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
parent
08b8ebcc7e
commit
bc2963d42a
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@ -216,9 +216,7 @@ namespace OpenSim.Region.Framework.Scenes
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// TODO: Possibly stop other classes being able to manipulate this directly.
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// TODO: Possibly stop other classes being able to manipulate this directly.
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private SceneGraph m_sceneGraph;
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private SceneGraph m_sceneGraph;
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private volatile int m_bordersLocked;
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private volatile int m_bordersLocked;
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// private int m_RestartTimerCounter;
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private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
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private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
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// private int m_incrementsof15seconds;
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private volatile bool m_backingup;
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private volatile bool m_backingup;
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private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
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private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
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private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
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private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
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@ -226,12 +224,17 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_physics_enabled = true;
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private bool m_physics_enabled = true;
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private bool m_scripts_enabled = true;
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private bool m_scripts_enabled = true;
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private string m_defaultScriptEngine;
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private string m_defaultScriptEngine;
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/// <summary>
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/// Tick at which the last login occurred.
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/// </summary>
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private int m_LastLogin;
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private int m_LastLogin;
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private Thread HeartbeatThread;
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private Thread HeartbeatThread;
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private volatile bool shuttingdown;
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private volatile bool shuttingdown;
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private int m_lastUpdate;
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// private int m_lastUpdate;
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private bool m_firstHeartbeat = true;
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// private bool m_firstHeartbeat = true;
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private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
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private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
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private bool m_reprioritizationEnabled = true;
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private bool m_reprioritizationEnabled = true;
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@ -801,7 +804,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_permissions = new ScenePermissions(this);
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m_permissions = new ScenePermissions(this);
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m_lastUpdate = Util.EnvironmentTickCount();
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// m_lastUpdate = Util.EnvironmentTickCount();
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}
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}
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#endregion
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#endregion
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@ -1170,7 +1173,7 @@ namespace OpenSim.Region.Framework.Scenes
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HeartbeatThread.Abort();
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HeartbeatThread.Abort();
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HeartbeatThread = null;
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HeartbeatThread = null;
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}
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}
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m_lastUpdate = Util.EnvironmentTickCount();
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// m_lastUpdate = Util.EnvironmentTickCount();
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HeartbeatThread
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HeartbeatThread
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= Watchdog.StartThread(
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= Watchdog.StartThread(
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@ -1222,8 +1225,8 @@ namespace OpenSim.Region.Framework.Scenes
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while (!shuttingdown)
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while (!shuttingdown)
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Update(-1);
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Update(-1);
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m_lastUpdate = Util.EnvironmentTickCount();
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// m_lastUpdate = Util.EnvironmentTickCount();
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m_firstHeartbeat = false;
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// m_firstHeartbeat = false;
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}
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}
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finally
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finally
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{
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{
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@ -2541,7 +2544,7 @@ namespace OpenSim.Region.Framework.Scenes
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= (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
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= (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
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|| (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
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|| (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
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CheckHeartbeat();
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// CheckHeartbeat();
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ScenePresence sp = GetScenePresence(client.AgentId);
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ScenePresence sp = GetScenePresence(client.AgentId);
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@ -3117,7 +3120,7 @@ namespace OpenSim.Region.Framework.Scenes
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public override void RemoveClient(UUID agentID, bool closeChildAgents)
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public override void RemoveClient(UUID agentID, bool closeChildAgents)
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{
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{
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CheckHeartbeat();
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// CheckHeartbeat();
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bool isChildAgent = false;
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bool isChildAgent = false;
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ScenePresence avatar = GetScenePresence(agentID);
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ScenePresence avatar = GetScenePresence(agentID);
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if (avatar != null)
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if (avatar != null)
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@ -4516,7 +4519,7 @@ namespace OpenSim.Region.Framework.Scenes
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else
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else
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return health;
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return health;
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CheckHeartbeat();
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// CheckHeartbeat();
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return health;
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return health;
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}
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}
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@ -4704,14 +4707,14 @@ namespace OpenSim.Region.Framework.Scenes
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return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
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return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
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}
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}
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private void CheckHeartbeat()
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// private void CheckHeartbeat()
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{
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// {
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if (m_firstHeartbeat)
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// if (m_firstHeartbeat)
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return;
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// return;
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//
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if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000)
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// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000)
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StartTimer();
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// StartTimer();
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}
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// }
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public override ISceneObject DeserializeObject(string representation)
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public override ISceneObject DeserializeObject(string representation)
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{
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{
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