diff --git a/OpenSim/Region/Framework/Scenes/EntityBase.cs b/OpenSim/Region/Framework/Scenes/EntityBase.cs index 680a4a3214..664be01dbb 100644 --- a/OpenSim/Region/Framework/Scenes/EntityBase.cs +++ b/OpenSim/Region/Framework/Scenes/EntityBase.cs @@ -37,7 +37,7 @@ namespace OpenSim.Region.Framework.Scenes { public abstract class EntityBase : ISceneEntity { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); +// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// The scene to which this entity belongs diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 98bc44f9be..63ac5f67fa 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -212,7 +212,6 @@ namespace OpenSim.Region.Framework.Scenes private bool m_firstHeartbeat = true; private object m_deleting_scene_object = new object(); - private object m_cleaningAttachments = new object(); private bool m_cleaningTemps = false; diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index d43f67f813..3dec218c02 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -171,8 +171,6 @@ namespace OpenSim.Region.Framework.Scenes private Vector3 m_lastChildAgentUpdatePosition; private Vector3 m_lastChildAgentUpdateCamPosition; - private int m_perfMonMS; - private bool m_flyingOld; // add for fly velocity control public bool m_wasFlying; // add for fly velocity control @@ -1417,8 +1415,6 @@ namespace OpenSim.Region.Framework.Scenes // return; //} -// m_perfMonMS = Util.EnvironmentTickCount(); - ++m_movementUpdateCount; if (m_movementUpdateCount < 1) m_movementUpdateCount = 1; @@ -1712,9 +1708,6 @@ namespace OpenSim.Region.Framework.Scenes } m_scene.EventManager.TriggerOnClientMovement(this); - - // It doesn't make sense to add this to frame stats as this update is processed indepedently of the scene loop -// m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); } ///