add Util.GetTimeStamp() that returns the stamp in seconds; use it on ubOde; separed land collsions dispatch from the others...
parent
4fe13ef639
commit
8b16131206
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@ -156,12 +156,14 @@ namespace OpenSim.Framework
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public static readonly int MAX_THREADPOOL_LEVEL = 3;
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public static double TimeStampClockPeriodMS;
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public static double TimeStampClockPeriod;
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static Util()
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{
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LogThreadPool = 0;
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LogOverloads = true;
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TimeStampClockPeriodMS = 1000.0D / (double)Stopwatch.Frequency;
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TimeStampClockPeriod = 1.0D/ (double)Stopwatch.Frequency;
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TimeStampClockPeriodMS = 1e3 * TimeStampClockPeriod;
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m_log.InfoFormat("[UTIL] TimeStamp clock with period of {0}ms", Math.Round(TimeStampClockPeriodMS,6,MidpointRounding.AwayFromZero));
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}
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@ -3016,6 +3018,11 @@ namespace OpenSim.Framework
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// returns a timestamp in ms as double
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// using the time resolution avaiable to StopWatch
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public static double GetTimeStamp()
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{
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return (double)Stopwatch.GetTimestamp() * TimeStampClockPeriod;
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}
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public static double GetTimeStampMS()
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{
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return (double)Stopwatch.GetTimestamp() * TimeStampClockPeriodMS;
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@ -329,7 +329,8 @@ namespace OpenSim.Region.Framework.Scenes
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private byte[] m_TextureAnimation;
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private byte m_clickAction;
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private Color m_color = Color.Black;
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private readonly List<uint> m_lastColliders = new List<uint>();
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private List<uint> m_lastColliders = new List<uint>();
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private bool m_lastLandCollide;
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private int m_linkNum;
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private int m_scriptAccessPin;
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@ -2789,12 +2790,13 @@ namespace OpenSim.Region.Framework.Scenes
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{
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ColliderArgs colliderArgs = new ColliderArgs();
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List<DetectedObject> colliding = new List<DetectedObject>();
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Scene parentScene = ParentGroup.Scene;
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foreach (uint localId in colliders)
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{
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if (localId == 0)
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continue;
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SceneObjectPart obj = ParentGroup.Scene.GetSceneObjectPart(localId);
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SceneObjectPart obj = parentScene.GetSceneObjectPart(localId);
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if (obj != null)
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{
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if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
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@ -2802,7 +2804,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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ScenePresence av = ParentGroup.Scene.GetScenePresence(localId);
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ScenePresence av = parentScene.GetScenePresence(localId);
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if (av != null && (!av.IsChildAgent))
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{
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if (!dest.CollisionFilteredOut(av.UUID, av.Name))
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@ -2879,6 +2881,9 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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// this a thread from physics ( heartbeat )
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bool thisHitLand = false;
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bool startLand = false;
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bool endedLand = false;
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CollisionEventUpdate a = (CollisionEventUpdate)e;
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Dictionary<uint, ContactPoint> collissionswith = a.m_objCollisionList;
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@ -2888,13 +2893,17 @@ namespace OpenSim.Region.Framework.Scenes
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if (collissionswith.Count == 0)
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{
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if (m_lastColliders.Count == 0)
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if (m_lastColliders.Count == 0 && !m_lastLandCollide)
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return; // nothing to do
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endedLand = m_lastLandCollide;
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m_lastLandCollide = false;
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foreach (uint localID in m_lastColliders)
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{
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endedColliders.Add(localID);
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}
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m_lastColliders.Clear();
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}
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else
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@ -2910,19 +2919,39 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (uint id in collissionswith.Keys)
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{
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thisHitColliders.Add(id);
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if (!m_lastColliders.Contains(id))
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if(id == 0)
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{
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startedColliders.Add(id);
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curcontact = collissionswith[id];
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if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
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thisHitLand = true;
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if (!m_lastLandCollide)
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{
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soundinfo = new CollisionForSoundInfo();
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soundinfo.colliderID = id;
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soundinfo.position = curcontact.Position;
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soundinfo.relativeVel = curcontact.RelativeSpeed;
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soundinfolist.Add(soundinfo);
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startLand = true;
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curcontact = collissionswith[id];
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if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
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{
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soundinfo = new CollisionForSoundInfo();
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soundinfo.colliderID = id;
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soundinfo.position = curcontact.Position;
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soundinfo.relativeVel = curcontact.RelativeSpeed;
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soundinfolist.Add(soundinfo);
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}
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}
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}
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else
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{
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thisHitColliders.Add(id);
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if (!m_lastColliders.Contains(id))
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{
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startedColliders.Add(id);
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curcontact = collissionswith[id];
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if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
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{
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soundinfo = new CollisionForSoundInfo();
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soundinfo.colliderID = id;
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soundinfo.position = curcontact.Position;
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soundinfo.relativeVel = curcontact.RelativeSpeed;
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soundinfolist.Add(soundinfo);
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}
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}
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}
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}
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@ -2931,9 +2960,18 @@ namespace OpenSim.Region.Framework.Scenes
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{
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foreach (uint id in collissionswith.Keys)
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{
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thisHitColliders.Add(id);
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if (!m_lastColliders.Contains(id))
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startedColliders.Add(id);
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if(id == 0)
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{
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thisHitLand = true;
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if (!m_lastLandCollide)
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startLand = true;
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}
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else
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{
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thisHitColliders.Add(id);
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if (!m_lastColliders.Contains(id))
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startedColliders.Add(id);
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}
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}
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}
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@ -2952,22 +2990,32 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (uint localID in endedColliders)
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m_lastColliders.Remove(localID);
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if(m_lastLandCollide && !thisHitLand)
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endedLand = true;
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m_lastLandCollide = thisHitLand;
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// play sounds.
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if (soundinfolist.Count > 0)
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CollisionSounds.PartCollisionSound(this, soundinfolist);
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}
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EventManager eventmanager = ParentGroup.Scene.EventManager;
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SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
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SendCollisionEvent(scriptEvents.collision_start, startedColliders, eventmanager.TriggerScriptCollidingStart);
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if (!VolumeDetectActive)
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SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
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SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
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SendCollisionEvent(scriptEvents.collision , m_lastColliders , eventmanager.TriggerScriptColliding);
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SendCollisionEvent(scriptEvents.collision_end , endedColliders , eventmanager.TriggerScriptCollidingEnd);
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if (startedColliders.Contains(0))
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SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
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if (m_lastColliders.Contains(0))
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SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
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if (endedColliders.Contains(0))
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SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
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if (!VolumeDetectActive)
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{
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if (startLand)
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SendLandCollisionEvent(scriptEvents.land_collision_start, eventmanager.TriggerScriptLandCollidingStart);
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if (m_lastLandCollide)
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SendLandCollisionEvent(scriptEvents.land_collision, eventmanager.TriggerScriptLandColliding);
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if (endedLand)
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SendLandCollisionEvent(scriptEvents.land_collision_end, eventmanager.TriggerScriptLandCollidingEnd);
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}
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}
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// The Collision sounds code calls this
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@ -2986,7 +3034,7 @@ namespace OpenSim.Region.Framework.Scenes
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volume = 0;
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int now = Util.EnvironmentTickCount();
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if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
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if(Util.EnvironmentTickCountSubtract(now, LastColSoundSentTime) < 200)
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return;
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LastColSoundSentTime = now;
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@ -1240,7 +1240,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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SentEmptyCollisionsEvent = true;
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// _parent_scene.RemoveCollisionEventReporting(this);
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}
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else if(Body == IntPtr.Zero || d.BodyIsEnabled(Body))
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else if(Body == IntPtr.Zero || (d.BodyIsEnabled(Body) && m_bodydisablecontrol >= 0 ))
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{
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SentEmptyCollisionsEvent = false;
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CollisionEventsThisFrame.Clear();
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@ -3595,7 +3595,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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_zeroFlag = true;
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d.BodySetAutoDisableSteps(Body, 1);
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d.BodyEnable(Body);
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m_bodydisablecontrol = -4;
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m_bodydisablecontrol = -3;
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}
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if(m_bodydisablecontrol < 0)
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@ -203,8 +203,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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private float metersInSpace = 25.6f;
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private float m_timeDilation = 1.0f;
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private DateTime m_lastframe;
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private DateTime m_lastMeshExpire;
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private double m_lastframe;
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private double m_lastMeshExpire;
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public float gravityx = 0f;
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public float gravityy = 0f;
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@ -629,8 +629,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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staticPrimspaceOffRegion[i] = newspace;
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}
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m_lastframe = DateTime.UtcNow;
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m_lastframe = Util.GetTimeStamp();
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m_lastMeshExpire = m_lastframe;
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step_time = -1;
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}
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internal void waitForSpaceUnlock(IntPtr space)
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@ -1625,6 +1626,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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m_log.InfoFormat("[ubOde] {0} prim actors loaded",_prims.Count);
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}
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m_lastframe = Util.GetTimeStamp() + 0.5;
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step_time = -0.5f;
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}
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/// <summary>
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@ -1638,13 +1641,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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/// <returns></returns>
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public override float Simulate(float reqTimeStep)
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{
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DateTime now = DateTime.UtcNow;
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TimeSpan timedif = now - m_lastframe;
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float timeStep = (float)timedif.TotalSeconds;
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double now = Util.GetTimeStamp();
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double timeStep = now - m_lastframe;
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m_lastframe = now;
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// acumulate time so we can reduce error
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step_time += timeStep;
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step_time += (float)timeStep;
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if (step_time < HalfOdeStep)
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return 0;
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@ -1853,14 +1855,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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}
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timedif = now - m_lastMeshExpire;
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if (timedif.Seconds > 10)
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{
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mesher.ExpireReleaseMeshs();
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m_lastMeshExpire = now;
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}
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// information block for in debug breakpoint only
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/*
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int ntopactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
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@ -1940,7 +1934,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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// if we lag too much skip frames
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m_timeDilation = 0.0f;
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step_time = 0;
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m_lastframe = DateTime.UtcNow; // skip also the time lost
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m_lastframe = Util.GetTimeStamp(); // skip also the time lost
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}
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else
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{
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@ -1948,6 +1942,14 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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if (m_timeDilation > 1)
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m_timeDilation = 1;
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}
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if (m_timeDilation == 1 && now - m_lastMeshExpire > 30)
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{
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mesher.ExpireReleaseMeshs();
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m_lastMeshExpire = now;
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}
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}
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return fps;
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