Add very basic test which invokes the scene update loop once and checks the frame number.
This makes Scene.Update() match its original description of performing a single update, which also matches the semantics of SOG and ScenePresence.0.7.1-dev
parent
e774679f62
commit
88da253c94
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@ -129,7 +129,16 @@ namespace OpenSim.Region.Framework.Scenes
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protected ICapabilitiesModule m_capsModule;
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// Central Update Loop
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protected int m_fps = 10;
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protected uint m_frame;
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/// <summary>
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/// Current scene frame number
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/// </summary>
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public uint Frame
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{
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get;
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protected set;
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}
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protected float m_timespan = 0.089f;
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protected DateTime m_lastupdate = DateTime.UtcNow;
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@ -1183,7 +1192,8 @@ namespace OpenSim.Region.Framework.Scenes
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try
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{
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Update();
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while (!shuttingdown)
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Update();
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m_lastUpdate = Util.EnvironmentTickCount();
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m_firstHeartbeat = false;
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@ -1200,187 +1210,176 @@ namespace OpenSim.Region.Framework.Scenes
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Watchdog.RemoveThread();
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}
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/// <summary>
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/// Performs per-frame updates on the scene, this should be the central scene loop
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/// </summary>
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public override void Update()
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{
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float physicsFPS;
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int maintc;
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{
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TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate;
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float physicsFPS = 0f;
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while (!shuttingdown)
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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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// Increment the frame counter
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++Frame;
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try
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{
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TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate;
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physicsFPS = 0f;
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// Check if any objects have reached their targets
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CheckAtTargets();
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maintc = Util.EnvironmentTickCount();
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int tmpFrameMS = maintc;
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tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
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// Update SceneObjectGroups that have scheduled themselves for updates
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// Objects queue their updates onto all scene presences
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if (Frame % m_update_objects == 0)
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m_sceneGraph.UpdateObjectGroups();
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// Increment the frame counter
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++m_frame;
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// Run through all ScenePresences looking for updates
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// Presence updates and queued object updates for each presence are sent to clients
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if (Frame % m_update_presences == 0)
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m_sceneGraph.UpdatePresences();
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try
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// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
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if (Frame % m_update_coarse_locations == 0)
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{
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// Check if any objects have reached their targets
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CheckAtTargets();
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// Update SceneObjectGroups that have scheduled themselves for updates
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// Objects queue their updates onto all scene presences
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if (m_frame % m_update_objects == 0)
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m_sceneGraph.UpdateObjectGroups();
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// Run through all ScenePresences looking for updates
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// Presence updates and queued object updates for each presence are sent to clients
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if (m_frame % m_update_presences == 0)
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m_sceneGraph.UpdatePresences();
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// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
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if (m_frame % m_update_coarse_locations == 0)
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List<Vector3> coarseLocations;
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List<UUID> avatarUUIDs;
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SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
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// Send coarse locations to clients
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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List<Vector3> coarseLocations;
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List<UUID> avatarUUIDs;
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SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
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// Send coarse locations to clients
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
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});
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presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
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});
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}
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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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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
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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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m_sceneGraph.UpdateScenePresenceMovement();
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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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int tmpPhysicsMS = Util.EnvironmentTickCount();
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if (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 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
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// Delete temp-on-rez stuff
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if (Frame % 1000 == 0 && !m_cleaningTemps)
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{
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int tmpTempOnRezMS = Util.EnvironmentTickCount();
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m_cleaningTemps = true;
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Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
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tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
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}
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if (RegionStatus != RegionStatus.SlaveScene)
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{
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if (Frame % m_update_events == 0)
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{
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int evMS = Util.EnvironmentTickCount();
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UpdateEvents();
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eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
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}
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int tmpPhysicsMS2 = Util.EnvironmentTickCount();
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if ((m_frame % m_update_physics == 0) && m_physics_enabled)
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m_sceneGraph.UpdatePreparePhysics();
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
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// Apply any pending avatar force input to the avatar's velocity
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if (m_frame % m_update_entitymovement == 0)
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m_sceneGraph.UpdateScenePresenceMovement();
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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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int tmpPhysicsMS = Util.EnvironmentTickCount();
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if (m_frame % m_update_physics == 0)
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if (Frame % m_update_backup == 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 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
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// Delete temp-on-rez stuff
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if (m_frame % 1000 == 0 && !m_cleaningTemps)
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{
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int tmpTempOnRezMS = Util.EnvironmentTickCount();
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m_cleaningTemps = true;
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Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
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tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
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int backMS = Util.EnvironmentTickCount();
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UpdateStorageBackup();
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backupMS = Util.EnvironmentTickCountSubtract(backMS);
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}
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if (RegionStatus != RegionStatus.SlaveScene)
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if (Frame % m_update_terrain == 0)
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{
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if (m_frame % m_update_events == 0)
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{
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int evMS = Util.EnvironmentTickCount();
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UpdateEvents();
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eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
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}
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if (m_frame % m_update_backup == 0)
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{
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int backMS = Util.EnvironmentTickCount();
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UpdateStorageBackup();
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backupMS = Util.EnvironmentTickCountSubtract(backMS);
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}
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if (m_frame % m_update_terrain == 0)
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{
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int terMS = Util.EnvironmentTickCount();
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UpdateTerrain();
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terrainMS = Util.EnvironmentTickCountSubtract(terMS);
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}
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//if (m_frame % m_update_land == 0)
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//{
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// int ldMS = Util.EnvironmentTickCount();
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// UpdateLand();
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// landMS = Util.EnvironmentTickCountSubtract(ldMS);
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//}
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frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
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otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
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lastCompletedFrame = Util.EnvironmentTickCount();
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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.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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StatsReporter.addFrameMS(frameMS);
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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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StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
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int terMS = Util.EnvironmentTickCount();
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UpdateTerrain();
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terrainMS = Util.EnvironmentTickCountSubtract(terMS);
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}
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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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// allocations, and there is no more work to be done until someone logs in
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GC.Collect();
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//if (Frame % m_update_land == 0)
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//{
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// int ldMS = Util.EnvironmentTickCount();
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// UpdateLand();
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// landMS = Util.EnvironmentTickCountSubtract(ldMS);
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//}
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IConfig startupConfig = m_config.Configs["Startup"];
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if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
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{
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m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
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LoginsDisabled = false;
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m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
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}
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frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
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otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
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lastCompletedFrame = Util.EnvironmentTickCount();
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// if (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.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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StatsReporter.addFrameMS(frameMS);
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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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StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
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}
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if (LoginsDisabled && 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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// allocations, and there is no more work to be done until someone logs in
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GC.Collect();
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IConfig startupConfig = m_config.Configs["Startup"];
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if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
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{
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m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
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LoginsDisabled = false;
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m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
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}
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}
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catch (NotImplementedException)
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{
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throw;
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}
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catch (AccessViolationException e)
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{
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m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
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}
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//catch (NullReferenceException e)
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//{
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// m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
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//}
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catch (InvalidOperationException e)
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{
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m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
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}
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catch (Exception e)
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{
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m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
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}
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finally
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{
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m_lastupdate = DateTime.UtcNow;
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}
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maintc = Util.EnvironmentTickCountSubtract(maintc);
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maintc = (int)(m_timespan * 1000) - maintc;
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if (maintc > 0)
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Thread.Sleep(maintc);
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// Tell the watchdog that this thread is still alive
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Watchdog.UpdateThread();
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}
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}
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catch (NotImplementedException)
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{
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throw;
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}
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catch (AccessViolationException e)
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{
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m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
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}
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//catch (NullReferenceException e)
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//{
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// m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
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//}
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catch (InvalidOperationException e)
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{
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m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
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}
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catch (Exception e)
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{
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m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
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}
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finally
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{
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m_lastupdate = DateTime.UtcNow;
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}
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maintc = Util.EnvironmentTickCountSubtract(maintc);
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maintc = (int)(m_timespan * 1000) - maintc;
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if (maintc > 0)
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Thread.Sleep(maintc);
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// Tell the watchdog that this thread is still alive
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Watchdog.UpdateThread();
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}
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public void AddGroupTarget(SceneObjectGroup grp)
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{
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@ -116,9 +116,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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agent.ChildrenCapSeeds = new Dictionary<ulong, string>();
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agent.child = true;
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if (scene.PresenceService == null)
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Console.WriteLine("Presence Service is null");
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scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID);
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string reason;
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@ -0,0 +1,71 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Text;
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using System.Threading;
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using System.Timers;
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using Timer=System.Timers.Timer;
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using Nini.Config;
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using NUnit.Framework;
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using NUnit.Framework.SyntaxHelpers;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.CoreModules.World.Serialiser;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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using OpenSim.Tests.Common.Setup;
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namespace OpenSim.Region.Framework.Scenes.Tests
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{
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/// <summary>
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/// Scene presence tests
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/// </summary>
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[TestFixture]
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public class SceneTests
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{
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/// <summary>
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/// Very basic scene update test. Should become more elaborate with time.
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/// </summary>
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[Test]
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public void TestUpdateScene()
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{
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TestHelper.InMethod();
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Scene scene = SceneSetupHelpers.SetupScene();
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scene.Update();
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Assert.That(scene.Frame, Is.EqualTo(1));
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}
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}
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}
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