Rename Scene.StartTimer() to Start() - this method no longer uses a timer. Comment out more effectively unused old heartbeat code.
parent
24b5fb8523
commit
47fe6170b2
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@ -424,7 +424,7 @@ namespace OpenSim
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mscene = scene;
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mscene = scene;
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scene.StartTimer();
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scene.Start();
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scene.StartScripts();
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scene.StartScripts();
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@ -211,7 +211,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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private bool m_cleaningTemps = false;
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private bool m_cleaningTemps = false;
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private Object m_heartbeatLock = new Object();
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// private Object m_heartbeatLock = new Object();
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// TODO: Possibly stop other classes being able to manipulate this directly.
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// TODO: Possibly stop other classes being able to manipulate this directly.
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private SceneGraph m_sceneGraph;
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private SceneGraph m_sceneGraph;
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@ -1164,9 +1164,9 @@ 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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/// Start the timer which triggers regular scene updates
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/// Start the scene
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/// </summary>
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/// </summary>
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public void StartTimer()
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public void Start()
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{
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{
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// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
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// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
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@ -1211,14 +1211,15 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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private void Heartbeat()
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private void Heartbeat()
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{
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{
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if (!Monitor.TryEnter(m_heartbeatLock))
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// if (!Monitor.TryEnter(m_heartbeatLock))
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{
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// {
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Watchdog.RemoveThread();
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// Watchdog.RemoveThread();
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return;
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// return;
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}
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// }
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// try
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// {
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try
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{
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m_eventManager.TriggerOnRegionStarted(this);
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m_eventManager.TriggerOnRegionStarted(this);
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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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// The first frame can take a very long time due to physics actors being added on startup. Therefore,
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@ -1232,12 +1233,12 @@ namespace OpenSim.Region.Framework.Scenes
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// m_lastUpdate = Util.EnvironmentTickCount();
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// m_lastUpdate = Util.EnvironmentTickCount();
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// m_firstHeartbeat = false;
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// m_firstHeartbeat = false;
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}
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// }
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finally
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// finally
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{
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// {
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Monitor.Pulse(m_heartbeatLock);
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// Monitor.Pulse(m_heartbeatLock);
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Monitor.Exit(m_heartbeatLock);
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// Monitor.Exit(m_heartbeatLock);
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}
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// }
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Watchdog.RemoveThread();
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Watchdog.RemoveThread();
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}
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}
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