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
parent
88d6c4ec0e
commit
6e8496ffc5
|
@ -203,9 +203,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// 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>();
|
||||
|
@ -213,12 +211,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
private bool m_physics_enabled = true;
|
||||
private bool m_scripts_enabled = true;
|
||||
private string m_defaultScriptEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Tick at which the last login occurred.
|
||||
/// </summary>
|
||||
private int m_LastLogin;
|
||||
|
||||
private Thread HeartbeatThread;
|
||||
private volatile bool shuttingdown;
|
||||
|
||||
private int m_lastUpdate;
|
||||
private bool m_firstHeartbeat = true;
|
||||
// private int m_lastUpdate;
|
||||
// private bool m_firstHeartbeat = true;
|
||||
|
||||
private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
|
||||
private bool m_reprioritizationEnabled = true;
|
||||
|
@ -795,7 +798,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
m_permissions = new ScenePermissions(this);
|
||||
|
||||
m_lastUpdate = Util.EnvironmentTickCount();
|
||||
// m_lastUpdate = Util.EnvironmentTickCount();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -1134,7 +1137,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
HeartbeatThread.Abort();
|
||||
HeartbeatThread = null;
|
||||
}
|
||||
m_lastUpdate = Util.EnvironmentTickCount();
|
||||
// m_lastUpdate = Util.EnvironmentTickCount();
|
||||
|
||||
HeartbeatThread
|
||||
= Watchdog.StartThread(
|
||||
|
@ -1186,8 +1189,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
while (!shuttingdown)
|
||||
Update();
|
||||
|
||||
m_lastUpdate = Util.EnvironmentTickCount();
|
||||
m_firstHeartbeat = false;
|
||||
// m_lastUpdate = Util.EnvironmentTickCount();
|
||||
// m_firstHeartbeat = false;
|
||||
}
|
||||
catch (ThreadAbortException)
|
||||
{
|
||||
|
@ -2487,7 +2490,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
= (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
|
||||
|| (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
|
||||
|
||||
CheckHeartbeat();
|
||||
// CheckHeartbeat();
|
||||
|
||||
ScenePresence sp = GetScenePresence(client.AgentId);
|
||||
|
||||
|
@ -3065,7 +3068,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public override void RemoveClient(UUID agentID, bool closeChildAgents)
|
||||
{
|
||||
CheckHeartbeat();
|
||||
// CheckHeartbeat();
|
||||
bool isChildAgent = false;
|
||||
ScenePresence avatar = GetScenePresence(agentID);
|
||||
if (avatar != null)
|
||||
|
@ -4469,7 +4472,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
else
|
||||
return health;
|
||||
|
||||
CheckHeartbeat();
|
||||
// CheckHeartbeat();
|
||||
|
||||
return health;
|
||||
}
|
||||
|
@ -4657,14 +4660,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
|
||||
}
|
||||
|
||||
private void CheckHeartbeat()
|
||||
{
|
||||
if (m_firstHeartbeat)
|
||||
return;
|
||||
|
||||
if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000)
|
||||
StartTimer();
|
||||
}
|
||||
// private void CheckHeartbeat()
|
||||
// {
|
||||
// if (m_firstHeartbeat)
|
||||
// return;
|
||||
//
|
||||
// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000)
|
||||
// StartTimer();
|
||||
// }
|
||||
|
||||
public override ISceneObject DeserializeObject(string representation)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue