Comment out unused scene loop restart code.

This has actually been unused since at least 0.7.2 due to earlier changes.
0.7.4.1
Justin Clark-Casey (justincc) 2012-03-23 01:03:10 +00:00
parent 08b8ebcc7e
commit bc2963d42a
1 changed files with 22 additions and 19 deletions

View File

@ -216,9 +216,7 @@ namespace OpenSim.Region.Framework.Scenes
// TODO: Possibly stop other classes being able to manipulate this directly.
private SceneGraph m_sceneGraph;
private volatile int m_bordersLocked;
// private int m_RestartTimerCounter;
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
// private int m_incrementsof15seconds;
private volatile bool m_backingup;
private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
@ -226,12 +224,17 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_physics_enabled = true;
private bool m_scripts_enabled = true;
private string m_defaultScriptEngine;
/// <summary>
/// Tick at which the last login occurred.
/// </summary>
private int m_LastLogin;
private Thread HeartbeatThread;
private volatile bool shuttingdown;
private int m_lastUpdate;
private bool m_firstHeartbeat = true;
// private int m_lastUpdate;
// private bool m_firstHeartbeat = true;
private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
private bool m_reprioritizationEnabled = true;
@ -801,7 +804,7 @@ namespace OpenSim.Region.Framework.Scenes
m_permissions = new ScenePermissions(this);
m_lastUpdate = Util.EnvironmentTickCount();
// m_lastUpdate = Util.EnvironmentTickCount();
}
#endregion
@ -1170,7 +1173,7 @@ namespace OpenSim.Region.Framework.Scenes
HeartbeatThread.Abort();
HeartbeatThread = null;
}
m_lastUpdate = Util.EnvironmentTickCount();
// m_lastUpdate = Util.EnvironmentTickCount();
HeartbeatThread
= Watchdog.StartThread(
@ -1222,8 +1225,8 @@ namespace OpenSim.Region.Framework.Scenes
while (!shuttingdown)
Update(-1);
m_lastUpdate = Util.EnvironmentTickCount();
m_firstHeartbeat = false;
// m_lastUpdate = Util.EnvironmentTickCount();
// m_firstHeartbeat = false;
}
finally
{
@ -2541,7 +2544,7 @@ namespace OpenSim.Region.Framework.Scenes
= (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
|| (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
CheckHeartbeat();
// CheckHeartbeat();
ScenePresence sp = GetScenePresence(client.AgentId);
@ -3117,7 +3120,7 @@ namespace OpenSim.Region.Framework.Scenes
public override void RemoveClient(UUID agentID, bool closeChildAgents)
{
CheckHeartbeat();
// CheckHeartbeat();
bool isChildAgent = false;
ScenePresence avatar = GetScenePresence(agentID);
if (avatar != null)
@ -4516,7 +4519,7 @@ namespace OpenSim.Region.Framework.Scenes
else
return health;
CheckHeartbeat();
// CheckHeartbeat();
return health;
}
@ -4704,14 +4707,14 @@ namespace OpenSim.Region.Framework.Scenes
return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
}
private void CheckHeartbeat()
{
if (m_firstHeartbeat)
return;
if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000)
StartTimer();
}
// private void CheckHeartbeat()
// {
// if (m_firstHeartbeat)
// return;
//
// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000)
// StartTimer();
// }
public override ISceneObject DeserializeObject(string representation)
{