Comment out unused scene loop restart code.

This has actually been unused since at least 0.7.2 due to earlier changes.
0.7.3-extended
Justin Clark-Casey (justincc) 2012-03-23 01:03:10 +00:00
parent 88d6c4ec0e
commit 6e8496ffc5
1 changed files with 22 additions and 19 deletions

View File

@ -203,9 +203,7 @@ namespace OpenSim.Region.Framework.Scenes
// TODO: Possibly stop other classes being able to manipulate this directly. // TODO: Possibly stop other classes being able to manipulate this directly.
private SceneGraph m_sceneGraph; private SceneGraph m_sceneGraph;
private volatile int m_bordersLocked; private volatile int m_bordersLocked;
// private int m_RestartTimerCounter;
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
// private int m_incrementsof15seconds;
private volatile bool m_backingup; private volatile bool m_backingup;
private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
@ -213,12 +211,17 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_physics_enabled = true; private bool m_physics_enabled = true;
private bool m_scripts_enabled = true; private bool m_scripts_enabled = true;
private string m_defaultScriptEngine; private string m_defaultScriptEngine;
/// <summary>
/// Tick at which the last login occurred.
/// </summary>
private int m_LastLogin; private int m_LastLogin;
private Thread HeartbeatThread; private Thread HeartbeatThread;
private volatile bool shuttingdown; private volatile bool shuttingdown;
private int m_lastUpdate; // private int m_lastUpdate;
private bool m_firstHeartbeat = true; // private bool m_firstHeartbeat = true;
private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
private bool m_reprioritizationEnabled = true; private bool m_reprioritizationEnabled = true;
@ -795,7 +798,7 @@ namespace OpenSim.Region.Framework.Scenes
m_permissions = new ScenePermissions(this); m_permissions = new ScenePermissions(this);
m_lastUpdate = Util.EnvironmentTickCount(); // m_lastUpdate = Util.EnvironmentTickCount();
} }
#endregion #endregion
@ -1134,7 +1137,7 @@ namespace OpenSim.Region.Framework.Scenes
HeartbeatThread.Abort(); HeartbeatThread.Abort();
HeartbeatThread = null; HeartbeatThread = null;
} }
m_lastUpdate = Util.EnvironmentTickCount(); // m_lastUpdate = Util.EnvironmentTickCount();
HeartbeatThread HeartbeatThread
= Watchdog.StartThread( = Watchdog.StartThread(
@ -1186,8 +1189,8 @@ namespace OpenSim.Region.Framework.Scenes
while (!shuttingdown) while (!shuttingdown)
Update(); Update();
m_lastUpdate = Util.EnvironmentTickCount(); // m_lastUpdate = Util.EnvironmentTickCount();
m_firstHeartbeat = false; // m_firstHeartbeat = false;
} }
catch (ThreadAbortException) catch (ThreadAbortException)
{ {
@ -2487,7 +2490,7 @@ namespace OpenSim.Region.Framework.Scenes
= (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
|| (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
CheckHeartbeat(); // CheckHeartbeat();
ScenePresence sp = GetScenePresence(client.AgentId); ScenePresence sp = GetScenePresence(client.AgentId);
@ -3065,7 +3068,7 @@ namespace OpenSim.Region.Framework.Scenes
public override void RemoveClient(UUID agentID, bool closeChildAgents) public override void RemoveClient(UUID agentID, bool closeChildAgents)
{ {
CheckHeartbeat(); // CheckHeartbeat();
bool isChildAgent = false; bool isChildAgent = false;
ScenePresence avatar = GetScenePresence(agentID); ScenePresence avatar = GetScenePresence(agentID);
if (avatar != null) if (avatar != null)
@ -4469,7 +4472,7 @@ namespace OpenSim.Region.Framework.Scenes
else else
return health; return health;
CheckHeartbeat(); // CheckHeartbeat();
return health; return health;
} }
@ -4657,14 +4660,14 @@ namespace OpenSim.Region.Framework.Scenes
return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
} }
private void CheckHeartbeat() // private void CheckHeartbeat()
{ // {
if (m_firstHeartbeat) // if (m_firstHeartbeat)
return; // return;
//
if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) // if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000)
StartTimer(); // StartTimer();
} // }
public override ISceneObject DeserializeObject(string representation) public override ISceneObject DeserializeObject(string representation)
{ {