
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int tmpPhysicsMS2 = Util.EnvironmentTickCount();
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if ((Frame % m_update_physics == 0) && m_physics_enabled)
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m_sceneGraph.UpdatePreparePhysics();
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
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tmpFrameMS = maintc;
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agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
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// Apply any pending avatar force input to the avatar's velocity
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int tmpAgentMS = Util.EnvironmentTickCount();
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if (Frame % m_update_entitymovement == 0)
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m_sceneGraph.UpdateScenePresenceMovement();
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agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
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// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
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// velocity
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int tmpPhysicsMS = Util.EnvironmentTickCount();
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if (Frame % m_update_physics == 0)
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try
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{
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if (m_physics_enabled)
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physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
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tmpPhysicsMS2 = Util.EnvironmentTickCount();
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if ((Frame % m_update_physics == 0) && m_physics_enabled)
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m_sceneGraph.UpdatePreparePhysics();
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
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if (SynchronizeScene != null)
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SynchronizeScene(this);
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}
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physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
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// Apply any pending avatar force input to the avatar's velocity
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tmpAgentMS = Util.EnvironmentTickCount();
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if (Frame % m_update_entitymovement == 0)
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m_sceneGraph.UpdateScenePresenceMovement();
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agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
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tmpAgentMS = Util.EnvironmentTickCount();
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// Check if any objects have reached their targets
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CheckAtTargets();
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// Update SceneObjectGroups that have scheduled themselves for updates
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// Objects queue their updates onto all scene presences
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if (Frame % m_update_objects == 0)
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m_sceneGraph.UpdateObjectGroups();
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// Run through all ScenePresences looking for updates
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// Presence updates and queued object updates for each presence are sent to clients
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if (Frame % m_update_presences == 0)
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m_sceneGraph.UpdatePresences();
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// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
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if (Frame % m_update_coarse_locations == 0)
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{
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List<Vector3> coarseLocations;
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List<UUID> avatarUUIDs;
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SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
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// Send coarse locations to clients
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ForEachScenePresence(delegate(ScenePresence presence)
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// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
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// velocity
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tmpPhysicsMS = Util.EnvironmentTickCount();
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if (Frame % m_update_physics == 0)
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{
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presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
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});
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}
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if (m_physics_enabled)
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physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
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agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
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// Delete temp-on-rez stuff
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if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
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{
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int tmpTempOnRezMS = Util.EnvironmentTickCount();
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m_cleaningTemps = true;
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Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
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tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
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}
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if (Frame % m_update_events == 0)
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{
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int evMS = Util.EnvironmentTickCount();
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UpdateEvents();
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eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
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}
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if (Frame % m_update_backup == 0)
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{
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int backMS = Util.EnvironmentTickCount();
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UpdateStorageBackup();
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backupMS = Util.EnvironmentTickCountSubtract(backMS);
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}
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if (Frame % m_update_terrain == 0)
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{
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int terMS = Util.EnvironmentTickCount();
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UpdateTerrain();
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terrainMS = Util.EnvironmentTickCountSubtract(terMS);
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}
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//if (Frame % m_update_land == 0)
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//{
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// int ldMS = Util.EnvironmentTickCount();
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// UpdateLand();
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// landMS = Util.EnvironmentTickCountSubtract(ldMS);
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//}
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frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
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otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
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lastCompletedFrame = Util.EnvironmentTickCount();
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// if (Frame%m_update_avatars == 0)
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// UpdateInWorldTime();
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StatsReporter.AddPhysicsFPS(physicsFPS);
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StatsReporter.AddTimeDilation(TimeDilation);
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StatsReporter.AddFPS(1);
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StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
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StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
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StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
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StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
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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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StatsReporter.addOtherMS(otherMS);
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StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
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StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
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if (LoginsDisabled && Frame == 20)
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{
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// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
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// In 99.9% of cases it is a bad idea to manually force garbage collection. However,
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// this is a rare case where we know we have just went through a long cycle of heap
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// allocations, and there is no more work to be done until someone logs in
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GC.Collect();
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IConfig startupConfig = m_config.Configs["Startup"];
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if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
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{
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// This handles a case of a region having no scripts for the RegionReady module
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if (m_sceneGraph.GetActiveScriptsCount() == 0)
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{
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// need to be able to tell these have changed in RegionReady
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LoginLock = false;
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EventManager.TriggerLoginsEnabled(RegionInfo.RegionName);
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}
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m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
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// For RegionReady lockouts
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if(LoginLock == false)
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{
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LoginsDisabled = false;
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}
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m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
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if (SynchronizeScene != null)
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SynchronizeScene(this);
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}
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else
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physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
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tmpAgentMS = Util.EnvironmentTickCount();
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// Check if any objects have reached their targets
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CheckAtTargets();
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// Update SceneObjectGroups that have scheduled themselves for updates
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// Objects queue their updates onto all scene presences
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if (Frame % m_update_objects == 0)
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m_sceneGraph.UpdateObjectGroups();
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// Run through all ScenePresences looking for updates
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// Presence updates and queued object updates for each presence are sent to clients
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if (Frame % m_update_presences == 0)
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m_sceneGraph.UpdatePresences();
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// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
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if (Frame % m_update_coarse_locations == 0)
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{
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StartDisabled = true;
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LoginsDisabled = true;
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SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
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// Send coarse locations to clients
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
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});
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}
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agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
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// Delete temp-on-rez stuff
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if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
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{
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tmpTempOnRezMS = Util.EnvironmentTickCount();
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m_cleaningTemps = true;
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Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
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tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
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}
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if (Frame % m_update_events == 0)
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{
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evMS = Util.EnvironmentTickCount();
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UpdateEvents();
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eventMS = Util.EnvironmentTickCountSubtract(evMS);
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}
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if (Frame % m_update_backup == 0)
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{
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backMS = Util.EnvironmentTickCount();
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UpdateStorageBackup();
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backupMS = Util.EnvironmentTickCountSubtract(backMS);
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}
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if (Frame % m_update_terrain == 0)
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{
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terMS = Util.EnvironmentTickCount();
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UpdateTerrain();
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terrainMS = Util.EnvironmentTickCountSubtract(terMS);
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}
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//if (Frame % m_update_land == 0)
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//{
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// int ldMS = Util.EnvironmentTickCount();
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// UpdateLand();
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// landMS = Util.EnvironmentTickCountSubtract(ldMS);
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//}
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frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
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otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
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lastCompletedFrame = Util.EnvironmentTickCount();
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// if (Frame%m_update_avatars == 0)
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// UpdateInWorldTime();
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StatsReporter.AddPhysicsFPS(physicsFPS);
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StatsReporter.AddTimeDilation(TimeDilation);
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StatsReporter.AddFPS(1);
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StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
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StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
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StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
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StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
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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.addAgentMS(agentMS);
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StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
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StatsReporter.addOtherMS(otherMS);
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StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
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StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
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if (LoginsDisabled && Frame == 20)
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{
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// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
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// In 99.9% of cases it is a bad idea to manually force garbage collection. However,
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// this is a rare case where we know we have just went through a long cycle of heap
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// allocations, and there is no more work to be done until someone logs in
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GC.Collect();
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IConfig startupConfig = m_config.Configs["Startup"];
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if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
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{
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// This handles a case of a region having no scripts for the RegionReady module
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if (m_sceneGraph.GetActiveScriptsCount() == 0)
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{
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// need to be able to tell these have changed in RegionReady
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LoginLock = false;
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EventManager.TriggerLoginsEnabled(RegionInfo.RegionName);
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}
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m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
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// For RegionReady lockouts
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if(LoginLock == false)
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{
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LoginsDisabled = false;
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}
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m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
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}
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else
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{
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StartDisabled = true;
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LoginsDisabled = true;
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}
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}
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[SCENE]: Failed on region {0} with exception {1}{2}",
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RegionInfo.RegionName, e.Message, e.StackTrace);
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}
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EventManager.TriggerRegionHeartbeatEnd(this);
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// Tell the watchdog that this thread is still alive
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Watchdog.UpdateThread();
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maintc = Util.EnvironmentTickCountSubtract(maintc);
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maintc = (int)(MinFrameTime * 1000) - maintc;
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if (maintc > 0)
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Thread.Sleep(maintc);
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// if (frameMS > (int)(MinFrameTime * 1000))
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// m_log.WarnFormat(
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// "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
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// frameMS,
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// MinFrameTime * 1000,
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// RegionInfo.RegionName);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[SCENE]: Failed on region {0} with exception {1}{2}",
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RegionInfo.RegionName, e.Message, e.StackTrace);
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}
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EventManager.TriggerRegionHeartbeatEnd(this);
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maintc = Util.EnvironmentTickCountSubtract(maintc);
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maintc = (int)(MinFrameTime * 1000) - maintc;
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|
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if (maintc > 0)
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Thread.Sleep(maintc);
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// Tell the watchdog that this thread is still alive
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Watchdog.UpdateThread();
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}
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public void AddGroupTarget(SceneObjectGroup grp)
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|
|
|
@ -149,9 +149,13 @@ namespace OpenSim.Region.Framework.Scenes
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#region Update Methods
|
||||
|
||||
/// <summary>
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||||
/// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation)
|
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/// Called to update the scene loop by a number of frames and until shutdown.
|
||||
/// </summary>
|
||||
public abstract void Update();
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||||
/// <param name="frames">
|
||||
/// Number of frames to update. Exits on shutdown even if there are frames remaining.
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||||
/// If -1 then updates until shutdown.
|
||||
/// </param>
|
||||
public abstract void Update(int frames);
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|
||||
#endregion
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||||
|
||||
|
|
|
@ -81,7 +81,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
|
||||
sp.Flying = true;
|
||||
|
||||
m_scene.Update();
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m_scene.Update(1);
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Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
|
||||
|
||||
Vector3 targetPos = startPos + new Vector3(0, 10, 0);
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||||
|
@ -91,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
Assert.That(
|
||||
sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
|
||||
|
||||
m_scene.Update();
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m_scene.Update(1);
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|
||||
// We should really check the exact figure.
|
||||
Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X));
|
||||
|
@ -99,8 +99,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
|
||||
Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X));
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
m_scene.Update();
|
||||
m_scene.Update(10);
|
||||
|
||||
double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
|
||||
Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move");
|
||||
|
@ -116,7 +115,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
Assert.That(
|
||||
sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
|
||||
|
||||
m_scene.Update();
|
||||
m_scene.Update(1);
|
||||
|
||||
// We should really check the exact figure.
|
||||
Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X));
|
||||
|
@ -124,8 +123,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
|
||||
Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
m_scene.Update();
|
||||
m_scene.Update(10);
|
||||
|
||||
distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
|
||||
Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move");
|
||||
|
|
|
@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
TestHelpers.InMethod();
|
||||
|
||||
Scene scene = SceneHelpers.SetupScene();
|
||||
scene.Update();
|
||||
scene.Update(1);
|
||||
|
||||
Assert.That(scene.Frame, Is.EqualTo(1));
|
||||
}
|
||||
|
|
|
@ -238,7 +238,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
|
|||
// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
|
||||
npc.Flying = true;
|
||||
|
||||
m_scene.Update();
|
||||
m_scene.Update(1);
|
||||
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
|
||||
|
||||
Vector3 targetPos = startPos + new Vector3(0, 10, 0);
|
||||
|
@ -249,7 +249,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
|
|||
Assert.That(
|
||||
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
|
||||
|
||||
m_scene.Update();
|
||||
m_scene.Update(1);
|
||||
|
||||
// We should really check the exact figure.
|
||||
Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
|
||||
|
@ -257,8 +257,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
|
|||
Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
|
||||
Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
m_scene.Update();
|
||||
m_scene.Update(10);
|
||||
|
||||
double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
|
||||
Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move");
|
||||
|
@ -275,7 +274,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
|
|||
Assert.That(
|
||||
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
|
||||
|
||||
m_scene.Update();
|
||||
m_scene.Update(1);
|
||||
|
||||
// We should really check the exact figure.
|
||||
Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X));
|
||||
|
@ -283,8 +282,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
|
|||
Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
|
||||
Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
m_scene.Update();
|
||||
m_scene.Update(10);
|
||||
|
||||
distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
|
||||
Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move");
|
||||
|
|
|
@ -154,7 +154,7 @@ namespace OpenSim.Tests.Torture
|
|||
//
|
||||
// However, that means that we need to manually run an update here to clear out that list so that deleted
|
||||
// objects will be clean up by the garbage collector before the next stress test is run.
|
||||
scene.Update();
|
||||
scene.Update(1);
|
||||
|
||||
// Currently, we need to do this in order to garbage collect the scene objects ready for the next test run.
|
||||
// However, what we really need to do is find out why the entire scene is not garbage collected in
|
||||
|
|
Loading…
Reference in New Issue