* Fix Inconsistent line ending style in ScenePresence
parent
2900e04c7d
commit
475d23741d
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@ -754,11 +754,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// timestamp has already been sent.
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/// timestamp has already been sent.
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/// </summary>
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/// </summary>
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public void SendPrimUpdates()
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public void SendPrimUpdates()
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{
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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m_sceneViewer.SendPrimUpdates();
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m_sceneViewer.SendPrimUpdates();
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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}
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@ -1462,8 +1462,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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m_scene.EventManager.TriggerOnClientMovement(this);
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m_scene.EventManager.TriggerOnClientMovement(this);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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}
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@ -1922,8 +1922,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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return;
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return;
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}
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}
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m_perfMonMS = Util.EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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Rotation = rotation;
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Rotation = rotation;
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@ -1964,8 +1964,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// TODO: Add the force instead of only setting it to support multiple forces per frame?
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// TODO: Add the force instead of only setting it to support multiple forces per frame?
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m_forceToApply = direc;
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m_forceToApply = direc;
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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}
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@ -2031,7 +2031,7 @@ namespace OpenSim.Region.Framework.Scenes
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// If the client is inactive, it's getting its updates from another
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// If the client is inactive, it's getting its updates from another
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// server.
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// server.
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if (remoteClient.IsActive)
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if (remoteClient.IsActive)
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{
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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PhysicsActor actor = m_physicsActor;
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PhysicsActor actor = m_physicsActor;
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@ -2043,8 +2043,8 @@ namespace OpenSim.Region.Framework.Scenes
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//m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
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//m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
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remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
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remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
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pos, velocity, Vector3.Zero, m_bodyRot, CollisionPlane, m_uuid, null, GetUpdatePriority(remoteClient)));
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pos, velocity, Vector3.Zero, m_bodyRot, CollisionPlane, m_uuid, null, GetUpdatePriority(remoteClient)));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentUpdates(1);
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m_scene.StatsReporter.AddAgentUpdates(1);
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}
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}
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@ -2054,11 +2054,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// Send a location/velocity/accelleration update to all agents in scene
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/// Send a location/velocity/accelleration update to all agents in scene
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/// </summary>
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/// </summary>
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public void SendTerseUpdateToAllClients()
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public void SendTerseUpdateToAllClients()
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{
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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m_scene.ForEachClient(SendTerseUpdateToClient);
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m_scene.ForEachClient(SendTerseUpdateToClient);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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}
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@ -2078,7 +2078,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p)
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public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p)
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{
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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List<Vector3> CoarseLocations = new List<Vector3>();
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List<Vector3> CoarseLocations = new List<Vector3>();
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@ -2113,8 +2113,8 @@ namespace OpenSim.Region.Framework.Scenes
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//}
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//}
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}
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}
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m_controllingClient.SendCoarseLocationUpdate(AvatarUUIDs, CoarseLocations);
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m_controllingClient.SendCoarseLocationUpdate(AvatarUUIDs, CoarseLocations);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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}
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@ -2151,7 +2151,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// Tell *ALL* agents about this agent
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/// Tell *ALL* agents about this agent
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/// </summary>
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/// </summary>
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public void SendInitialFullUpdateToAllClients()
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public void SendInitialFullUpdateToAllClients()
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{
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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ScenePresence[] avatars = m_scene.GetScenePresences();
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ScenePresence[] avatars = m_scene.GetScenePresences();
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@ -2177,14 +2177,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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m_scene.StatsReporter.AddAgentUpdates(avatars.Length);
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m_scene.StatsReporter.AddAgentUpdates(avatars.Length);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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//Animator.SendAnimPack();
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//Animator.SendAnimPack();
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}
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}
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public void SendFullUpdateToAllClients()
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public void SendFullUpdateToAllClients()
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{
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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// only send update from root agents to other clients; children are only "listening posts"
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// only send update from root agents to other clients; children are only "listening posts"
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@ -2194,7 +2194,7 @@ namespace OpenSim.Region.Framework.Scenes
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SendFullUpdateToOtherClient(avatar);
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SendFullUpdateToOtherClient(avatar);
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}
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}
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m_scene.StatsReporter.AddAgentUpdates(avatars.Count);
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m_scene.StatsReporter.AddAgentUpdates(avatars.Count);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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Animator.SendAnimPack();
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Animator.SendAnimPack();
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@ -2236,7 +2236,7 @@ namespace OpenSim.Region.Framework.Scenes
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///
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///
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/// </summary>
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/// </summary>
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public void SendAppearanceToAllOtherAgents()
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public void SendAppearanceToAllOtherAgents()
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{
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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@ -2245,8 +2245,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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SendAppearanceToOtherAgent(scenePresence);
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SendAppearanceToOtherAgent(scenePresence);
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}
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}
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});
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});
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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}
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@ -3043,12 +3043,12 @@ namespace OpenSim.Region.Framework.Scenes
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// I don't get it but mono crashes when you try to dispose of this timer,
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// I don't get it but mono crashes when you try to dispose of this timer,
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// unsetting the elapsed callback should be enough to allow for cleanup however.
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// unsetting the elapsed callback should be enough to allow for cleanup however.
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//m_reprioritizationTimer.Dispose();
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// m_reprioritizationTimer.Dispose();
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m_sceneViewer.Close();
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m_sceneViewer.Close();
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RemoveFromPhysicalScene();
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RemoveFromPhysicalScene();
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m_animator.Close();
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m_animator.Close();
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m_animator = null;
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m_animator = null;
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}
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}
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