diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 2a25b2b651..894d8d24f8 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1167,7 +1167,8 @@ namespace OpenSim.Region.Framework.Scenes /// public void StartTimer() { - //m_log.Debug("[SCENE]: Starting timer"); +// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); + //m_heartbeatTimer.Enabled = true; //m_heartbeatTimer.Interval = (int)(m_timespan * 1000); //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); @@ -1242,6 +1243,8 @@ namespace OpenSim.Region.Framework.Scenes ++Frame; +// m_log.DebugFormat("[SCENE]: Processing frame {0}", Frame); + try { int tmpAgentMS = Util.EnvironmentTickCount(); @@ -1359,6 +1362,8 @@ namespace OpenSim.Region.Framework.Scenes if (LoginsDisabled && Frame == 20) { +// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock); + // In 99.9% of cases it is a bad idea to manually force garbage collection. However, // this is a rare case where we know we have just went through a long cycle of heap // allocations, and there is no more work to be done until someone logs in @@ -1375,8 +1380,9 @@ namespace OpenSim.Region.Framework.Scenes EventManager.TriggerLoginsEnabled(RegionInfo.RegionName); } m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName); + // For RegionReady lockouts - if( LoginLock == false) + if(LoginLock == false) { LoginsDisabled = false; } diff --git a/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs b/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs index 963d1e2542..4c4f5fb890 100644 --- a/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs +++ b/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs @@ -105,7 +105,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady m_log.DebugFormat("[RegionReady]: Enabled for region {0}", scene.RegionInfo.RegionName); - if(m_disable_logins == true) + if (m_disable_logins == true) { scene.LoginLock = true; scene.LoginsDisabled = true; diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index a56a292645..1d0c699394 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs @@ -2640,24 +2640,27 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); framecount++; float fps = 0; - //m_log.Info(timeStep.ToString()); - step_time += timeStep; - - // If We're loaded down by something else, - // or debugging with the Visual Studio project on pause - // skip a few frames to catch up gracefully. - // without shooting the physicsactors all over the place - if (step_time >= m_SkipFramesAtms) - { - // Instead of trying to catch up, it'll do 5 physics frames only - step_time = ODE_STEPSIZE; - m_physicsiterations = 5; - } - else - { - m_physicsiterations = 10; - } + float timeLeft = timeStep; + + //m_log.Info(timeStep.ToString()); +// step_time += timeStep; +// +// // If We're loaded down by something else, +// // or debugging with the Visual Studio project on pause +// // skip a few frames to catch up gracefully. +// // without shooting the physicsactors all over the place +// +// if (step_time >= m_SkipFramesAtms) +// { +// // Instead of trying to catch up, it'll do 5 physics frames only +// step_time = ODE_STEPSIZE; +// m_physicsiterations = 5; +// } +// else +// { +// m_physicsiterations = 10; +// } if (SupportsNINJAJoints) { @@ -2683,13 +2686,11 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); // Figure out the Frames Per Second we're going at. //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size - fps = (step_time / ODE_STEPSIZE) * 1000; + fps = (timeStep / ODE_STEPSIZE) * 1000; // HACK: Using a time dilation of 1.0 to debug rubberbanding issues //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f); - step_time = 0.089f; - - while (step_time > 0.0f) + while (timeLeft > 0.0f) { try { @@ -2829,7 +2830,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e); } - step_time -= ODE_STEPSIZE; + timeLeft -= ODE_STEPSIZE; } lock (_characters)