Small performance tweaks to code called by the heartbeat loop
parent
1c9696a9d2
commit
59eb378d16
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@ -257,7 +257,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Central Update Loop
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protected int m_fps = 10;
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protected int m_frame;
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protected uint m_frame;
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protected float m_timespan = 0.089f;
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protected DateTime m_lastupdate = DateTime.UtcNow;
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@ -1018,33 +1018,21 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public override void Update()
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{
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int maintc = 0;
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float physicsFPS;
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int maintc;
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while (!shuttingdown)
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{
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//#if DEBUG
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// int w = 0, io = 0;
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// ThreadPool.GetAvailableThreads(out w, out io);
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// if ((w < 10) || (io < 10))
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// m_log.DebugFormat("[WARNING]: ThreadPool reaching exhaustion. workers = {0}; io = {1}", w, io);
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//#endif
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maintc = Environment.TickCount;
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TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate;
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float physicsFPS = 0;
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physicsFPS = 0f;
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frameMS = Environment.TickCount;
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maintc = maintc = frameMS = otherMS = Environment.TickCount;
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// Increment the frame counter
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++m_frame;
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try
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{
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// Increment the frame counter
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m_frame++;
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// Loop it
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if (m_frame == Int32.MaxValue)
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m_frame = 0;
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otherMS = Environment.TickCount;
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// Check if any objects have reached their targets
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CheckAtTargets();
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@ -1067,13 +1055,13 @@ namespace OpenSim.Region.Framework.Scenes
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m_sceneGraph.UpdateScenePresenceMovement();
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physicsMS = Environment.TickCount;
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if ((m_frame % m_update_physics == 0) && m_physics_enabled)
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physicsFPS = m_sceneGraph.UpdatePhysics(
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Math.Max(SinceLastFrame.TotalSeconds, m_timespan)
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);
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if (m_frame % m_update_physics == 0 && SynchronizeScene != null)
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SynchronizeScene(this);
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if (m_frame % m_update_physics == 0)
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{
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if (m_physics_enabled)
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physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_timespan));
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if (SynchronizeScene != null)
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SynchronizeScene(this);
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}
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physicsMS = Environment.TickCount - physicsMS;
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physicsMS += physicsMS2;
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@ -1095,25 +1083,27 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_frame % m_update_land == 0)
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UpdateLand();
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otherMS = Environment.TickCount - otherMS;
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int tickCount = Environment.TickCount;
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otherMS = tickCount - otherMS;
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frameMS = tickCount - frameMS;
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// if (m_frame%m_update_avatars == 0)
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// UpdateInWorldTime();
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StatsReporter.AddPhysicsFPS(physicsFPS);
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StatsReporter.AddTimeDilation(TimeDilation);
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StatsReporter.AddFPS(1);
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StatsReporter.AddInPackets(0);
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StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
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StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
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StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
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StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
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frameMS = Environment.TickCount - frameMS;
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StatsReporter.addFrameMS(frameMS);
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StatsReporter.addPhysicsMS(physicsMS);
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StatsReporter.addOtherMS(otherMS);
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StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
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StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
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}
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if (loginsdisabled && (m_frame > 20))
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if (loginsdisabled && m_frame > 20)
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{
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// In 99.9% of cases it is a bad idea to manually force garbage collection. However,
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// this is a rare case where we know we have just went through a long cycle of heap
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@ -1176,9 +1166,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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lock (m_groupsWithTargets)
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{
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foreach (KeyValuePair<UUID, SceneObjectGroup> kvp in m_groupsWithTargets)
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foreach (SceneObjectGroup entry in m_groupsWithTargets.Values)
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{
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kvp.Value.checkAtTargets();
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entry.checkAtTargets();
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}
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}
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}
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@ -369,26 +369,30 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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protected internal void UpdateObjectGroups()
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{
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Dictionary<UUID, SceneObjectGroup> updates;
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List<SceneObjectGroup> updates;
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// Some updates add more updates to the updateList.
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// Get the current list of updates and clear the list before iterating
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lock (m_updateList)
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{
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updates = new Dictionary<UUID, SceneObjectGroup>(m_updateList);
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updates = new List<SceneObjectGroup>(m_updateList.Values);
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m_updateList.Clear();
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}
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// Go through all updates
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foreach (KeyValuePair<UUID, SceneObjectGroup> kvp in updates)
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for (int i = 0; i < updates.Count; i++)
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{
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SceneObjectGroup sog = updates[i];
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// Don't abort the whole update if one entity happens to give us an exception.
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try
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{
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kvp.Value.Update();
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sog.Update();
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[INNER SCENE]: Failed to update {0}, {1} - {2}", kvp.Value.Name, kvp.Value.UUID, e);
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"[INNER SCENE]: Failed to update {0}, {1} - {2}", sog.Name, sog.UUID, e);
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}
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}
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}
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@ -1857,28 +1857,15 @@ namespace OpenSim.Region.Framework.Scenes
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{
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bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
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//if (IsAttachment)
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//{
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//foreach (SceneObjectPart part in m_parts.Values)
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//{
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//part.SendScheduledUpdates();
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//}
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//return;
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//}
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if (UsePhysics && Util.DistanceLessThan(lastPhysGroupPos, AbsolutePosition, 0.02))
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if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
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{
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m_rootPart.UpdateFlag = 1;
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lastPhysGroupPos = AbsolutePosition;
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}
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if (UsePhysics && ((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1)
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|| (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1)
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|| (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1)
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|| (Math.Abs(lastPhysGroupRot.Z - GroupRotation.Z) > 0.1)))
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if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
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{
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m_rootPart.UpdateFlag = 1;
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lastPhysGroupRot = GroupRotation;
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}
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@ -76,8 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
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public static byte[] DefaultTexture;
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public static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
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public UUID currentParcelUUID = UUID.Zero;
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@ -100,9 +99,9 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_updateflag;
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private byte m_movementflag;
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private readonly List<NewForce> m_forcesList = new List<NewForce>();
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private Vector3? m_forceToApply;
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private uint m_requestedSitTargetID;
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private UUID m_requestedSitTargetUUID = UUID.Zero;
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private UUID m_requestedSitTargetUUID;
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private SendCourseLocationsMethod m_sendCourseLocationsMethod;
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private bool m_startAnimationSet;
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@ -456,12 +455,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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get
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{
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if (m_physicsActor != null)
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{
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m_velocity.X = m_physicsActor.Velocity.X;
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m_velocity.Y = m_physicsActor.Velocity.Y;
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m_velocity.Z = m_physicsActor.Velocity.Z;
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}
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PhysicsActor actor = m_physicsActor;
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if (actor != null)
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m_velocity = m_physicsActor.Velocity;
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return m_velocity;
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}
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@ -2278,7 +2274,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_isChildAgent)
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{
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m_log.Debug("DEBUG: AddNewMovement: child agent, Making root agent!");
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m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!");
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// we have to reset the user's child agent connections.
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// Likely, here they've lost the eventqueue for other regions so border
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@ -2287,7 +2283,7 @@ namespace OpenSim.Region.Framework.Scenes
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List<ulong> regions = new List<ulong>(KnownChildRegionHandles);
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regions.Remove(m_scene.RegionInfo.RegionHandle);
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MakeRootAgent(new Vector3(127, 127, 127), true);
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MakeRootAgent(new Vector3(127f, 127f, 127f), true);
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// Async command
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if (m_scene.SceneGridService != null)
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@ -2299,28 +2295,24 @@ namespace OpenSim.Region.Framework.Scenes
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System.Threading.Thread.Sleep(500);
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}
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if (m_scene.SceneGridService != null)
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{
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m_scene.SceneGridService.EnableNeighbourChildAgents(this, new List<RegionInfo>());
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}
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return;
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}
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m_perfMonMS = Environment.TickCount;
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m_rotation = rotation;
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NewForce newVelocity = new NewForce();
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Vector3 direc = vec * rotation;
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direc.Normalize();
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direc *= 0.03f * 128f * m_speedModifier;
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if (m_physicsActor.Flying)
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{
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direc *= 4;
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direc *= 4.0f;
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//bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
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//bool colliding = (m_physicsActor.IsColliding==true);
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//if (controlland)
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@ -2348,10 +2340,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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newVelocity.X = direc.X;
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newVelocity.Y = direc.Y;
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newVelocity.Z = direc.Z;
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m_forcesList.Add(newVelocity);
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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(Environment.TickCount - m_perfMonMS);
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}
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@ -3298,47 +3288,18 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public override void UpdateMovement()
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{
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lock (m_forcesList)
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if (m_forceToApply.HasValue)
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{
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if (m_forcesList.Count > 0)
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{
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//we are only interested in the last velocity added to the list [Although they are called forces, they are actually velocities]
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NewForce force = m_forcesList[m_forcesList.Count - 1];
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Vector3 force = m_forceToApply.Value;
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m_updateflag = true;
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try
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{
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movementvector.X = force.X;
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movementvector.Y = force.Y;
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movementvector.Z = force.Z;
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Velocity = movementvector;
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}
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catch (NullReferenceException)
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{
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// Under extreme load, this returns a NullReference Exception that we can ignore.
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// Ignoring this causes no movement to be sent to the physics engine...
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// which when the scene is moving at 1 frame every 10 seconds, it doesn't really matter!
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}
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m_updateflag = true;
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movementvector = force;
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Velocity = force;
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m_forcesList.Clear();
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}
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m_forceToApply = null;
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}
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}
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static ScenePresence()
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{
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Primitive.TextureEntry textu = AvatarAppearance.GetDefaultTexture();
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DefaultTexture = textu.GetBytes();
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}
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public class NewForce
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{
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public float X;
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public float Y;
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public float Z;
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}
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public override void SetText(string text, Vector3 color, double alpha)
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{
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throw new Exception("Can't set Text on avatar.");
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@ -3349,7 +3310,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void AddToPhysicalScene(bool isFlying)
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{
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PhysicsScene scene = m_scene.PhysicsScene;
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Vector3 pVec = AbsolutePosition;
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@ -3478,11 +3438,6 @@ namespace OpenSim.Region.Framework.Scenes
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public ScenePresence()
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{
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if (DefaultTexture == null)
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{
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Primitive.TextureEntry textu = AvatarAppearance.GetDefaultTexture();
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DefaultTexture = textu.GetBytes();
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}
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m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
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CreateSceneViewer();
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}
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