refactor: Put the frame update period when temporary objects are cleaned up in a field, like all the other update periods
parent
4d93ab06c9
commit
4bce90d0ab
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@ -175,7 +175,8 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_update_physics = 1;
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private int m_update_physics = 1;
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private int m_update_entitymovement = 1;
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private int m_update_entitymovement = 1;
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private int m_update_objects = 1; // Update objects which have scheduled themselves for updates
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private int m_update_objects = 1;
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private int m_update_temp_cleaning = 1000;
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private int m_update_presences = 1; // Update scene presence movements
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private int m_update_presences = 1; // Update scene presence movements
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private int m_update_events = 1;
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private int m_update_events = 1;
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private int m_update_backup = 200;
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private int m_update_backup = 200;
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@ -1189,9 +1190,8 @@ namespace OpenSim.Region.Framework.Scenes
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int tmpFrameMS = maintc;
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int tmpFrameMS = maintc;
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agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
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agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
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// TODO: ADD AGENT TIME HERE
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// Increment the frame counter
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++Frame;
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++Frame;
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try
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try
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{
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{
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int tmpAgentMS = Util.EnvironmentTickCount();
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int tmpAgentMS = Util.EnvironmentTickCount();
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@ -1250,7 +1250,7 @@ namespace OpenSim.Region.Framework.Scenes
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physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
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physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
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// Delete temp-on-rez stuff
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// Delete temp-on-rez stuff
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if (Frame % 1000 == 0 && !m_cleaningTemps)
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if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
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{
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{
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int tmpTempOnRezMS = Util.EnvironmentTickCount();
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int tmpTempOnRezMS = Util.EnvironmentTickCount();
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m_cleaningTemps = true;
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m_cleaningTemps = true;
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