diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 46a9ad1123..b2cd249cd1 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -754,11 +754,11 @@ namespace OpenSim.Region.Framework.Scenes /// timestamp has already been sent. /// public void SendPrimUpdates() - { + { m_perfMonMS = Util.EnvironmentTickCount(); - m_sceneViewer.SendPrimUpdates(); - + m_sceneViewer.SendPrimUpdates(); + m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); } @@ -1462,8 +1462,8 @@ namespace OpenSim.Region.Framework.Scenes } } - m_scene.EventManager.TriggerOnClientMovement(this); - + m_scene.EventManager.TriggerOnClientMovement(this); + m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); } @@ -1922,8 +1922,8 @@ namespace OpenSim.Region.Framework.Scenes } return; - } - + } + m_perfMonMS = Util.EnvironmentTickCount(); Rotation = rotation; @@ -1964,8 +1964,8 @@ namespace OpenSim.Region.Framework.Scenes } // TODO: Add the force instead of only setting it to support multiple forces per frame? - m_forceToApply = direc; - + m_forceToApply = direc; + m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); } @@ -2031,7 +2031,7 @@ namespace OpenSim.Region.Framework.Scenes // If the client is inactive, it's getting its updates from another // server. if (remoteClient.IsActive) - { + { m_perfMonMS = Util.EnvironmentTickCount(); PhysicsActor actor = m_physicsActor; @@ -2043,8 +2043,8 @@ namespace OpenSim.Region.Framework.Scenes //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, - pos, velocity, Vector3.Zero, m_bodyRot, CollisionPlane, m_uuid, null, GetUpdatePriority(remoteClient))); - + pos, velocity, Vector3.Zero, m_bodyRot, CollisionPlane, m_uuid, null, GetUpdatePriority(remoteClient))); + m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); m_scene.StatsReporter.AddAgentUpdates(1); } @@ -2054,11 +2054,11 @@ namespace OpenSim.Region.Framework.Scenes /// Send a location/velocity/accelleration update to all agents in scene /// public void SendTerseUpdateToAllClients() - { + { m_perfMonMS = Util.EnvironmentTickCount(); - m_scene.ForEachClient(SendTerseUpdateToClient); - + m_scene.ForEachClient(SendTerseUpdateToClient); + m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); } @@ -2078,7 +2078,7 @@ namespace OpenSim.Region.Framework.Scenes } public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p) - { + { m_perfMonMS = Util.EnvironmentTickCount(); List CoarseLocations = new List(); @@ -2113,8 +2113,8 @@ namespace OpenSim.Region.Framework.Scenes //} } - m_controllingClient.SendCoarseLocationUpdate(AvatarUUIDs, CoarseLocations); - + m_controllingClient.SendCoarseLocationUpdate(AvatarUUIDs, CoarseLocations); + m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); } @@ -2151,7 +2151,7 @@ namespace OpenSim.Region.Framework.Scenes /// Tell *ALL* agents about this agent /// public void SendInitialFullUpdateToAllClients() - { + { m_perfMonMS = Util.EnvironmentTickCount(); ScenePresence[] avatars = m_scene.GetScenePresences(); @@ -2177,14 +2177,14 @@ namespace OpenSim.Region.Framework.Scenes } } - m_scene.StatsReporter.AddAgentUpdates(avatars.Length); + m_scene.StatsReporter.AddAgentUpdates(avatars.Length); m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); //Animator.SendAnimPack(); } public void SendFullUpdateToAllClients() - { + { m_perfMonMS = Util.EnvironmentTickCount(); // only send update from root agents to other clients; children are only "listening posts" @@ -2194,7 +2194,7 @@ namespace OpenSim.Region.Framework.Scenes SendFullUpdateToOtherClient(avatar); } - m_scene.StatsReporter.AddAgentUpdates(avatars.Count); + m_scene.StatsReporter.AddAgentUpdates(avatars.Count); m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); Animator.SendAnimPack(); @@ -2236,7 +2236,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// public void SendAppearanceToAllOtherAgents() - { + { m_perfMonMS = Util.EnvironmentTickCount(); m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) @@ -2245,8 +2245,8 @@ namespace OpenSim.Region.Framework.Scenes { SendAppearanceToOtherAgent(scenePresence); } - }); - + }); + m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); } @@ -3043,12 +3043,12 @@ namespace OpenSim.Region.Framework.Scenes // I don't get it but mono crashes when you try to dispose of this timer, // unsetting the elapsed callback should be enough to allow for cleanup however. - //m_reprioritizationTimer.Dispose(); + // m_reprioritizationTimer.Dispose(); m_sceneViewer.Close(); - RemoveFromPhysicalScene(); - m_animator.Close(); + RemoveFromPhysicalScene(); + m_animator.Close(); m_animator = null; }