Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
bc67bc0d94
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@ -574,11 +574,13 @@ namespace OpenSim.Framework
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{
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public ISceneEntity Entity;
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public PrimUpdateFlags Flags;
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public float TimeDilation;
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, float timedilation)
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{
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Entity = entity;
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Flags = flags;
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TimeDilation = timedilation;
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}
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}
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@ -3554,7 +3554,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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double priority = m_prioritizer.GetUpdatePriority(this, entity);
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lock (m_entityUpdates.SyncRoot)
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m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags), entity.LocalId);
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m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation), entity.LocalId);
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}
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private void ProcessEntityUpdates(int maxUpdates)
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@ -3570,14 +3570,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
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// condition where a kill can be processed before an out-of-date update for the same object.
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lock (m_killRecord)
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{
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{
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float avgTimeDilation = 1.0f;
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EntityUpdate update;
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while (updatesThisCall < maxUpdates)
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{
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lock (m_entityUpdates.SyncRoot)
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if (!m_entityUpdates.TryDequeue(out update))
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break;
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avgTimeDilation += update.TimeDilation;
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avgTimeDilation *= 0.5f;
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if (update.Entity is SceneObjectPart)
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{
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SceneObjectPart part = (SceneObjectPart)update.Entity;
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@ -3725,8 +3728,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region Packet Sending
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const float TIME_DILATION = 1.0f;
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ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f);
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//const float TIME_DILATION = 1.0f;
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ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
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if (terseAgentUpdateBlocks.IsValueCreated)
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{
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@ -3739,7 +3744,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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OutPacket(packet, ThrottleOutPacketType.Unknown, true);
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}
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@ -105,12 +105,11 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
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}
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}
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// This should not be here
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//if (Requests.ContainsKey(fileName))
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//{
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// RequestXfer(Requests[fileName].remoteClient, Requests[fileName].xferID, fileName);
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// Requests.Remove(fileName);
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//}
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if (Requests.ContainsKey(fileName))
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{
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RequestXfer(Requests[fileName].remoteClient, Requests[fileName].xferID, fileName);
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Requests.Remove(fileName);
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}
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return true;
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}
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@ -287,6 +287,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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private OdePrim cp1;
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private OdeCharacter cc2;
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private OdePrim cp2;
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private int tickCountFrameRun;
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private int latertickcount=0;
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//private int cStartStop = 0;
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//private string cDictKey = "";
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@ -3123,6 +3126,22 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
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}
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latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun;
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// OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics
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// has a max of 100 ms to run theoretically.
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// If the main loop stalls, it calls Simulate later which makes the tick count ms larger.
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// If Physics stalls, it takes longer which makes the tick count ms larger.
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if (latertickcount < 100)
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m_timeDilation = 1.0f;
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else
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{
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m_timeDilation = 100f / latertickcount;
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//m_timeDilation = Math.Min((Math.Max(100 - (Util.EnvironmentTickCount() - tickCountFrameRun), 1) / 100f), 1.0f);
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}
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tickCountFrameRun = Util.EnvironmentTickCount();
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}
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return fps;
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