Removed the List<NewForce> m_forceList from ScenePresence, as there wasn't any need for a list, as only the last entry in it was acted on. So it now has a single NewForce m_nextVelocity , which is updated (rather than a NewForce object being created every AgentUpdate). So as well as cutting out all the adds and clearing of the list, it also removes the creation of upto 100+ new objects per second per avatar.

0.6.6-post-fixes
MW 2009-06-28 11:07:26 +00:00
parent 147c9bcd45
commit 706286b7fb
1 changed files with 18 additions and 20 deletions

View File

@ -89,7 +89,8 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_updateflag;
private byte m_movementflag;
private readonly List<NewForce> m_forcesList = new List<NewForce>();
//private readonly List<NewForce> m_forcesList = new List<NewForce>();
private NewForce m_nextVelocity = new NewForce();
private short m_updateCount;
private uint m_requestedSitTargetID;
private UUID m_requestedSitTargetUUID = UUID.Zero;
@ -138,7 +139,7 @@ namespace OpenSim.Region.Framework.Scenes
public string JID = string.Empty;
// Agent moves with a PID controller causing a force to be exerted.
private bool m_newForce;
private bool m_newMovement;
private bool m_newCoarseLocations = true;
private float m_health = 100f;
@ -2217,7 +2218,6 @@ namespace OpenSim.Region.Framework.Scenes
m_perfMonMS = Environment.TickCount;
m_rotation = rotation;
NewForce newVelocity = new NewForce();
Vector3 direc = vec * rotation;
direc.Normalize();
@ -2252,10 +2252,12 @@ namespace OpenSim.Region.Framework.Scenes
}
}
newVelocity.X = direc.X;
newVelocity.Y = direc.Y;
newVelocity.Z = direc.Z;
m_forcesList.Add(newVelocity);
lock (m_nextVelocity)
{
m_nextVelocity.X = direc.X;
m_nextVelocity.Y = direc.Y;
m_nextVelocity.Z = direc.Z;
}
m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
}
@ -2276,10 +2278,11 @@ namespace OpenSim.Region.Framework.Scenes
if (m_isChildAgent == false)
{
if (m_newForce) // user movement 'forces' (ie commands to move)
if (m_newMovement) // user movement 'forces' (ie commands to move)
{
SendTerseUpdateToAllClients();
m_updateCount = 0;
m_newMovement = false;
}
else if (m_movementflag != 0) // scripted movement (?)
{
@ -3127,20 +3130,17 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public override void UpdateMovement()
{
m_newForce = false;
lock (m_forcesList)
// m_newMovement = false;
if ((m_nextVelocity.X != movementvector.X) || (m_nextVelocity.Y != movementvector.Y) || (m_nextVelocity.Z != movementvector.Z))
{
if (m_forcesList.Count > 0)
lock (m_nextVelocity)
{
//we are only interested in the last velocity added to the list [Although they are called forces, they are actually velocities]
NewForce force = m_forcesList[m_forcesList.Count - 1];
m_updateflag = true;
try
{
movementvector.X = force.X;
movementvector.Y = force.Y;
movementvector.Z = force.Z;
movementvector.X = m_nextVelocity.X;
movementvector.Y = m_nextVelocity.Y;
movementvector.Z = m_nextVelocity.Z;
Velocity = movementvector;
}
catch (NullReferenceException)
@ -3149,9 +3149,7 @@ namespace OpenSim.Region.Framework.Scenes
// Ignoring this causes no movement to be sent to the physics engine...
// which when the scene is moving at 1 frame every 10 seconds, it doesn't really matter!
}
m_newForce = true;
m_forcesList.Clear();
m_newMovement = true;
}
}
}