Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster
commit
db31c9fe58
|
@ -1386,10 +1386,12 @@ namespace OpenSim.Region.Framework.Scenes
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int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
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int previousFrameTick;
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int maintc;
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int sleepMS;
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int framestart;
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while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
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{
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maintc = Util.EnvironmentTickCount();
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framestart = Util.EnvironmentTickCount();
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++Frame;
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// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
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@ -1476,7 +1478,7 @@ namespace OpenSim.Region.Framework.Scenes
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// landMS = Util.EnvironmentTickCountSubtract(ldMS);
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//}
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frameMS = Util.EnvironmentTickCountSubtract(maintc);
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// frameMS = Util.EnvironmentTickCountSubtract(maintc);
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otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
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// if (Frame%m_update_avatars == 0)
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@ -1491,7 +1493,7 @@ namespace OpenSim.Region.Framework.Scenes
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// frameMS currently records work frame times, not total frame times (work + any required sleep to
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// reach min frame time.
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StatsReporter.addFrameMS(frameMS);
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// StatsReporter.addFrameMS(frameMS);
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StatsReporter.addAgentMS(agentMS);
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StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
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@ -1548,14 +1550,22 @@ namespace OpenSim.Region.Framework.Scenes
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previousFrameTick = m_lastFrameTick;
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m_lastFrameTick = Util.EnvironmentTickCount();
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maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
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maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
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maintc = (int)(MinFrameTime * 1000) - maintc;
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m_firstHeartbeat = false;
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sleepMS = Util.EnvironmentTickCount();
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if (maintc > 0)
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Thread.Sleep(maintc);
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sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
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frameMS = Util.EnvironmentTickCountSubtract(framestart);
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StatsReporter.addSleepMS(sleepMS);
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StatsReporter.addFrameMS(frameMS);
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// Optionally warn if a frame takes double the amount of time that it should.
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if (DebugUpdates
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&& Util.EnvironmentTickCountSubtract(
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@ -2339,7 +2339,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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pa.PIDHoverHeight = height;
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pa.PIDHoverType = hoverType;
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pa.PIDTau = tau;
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pa.PIDHoverTau = tau;
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pa.PIDHoverActive = true;
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}
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else
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@ -2664,19 +2664,21 @@ namespace OpenSim.Region.Framework.Scenes
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Quaternion oldRootRotation = linkPart.RotationOffset;
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linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
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linkPart.ParentID = m_rootPart.LocalId;
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linkPart.GroupPosition = AbsolutePosition;
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Vector3 axPos = linkPart.OffsetPosition;
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linkPart.ParentID = m_rootPart.LocalId;
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linkPart.GroupPosition = AbsolutePosition;
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Vector3 axPos = linkPart.OffsetPosition;
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Quaternion parentRot = m_rootPart.RotationOffset;
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axPos *= Quaternion.Inverse(parentRot);
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linkPart.OffsetPosition = axPos;
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Quaternion oldRot = linkPart.RotationOffset;
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Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
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linkPart.RotationOffset = newRot;
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linkPart.ParentID = m_rootPart.LocalId;
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// linkPart.ParentID = m_rootPart.LocalId; done above
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if (m_rootPart.LinkNum == 0)
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m_rootPart.LinkNum = 1;
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@ -3708,15 +3710,24 @@ namespace OpenSim.Region.Framework.Scenes
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if (togroup)
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{
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// related to group
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if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
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{
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if ((change & ObjectChangeType.Rotation) != 0)
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{
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group.RootPart.UpdateRotation(data.rotation);
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updateType = updatetype.none;
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}
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if ((change & ObjectChangeType.Position) != 0)
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{
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group.AbsolutePosition = data.position;
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updateType = updatetype.groupterse;
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}
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if ((change & ObjectChangeType.Rotation) != 0)
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else
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// ugly rotation update of all parts
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{
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group.RootPart.UpdateRotation(data.rotation);
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updateType = updatetype.none;
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group.AbsolutePosition = AbsolutePosition;
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}
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}
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if ((change & ObjectChangeType.Scale) != 0)
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{
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@ -3741,10 +3752,10 @@ namespace OpenSim.Region.Framework.Scenes
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if (part == group.RootPart)
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{
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if ((change & ObjectChangeType.Position) != 0)
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group.UpdateRootPosition(data.position);
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if ((change & ObjectChangeType.Rotation) != 0)
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group.UpdateRootRotation(data.rotation);
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if ((change & ObjectChangeType.Position) != 0)
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group.UpdateRootPosition(data.position);
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if ((change & ObjectChangeType.Scale) != 0)
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part.Resize(data.scale);
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}
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@ -755,7 +755,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_movementAnimationUpdateCounter = 0;
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if (Animator != null)
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{
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if(ParentID == 0) // skip it if sitting
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if(ParentID == 0 && !SitGround) // skip it if sitting
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Animator.UpdateMovementAnimations();
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}
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else
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@ -75,7 +75,20 @@ namespace OpenSim.Region.Framework.Scenes
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OutPacketsPerSecond = 18,
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PendingDownloads = 19,
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PendingUploads = 20,
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VirtualSizeKB = 21,
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ResidentSizeKB = 22,
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PendingLocalUploads = 23,
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UnAckedBytes = 24,
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PhysicsPinnedTasks = 25,
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PhysicsLODTasks = 26,
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PhysicsStepMS = 27,
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PhysicsShapeMS = 28,
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PhysicsOtherMS = 29,
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PhysicsMemory = 30,
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ScriptEPS = 31,
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SimSpareTime = 32,
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SimSleepTime = 33,
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IOPumpTime = 34
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}
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/// <summary>
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@ -123,7 +136,7 @@ namespace OpenSim.Region.Framework.Scenes
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// saved last reported value so there is something available for llGetRegionFPS
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private float lastReportedSimFPS = 0;
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private float[] lastReportedSimStats = new float[21];
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private float[] lastReportedSimStats = new float[23];
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private float m_pfps = 0;
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/// <summary>
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@ -142,6 +155,8 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_physicsMS = 0;
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private int m_imageMS = 0;
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private int m_otherMS = 0;
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private int m_sleeptimeMS = 0;
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//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
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//Ckrinke private int m_scriptMS = 0;
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@ -200,7 +215,7 @@ namespace OpenSim.Region.Framework.Scenes
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private void statsHeartBeat(object sender, EventArgs e)
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{
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SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21];
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SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
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SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
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// Know what's not thread safe in Mono... modifying timers.
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@ -238,18 +253,38 @@ namespace OpenSim.Region.Framework.Scenes
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physfps = 0;
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#endregion
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float factor = 1 / statsUpdateFactor;
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if (reportedFPS <= 0)
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reportedFPS = 1;
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//Our time dilation is 0.91 when we're running a full speed,
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// therefore to make sure we get an appropriate range,
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// we have to factor in our error. (0.10f * statsUpdateFactor)
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// multiplies the fix for the error times the amount of times it'll occur a second
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// / 10 divides the value by the number of times the sim heartbeat runs (10fps)
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// Then we divide the whole amount by the amount of seconds pass in between stats updates.
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float perframe = 1.0f / (float)reportedFPS;
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// 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
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// values to X-per-second values.
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float TotalFrameTime = m_frameMS * perframe;
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for (int i = 0; i < 21; i++)
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float targetframetime = 1100.0f / (float)m_nominalReportedFps;
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float sparetime;
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if (TotalFrameTime > targetframetime )
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sparetime = 0;
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else
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{
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sparetime = m_frameMS - m_physicsMS - m_agentMS;
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sparetime *= perframe;
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if (sparetime < 0)
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sparetime = 0;
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else if (sparetime > TotalFrameTime)
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sparetime = TotalFrameTime;
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}
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// other MS is actually simulation time
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// m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
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// m_imageMS m_netMS are not included in m_frameMS
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m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
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if (m_otherMS < 0)
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m_otherMS = 0;
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for (int i = 0; i < 23; i++)
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{
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sb[i] = new SimStatsPacket.StatBlock();
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}
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@ -279,19 +314,25 @@ namespace OpenSim.Region.Framework.Scenes
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sb[7].StatValue = m_activePrim;
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sb[8].StatID = (uint)Stats.FrameMS;
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sb[8].StatValue = m_frameMS / statsUpdateFactor;
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// sb[8].StatValue = m_frameMS / statsUpdateFactor;
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sb[8].StatValue = TotalFrameTime;
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sb[9].StatID = (uint)Stats.NetMS;
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sb[9].StatValue = m_netMS / statsUpdateFactor;
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// sb[9].StatValue = m_netMS / statsUpdateFactor;
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sb[9].StatValue = m_netMS * perframe;
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sb[10].StatID = (uint)Stats.PhysicsMS;
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sb[10].StatValue = m_physicsMS / statsUpdateFactor;
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// sb[10].StatValue = m_physicsMS / statsUpdateFactor;
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sb[10].StatValue = m_physicsMS * perframe;
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sb[11].StatID = (uint)Stats.ImageMS ;
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sb[11].StatValue = m_imageMS / statsUpdateFactor;
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// sb[11].StatValue = m_imageMS / statsUpdateFactor;
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sb[11].StatValue = m_imageMS * perframe;
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sb[12].StatID = (uint)Stats.OtherMS;
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sb[12].StatValue = m_otherMS / statsUpdateFactor;
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// sb[12].StatValue = m_otherMS / statsUpdateFactor;
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sb[12].StatValue = m_otherMS * perframe;
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sb[13].StatID = (uint)Stats.InPacketsPerSecond;
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sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor);
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@ -303,7 +344,8 @@ namespace OpenSim.Region.Framework.Scenes
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sb[15].StatValue = m_unAckedBytes;
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sb[16].StatID = (uint)Stats.AgentMS;
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sb[16].StatValue = m_agentMS / statsUpdateFactor;
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// sb[16].StatValue = m_agentMS / statsUpdateFactor;
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sb[16].StatValue = m_agentMS * perframe;
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sb[17].StatID = (uint)Stats.PendingDownloads;
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sb[17].StatValue = m_pendingDownloads;
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@ -317,7 +359,13 @@ namespace OpenSim.Region.Framework.Scenes
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sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
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sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
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for (int i = 0; i < 21; i++)
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sb[21].StatID = (uint)Stats.SimSpareTime;
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sb[21].StatValue = sparetime;
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sb[22].StatID = (uint)Stats.SimSleepTime;
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sb[22].StatValue = m_sleeptimeMS * perframe;
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for (int i = 0; i < 23; i++)
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{
|
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lastReportedSimStats[i] = sb[i].StatValue;
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}
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@ -358,6 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_physicsMS = 0;
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m_imageMS = 0;
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m_otherMS = 0;
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m_sleeptimeMS = 0;
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//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
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//Ckrinke m_scriptMS = 0;
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@ -484,6 +533,11 @@ namespace OpenSim.Region.Framework.Scenes
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m_otherMS += ms;
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}
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public void addSleepMS(int ms)
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{
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m_sleeptimeMS += ms;
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}
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|
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public void AddPendingDownloads(int count)
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{
|
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m_pendingDownloads += count;
|
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|
|
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@ -461,6 +461,13 @@ namespace OpenSim.Region.Physics.OdePlugin
|
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}
|
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}
|
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|
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public override bool IsVolumeDtc
|
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{
|
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set { return; }
|
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get { return m_isVolumeDetect; }
|
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|
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}
|
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|
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public override bool Phantom
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{
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get { return m_isphantom; }
|
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@ -598,6 +605,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
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}
|
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}
|
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|
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|
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public override Vector3 CenterOfMass
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{
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get { return Vector3.Zero; }
|
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@ -1372,6 +1380,25 @@ namespace OpenSim.Region.Physics.OdePlugin
|
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}
|
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}
|
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|
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|
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private void UpdateDataFromGeom()
|
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{
|
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if (prim_geom != IntPtr.Zero)
|
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{
|
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d.Quaternion qtmp;
|
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d.GeomCopyQuaternion(prim_geom, out qtmp);
|
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_orientation.W = qtmp.W;
|
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_orientation.X = qtmp.X;
|
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_orientation.Y = qtmp.Y;
|
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_orientation.Z = qtmp.Z;
|
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|
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d.Vector3 lpos = d.GeomGetPosition(prim_geom);
|
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_position.X = lpos.X;
|
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_position.Y = lpos.Y;
|
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_position.Z = lpos.Z;
|
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}
|
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}
|
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|
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public void disableBody()
|
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{
|
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//this kills the body so things like 'mesh' can re-create it.
|
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|
@ -1400,25 +1427,31 @@ namespace OpenSim.Region.Physics.OdePlugin
|
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}
|
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}
|
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|
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d.BodyDestroy(Body);
|
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UpdateDataFromGeom();
|
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|
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lock (childrenPrim)
|
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{
|
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if (childrenPrim.Count > 0)
|
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{
|
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foreach (OdePrim prm in childrenPrim)
|
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{
|
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if (prm.m_NoColide && prm.prim_geom != IntPtr.Zero)
|
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if (prm.prim_geom != IntPtr.Zero)
|
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{
|
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if (prm.m_NoColide)
|
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{
|
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d.GeomSetCategoryBits(prm.prim_geom, 0);
|
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d.GeomSetCollideBits(prm.prim_geom, 0);
|
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d.GeomDisable(prm.prim_geom);
|
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}
|
||||
|
||||
}
|
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prm.UpdateDataFromGeom();
|
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}
|
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_parent_scene.remActivePrim(prm);
|
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prm.Body = IntPtr.Zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
d.BodyDestroy(Body);
|
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Body = IntPtr.Zero;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -346,12 +346,11 @@ namespace OpenSim.Region.Physics.OdePlugin
|
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m_iscollidingObj = true;
|
||||
|
||||
// m_iscollidingObj = value;
|
||||
/*
|
||||
|
||||
if (m_iscollidingObj)
|
||||
m_pidControllerActive = false;
|
||||
else
|
||||
m_pidControllerActive = true;
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -2467,15 +2467,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
{
|
||||
d.Quaternion qtmp = new d.Quaternion { };
|
||||
d.Quaternion qtmp;
|
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d.GeomCopyQuaternion(prim_geom, out qtmp);
|
||||
_orientation.W = qtmp.W;
|
||||
_orientation.X = qtmp.X;
|
||||
_orientation.Y = qtmp.Y;
|
||||
_orientation.Z = qtmp.Z;
|
||||
|
||||
d.Vector3 lpos;
|
||||
d.GeomCopyPosition(prim_geom, out lpos);
|
||||
d.Vector3 lpos = d.GeomGetPosition(prim_geom);
|
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_position.X = lpos.X;
|
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_position.Y = lpos.Y;
|
||||
_position.Z = lpos.Z;
|
||||
|
@ -3565,8 +3564,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
bool lastZeroFlag = _zeroFlag;
|
||||
|
||||
d.Vector3 lpos;
|
||||
d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
|
||||
d.Vector3 lpos = d.GeomGetPosition(prim_geom);
|
||||
|
||||
d.Quaternion ori;
|
||||
d.GeomCopyQuaternion(prim_geom, out ori);
|
||||
|
|
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