course locations is a also heartbeat job (for now sync)
parent
eca89c6e61
commit
2d93008bd9
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@ -379,7 +379,7 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_update_terrain = 1000;
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private int m_update_land = 10;
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private int m_update_coarse_locations = 50;
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private int m_update_coarse_locations = 5;
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private int m_update_temp_cleaning = 180;
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private float agentMS;
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@ -1640,8 +1640,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (runs >= 0)
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endRun = MaintenanceRun + runs;
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List<Vector3> coarseLocations;
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List<UUID> avatarUUIDs;
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while (!m_shuttingDown && ((endRun == null && Active) || MaintenanceRun < endRun))
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{
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@ -1650,33 +1648,6 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat("[SCENE]: Maintenance run {0} in {1}", MaintenanceRun, Name);
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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 (MaintenanceRun % (m_update_coarse_locations / 10) == 0)
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{
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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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/* this is done on heartbeat
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// Delete temp-on-rez stuff
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if (MaintenanceRun % m_update_temp_cleaning == 0 && !m_cleaningTemps)
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{
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// m_log.DebugFormat("[SCENE]: Running temp-on-rez cleaning in {0}", Name);
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tmpMS = Util.EnvironmentTickCount();
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m_cleaningTemps = true;
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WorkManager.RunInThread(
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delegate { CleanTempObjects(); m_cleaningTemps = false; },
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null,
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string.Format("CleanTempObjects ({0})", Name));
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tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS);
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}
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*/
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Watchdog.UpdateThread();
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previousMaintenanceTick = m_lastMaintenanceTick;
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@ -1759,6 +1730,18 @@ namespace OpenSim.Region.Framework.Scenes
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if (Frame % m_update_entitymovement == 0)
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m_sceneGraph.UpdateScenePresenceMovement();
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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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{
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presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
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});
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}
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// Get the simulation frame time that the avatar force input
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// took
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tmpMS2 = Util.GetTimeStampMS();
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