Experimental reorder of Heartbeat loop now simulates physics and sends updates to clients prior to sleep. Existing behavior was to sleep BEFORE sending updates. We found this patch reduced latency to clients by 1-2 heartbeat periods.
parent
9bdf118e0d
commit
a85ff884d9
|
@ -1230,8 +1230,32 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// m_log.DebugFormat("[SCENE]: Processing frame {0}", Frame);
|
||||
|
||||
try
|
||||
{
|
||||
int tmpAgentMS = Util.EnvironmentTickCount();
|
||||
{
|
||||
int tmpPhysicsMS2 = Util.EnvironmentTickCount();
|
||||
if ((Frame % m_update_physics == 0) && m_physics_enabled)
|
||||
m_sceneGraph.UpdatePreparePhysics();
|
||||
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
|
||||
|
||||
// Apply any pending avatar force input to the avatar's velocity
|
||||
int tmpAgentMS = Util.EnvironmentTickCount();
|
||||
if (Frame % m_update_entitymovement == 0)
|
||||
m_sceneGraph.UpdateScenePresenceMovement();
|
||||
agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
|
||||
|
||||
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
|
||||
// velocity
|
||||
int tmpPhysicsMS = Util.EnvironmentTickCount();
|
||||
if (Frame % m_update_physics == 0)
|
||||
{
|
||||
if (m_physics_enabled)
|
||||
physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
|
||||
|
||||
if (SynchronizeScene != null)
|
||||
SynchronizeScene(this);
|
||||
}
|
||||
physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
|
||||
|
||||
tmpAgentMS = Util.EnvironmentTickCount();
|
||||
|
||||
// Check if any objects have reached their targets
|
||||
CheckAtTargets();
|
||||
|
@ -1259,33 +1283,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
});
|
||||
}
|
||||
|
||||
agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
|
||||
|
||||
int tmpPhysicsMS2 = Util.EnvironmentTickCount();
|
||||
if ((Frame % m_update_physics == 0) && m_physics_enabled)
|
||||
m_sceneGraph.UpdatePreparePhysics();
|
||||
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
|
||||
|
||||
// Apply any pending avatar force input to the avatar's velocity
|
||||
if (Frame % m_update_entitymovement == 0)
|
||||
{
|
||||
tmpAgentMS = Util.EnvironmentTickCount();
|
||||
m_sceneGraph.UpdateScenePresenceMovement();
|
||||
agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
|
||||
}
|
||||
|
||||
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
|
||||
// velocity
|
||||
int tmpPhysicsMS = Util.EnvironmentTickCount();
|
||||
if (Frame % m_update_physics == 0)
|
||||
{
|
||||
if (m_physics_enabled)
|
||||
physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
|
||||
|
||||
if (SynchronizeScene != null)
|
||||
SynchronizeScene(this);
|
||||
}
|
||||
physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
|
||||
agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
|
||||
|
||||
// Delete temp-on-rez stuff
|
||||
if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
|
||||
|
|
Loading…
Reference in New Issue