Remove vestigal RegionStatus.SlaveScene.
This appears to be code clutter since the code that uses this has long gone.0.7.2-post-fixes
parent
3920e56dd4
commit
9ff3d9221b
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@ -33,15 +33,12 @@ namespace OpenSim.Framework
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{
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public delegate void restart(RegionInfo thisRegion);
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//public delegate void regionup (RegionInfo thisRegion);
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public enum RegionStatus : int
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{
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Down = 0,
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Up = 1,
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Crashed = 2,
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Starting = 3,
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SlaveScene = 4
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};
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/// <value>
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@ -929,25 +929,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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UUID sessionID = useCircuitCode.CircuitCode.SessionID;
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uint circuitCode = useCircuitCode.CircuitCode.Code;
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if (m_scene.RegionStatus != RegionStatus.SlaveScene)
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AuthenticateResponse sessionInfo;
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if (IsClientAuthorized(useCircuitCode, out sessionInfo))
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{
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AuthenticateResponse sessionInfo;
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if (IsClientAuthorized(useCircuitCode, out sessionInfo))
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{
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AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo);
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}
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else
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{
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// Don't create circuits for unauthorized clients
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m_log.WarnFormat(
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"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
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useCircuitCode.CircuitCode.ID, useCircuitCode.CircuitCode.Code, remoteEndPoint);
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}
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AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo);
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}
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else
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{
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// Slave regions don't accept new clients
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m_log.Debug("[LLUDPSERVER]: Slave region " + m_scene.RegionInfo.RegionName + " ignoring UseCircuitCode packet");
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// Don't create circuits for unauthorized clients
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m_log.WarnFormat(
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"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
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useCircuitCode.CircuitCode.ID, useCircuitCode.CircuitCode.Code, remoteEndPoint);
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}
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}
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@ -1288,56 +1288,53 @@ namespace OpenSim.Region.Framework.Scenes
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tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
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}
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if (RegionStatus != RegionStatus.SlaveScene)
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if (Frame % m_update_events == 0)
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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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if (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 (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 (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 (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 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 (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 (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 (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 (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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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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