Get OdeScene to use passed in time step rather than hard-coded 0.089
However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much differenceremove-scene-viewer
parent
6837e44d07
commit
9c43020876
|
@ -1167,7 +1167,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void StartTimer()
|
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.Enabled = true;
|
||||||
//m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
|
//m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
|
||||||
//m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
|
//m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
|
||||||
|
@ -1242,6 +1243,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
++Frame;
|
++Frame;
|
||||||
|
|
||||||
|
// m_log.DebugFormat("[SCENE]: Processing frame {0}", Frame);
|
||||||
|
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
int tmpAgentMS = Util.EnvironmentTickCount();
|
int tmpAgentMS = Util.EnvironmentTickCount();
|
||||||
|
@ -1359,6 +1362,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
if (LoginsDisabled && Frame == 20)
|
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,
|
// 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
|
// 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
|
// 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);
|
EventManager.TriggerLoginsEnabled(RegionInfo.RegionName);
|
||||||
}
|
}
|
||||||
m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
|
m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
|
||||||
|
|
||||||
// For RegionReady lockouts
|
// For RegionReady lockouts
|
||||||
if( LoginLock == false)
|
if(LoginLock == false)
|
||||||
{
|
{
|
||||||
LoginsDisabled = false;
|
LoginsDisabled = false;
|
||||||
}
|
}
|
||||||
|
|
|
@ -105,7 +105,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
||||||
|
|
||||||
m_log.DebugFormat("[RegionReady]: Enabled for region {0}", scene.RegionInfo.RegionName);
|
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.LoginLock = true;
|
||||||
scene.LoginsDisabled = true;
|
scene.LoginsDisabled = true;
|
||||||
|
|
|
@ -2640,24 +2640,27 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
|
||||||
framecount++;
|
framecount++;
|
||||||
|
|
||||||
float fps = 0;
|
float fps = 0;
|
||||||
|
|
||||||
|
float timeLeft = timeStep;
|
||||||
|
|
||||||
//m_log.Info(timeStep.ToString());
|
//m_log.Info(timeStep.ToString());
|
||||||
step_time += timeStep;
|
// step_time += timeStep;
|
||||||
|
//
|
||||||
// If We're loaded down by something else,
|
// // If We're loaded down by something else,
|
||||||
// or debugging with the Visual Studio project on pause
|
// // or debugging with the Visual Studio project on pause
|
||||||
// skip a few frames to catch up gracefully.
|
// // skip a few frames to catch up gracefully.
|
||||||
// without shooting the physicsactors all over the place
|
// // without shooting the physicsactors all over the place
|
||||||
|
//
|
||||||
if (step_time >= m_SkipFramesAtms)
|
// if (step_time >= m_SkipFramesAtms)
|
||||||
{
|
// {
|
||||||
// Instead of trying to catch up, it'll do 5 physics frames only
|
// // Instead of trying to catch up, it'll do 5 physics frames only
|
||||||
step_time = ODE_STEPSIZE;
|
// step_time = ODE_STEPSIZE;
|
||||||
m_physicsiterations = 5;
|
// m_physicsiterations = 5;
|
||||||
}
|
// }
|
||||||
else
|
// else
|
||||||
{
|
// {
|
||||||
m_physicsiterations = 10;
|
// m_physicsiterations = 10;
|
||||||
}
|
// }
|
||||||
|
|
||||||
if (SupportsNINJAJoints)
|
if (SupportsNINJAJoints)
|
||||||
{
|
{
|
||||||
|
@ -2683,13 +2686,11 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
|
||||||
// Figure out the Frames Per Second we're going at.
|
// 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
|
//(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
|
// 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);
|
//m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
|
||||||
|
|
||||||
step_time = 0.089f;
|
while (timeLeft > 0.0f)
|
||||||
|
|
||||||
while (step_time > 0.0f)
|
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
|
@ -2829,7 +2830,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
|
||||||
m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
|
m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
|
||||||
}
|
}
|
||||||
|
|
||||||
step_time -= ODE_STEPSIZE;
|
timeLeft -= ODE_STEPSIZE;
|
||||||
}
|
}
|
||||||
|
|
||||||
lock (_characters)
|
lock (_characters)
|
||||||
|
|
Loading…
Reference in New Issue