Merge commit 'ca83f99332316fda1c412a5bf2889f9cf5cf3577' into bigmerge
commit
4e88fe42e4
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@ -186,6 +186,7 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_update_land = 10;
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private int m_update_coarse_locations = 50;
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private int agentMS;
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private int frameMS;
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private int physicsMS2;
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private int physicsMS;
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@ -1251,12 +1252,15 @@ namespace OpenSim.Region.Framework.Scenes
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int maintc = Util.EnvironmentTickCount();
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int tmpFrameMS = maintc;
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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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try
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{
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int tmpAgentMS = Util.EnvironmentTickCount();
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// Check if any objects have reached their targets
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CheckAtTargets();
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@ -1283,6 +1287,8 @@ namespace OpenSim.Region.Framework.Scenes
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});
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}
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agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
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int tmpPhysicsMS2 = Util.EnvironmentTickCount();
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if ((Frame % m_update_physics == 0) && m_physics_enabled)
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m_sceneGraph.UpdatePreparePhysics();
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@ -1290,7 +1296,11 @@ namespace OpenSim.Region.Framework.Scenes
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// Apply any pending avatar force input to the avatar's velocity
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if (Frame % m_update_entitymovement == 0)
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{
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tmpAgentMS = Util.EnvironmentTickCount();
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m_sceneGraph.UpdateScenePresenceMovement();
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agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
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}
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// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
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// velocity
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@ -1362,6 +1372,7 @@ namespace OpenSim.Region.Framework.Scenes
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StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
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StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
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StatsReporter.addFrameMS(frameMS);
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StatsReporter.addAgentMS(agentMS);
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StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
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StatsReporter.addOtherMS(otherMS);
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StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
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@ -180,6 +180,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// Update the position of all the scene presences.
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/// </summary>
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/// <remarks>
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/// Called only from the main scene loop.
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/// </remarks>
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protected internal void UpdatePresences()
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{
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ForEachScenePresence(delegate(ScenePresence presence)
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@ -929,11 +929,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void SendPrimUpdates()
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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m_sceneViewer.SendPrimUpdates();
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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#region Status Methods
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@ -1401,7 +1397,7 @@ namespace OpenSim.Region.Framework.Scenes
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// return;
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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_movementUpdateCount;
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if (m_movementUpdateCount < 1)
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@ -1693,7 +1689,8 @@ namespace OpenSim.Region.Framework.Scenes
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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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// It doesn't make sense to add this to frame stats as this update is processed indepedently of the scene loop
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// m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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/// <summary>
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@ -2670,8 +2667,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
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public void AddNewMovement(Vector3 vec)
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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Vector3 direc = vec * Rotation;
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direc.Normalize();
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@ -2710,8 +2705,6 @@ namespace OpenSim.Region.Framework.Scenes
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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_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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#endregion
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@ -2779,8 +2772,6 @@ namespace OpenSim.Region.Framework.Scenes
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// server.
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if (remoteClient.IsActive)
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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Vector3 pos = m_pos;
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pos.Z += m_appearance.HipOffset;
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@ -2791,7 +2782,6 @@ namespace OpenSim.Region.Framework.Scenes
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PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
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| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
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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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}
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}
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@ -2832,14 +2822,11 @@ namespace OpenSim.Region.Framework.Scenes
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|| Math.Abs(distanceError) > distanceErrorThreshold
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|| velocidyDiff > 0.01f) // did velocity change from last update?
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{
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m_perfMonMS = currentTick;
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lastVelocitySentToAllClients = Velocity;
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lastTerseUpdateToAllClientsTick = currentTick;
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lastPositionSentToAllClients = OffsetPosition;
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m_scene.ForEachClient(SendTerseUpdateToClient);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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}
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@ -2860,9 +2847,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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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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}
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/// <summary>
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@ -2924,8 +2909,6 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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}
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m_perfMonMS = Util.EnvironmentTickCount();
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int count = 0;
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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{
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@ -2934,7 +2917,6 @@ namespace OpenSim.Region.Framework.Scenes
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});
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m_scene.StatsReporter.AddAgentUpdates(count);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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/// <summary>
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@ -2943,8 +2925,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void SendOtherAgentsAvatarDataToMe()
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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int count = 0;
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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{
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@ -2961,7 +2941,6 @@ namespace OpenSim.Region.Framework.Scenes
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});
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m_scene.StatsReporter.AddAgentUpdates(count);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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/// <summary>
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@ -2991,8 +2970,6 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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}
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m_perfMonMS = Util.EnvironmentTickCount();
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int count = 0;
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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{
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@ -3004,7 +2981,6 @@ namespace OpenSim.Region.Framework.Scenes
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});
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m_scene.StatsReporter.AddAgentUpdates(count);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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/// <summary>
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@ -3014,7 +2990,6 @@ namespace OpenSim.Region.Framework.Scenes
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public void SendOtherAgentsAppearanceToMe()
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{
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//m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} ({1})", Name, UUID);
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m_perfMonMS = Util.EnvironmentTickCount();
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int count = 0;
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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@ -3032,7 +3007,6 @@ namespace OpenSim.Region.Framework.Scenes
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});
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m_scene.StatsReporter.AddAgentUpdates(count);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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/// <summary>
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@ -453,12 +453,6 @@ namespace OpenSim.Region.Framework.Scenes
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AddunAckedBytes(unAckedBytes);
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}
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public void AddAgentTime(int ms)
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{
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addFrameMS(ms);
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addAgentMS(ms);
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}
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#endregion
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}
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}
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