Expose minimum frame time and update periods for experimentation.
Settings are at bottom of [Startup] in OpenSimDefaults.ini, override in OpenSim.ini to change Defaults are the same as previously. More information to come on opensim-dev shortly. Feel free to tweak but if you do please don't expect any support unless feedback on certain tweaks is explicitly requested.remove-scene-viewer
parent
128d8dfd8b
commit
4e7d4330c2
|
@ -162,17 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
protected DateTime m_lastFrameUpdate = DateTime.UtcNow;
|
||||
|
||||
// TODO: Possibly stop other classes being able to manipulate this directly.
|
||||
private SceneGraph m_sceneGraph;
|
||||
private volatile int m_bordersLocked;
|
||||
// private int m_RestartTimerCounter;
|
||||
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
|
||||
// private int m_incrementsof15seconds;
|
||||
private volatile bool m_backingup;
|
||||
private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
|
||||
private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
|
||||
private Object m_heartbeatLock = new Object();
|
||||
|
||||
private int m_update_physics = 1;
|
||||
private int m_update_entitymovement = 1;
|
||||
private int m_update_objects = 1;
|
||||
|
@ -196,6 +185,24 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
private int landMS;
|
||||
private int lastCompletedFrame;
|
||||
|
||||
/// <summary>
|
||||
/// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
|
||||
/// asynchronously from the update loop.
|
||||
/// </summary>
|
||||
private bool m_cleaningTemps = false;
|
||||
|
||||
private Object m_heartbeatLock = new Object();
|
||||
|
||||
// TODO: Possibly stop other classes being able to manipulate this directly.
|
||||
private SceneGraph m_sceneGraph;
|
||||
private volatile int m_bordersLocked;
|
||||
// private int m_RestartTimerCounter;
|
||||
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
|
||||
// private int m_incrementsof15seconds;
|
||||
private volatile bool m_backingup;
|
||||
private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
|
||||
private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
|
||||
|
||||
private bool m_physics_enabled = true;
|
||||
private bool m_scripts_enabled = true;
|
||||
private string m_defaultScriptEngine;
|
||||
|
@ -208,8 +215,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private object m_deleting_scene_object = new object();
|
||||
|
||||
private bool m_cleaningTemps = false;
|
||||
|
||||
private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
|
||||
private bool m_reprioritizationEnabled = true;
|
||||
private double m_reprioritizationInterval = 5000.0;
|
||||
|
@ -220,8 +225,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
private bool m_generateMaptiles;
|
||||
private bool m_useBackup = true;
|
||||
|
||||
// private Dictionary<UUID, string[]> m_UserNamesCache = new Dictionary<UUID, string[]>();
|
||||
|
||||
#endregion Fields
|
||||
|
||||
#region Properties
|
||||
|
@ -645,10 +648,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics;
|
||||
|
||||
StatsReporter = new SimStatsReporter(this);
|
||||
StatsReporter.OnSendStatsResult += SendSimStatsPackets;
|
||||
StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
|
||||
|
||||
// Old
|
||||
/*
|
||||
m_simulatorVersion = simulatorVersion
|
||||
|
@ -741,6 +740,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
RegionInfo.RegionSettings.TerrainImageID = tileID;
|
||||
}
|
||||
}
|
||||
|
||||
MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
|
||||
m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
|
||||
m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
|
||||
m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
|
||||
m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
|
||||
m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
|
||||
m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
|
||||
m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
|
||||
m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
|
||||
m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
|
||||
}
|
||||
catch
|
||||
{
|
||||
|
@ -778,6 +788,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_log.Info("[SCENE]: Using the " + m_priorityScheme + " prioritization scheme");
|
||||
|
||||
#endregion Interest Management
|
||||
|
||||
StatsReporter = new SimStatsReporter(this);
|
||||
StatsReporter.OnSendStatsResult += SendSimStatsPackets;
|
||||
StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -115,6 +115,48 @@
|
|||
; into a restart.
|
||||
InworldRestartShutsDown = false
|
||||
|
||||
; The minimum proportion of a second that any particular frame can take to execute.
|
||||
; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames
|
||||
; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require
|
||||
; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill.
|
||||
MinFrameTime = 0.089
|
||||
|
||||
; Send scheduled updates to objects in the scene
|
||||
; This must be a whole number
|
||||
UpdateObjectsEveryNFrames = 1;
|
||||
|
||||
; Send position/velocity, etc. updates to agents in the scene
|
||||
; This must be a whole number
|
||||
UpdateAgentsEveryNFrames = 1;
|
||||
|
||||
; Apply pending forces from physics calculations to an entity.
|
||||
; This must be a whole number
|
||||
UpdateEntityMovementEveryNFrames = 1;
|
||||
|
||||
; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
|
||||
; This must be a whole number
|
||||
UpdateCoarseLocationsEveryNFrames = 50;
|
||||
|
||||
; Update physics. Within each update physics also updates in a series of contigous mini-steps
|
||||
; This must be a whole number
|
||||
UpdatePhysicsEveryNFrames = 1;
|
||||
|
||||
; Clean up temp on rez objects.
|
||||
; This must be a whole number
|
||||
UpdateTempCleaningEveryNFrames = 1000;
|
||||
|
||||
; Send out the on frame event to modules and other listeners. This should probably never deviate from 1.
|
||||
; This must be a whole number
|
||||
UpdateEventsEveryNFrames = 1;
|
||||
|
||||
; Send terrain updates to viewers
|
||||
; This must be a whole number
|
||||
UpdateTerrainEveryNFrames = 50;
|
||||
|
||||
; Persitently store any objects which meet the PRIM STORAGE criteria
|
||||
; This must be a whole number
|
||||
UpdateStorageEveryNFrames = 200;
|
||||
|
||||
; ##
|
||||
; ## PRIM STORAGE
|
||||
; ##
|
||||
|
|
Loading…
Reference in New Issue