Merge branch 'master' into careminster
commit
ded16d3529
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@ -1,4 +1,4 @@
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/*
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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@ -448,5 +448,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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SendAnimPack(animIDs, sequenceNums, objectIDs);
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}
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public void Close()
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{
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m_animations = null;
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m_scenePresence = null;
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}
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}
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}
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@ -790,37 +790,13 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void SendPrimUpdates()
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{
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m_perfMonMS = EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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m_sceneViewer.SendPrimUpdates();
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m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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/// <summary>
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/// Environment.TickCount is an int but it counts all 32 bits so it goes positive
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/// and negative every 24.9 days. This trims down TickCount so it doesn't wrap
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/// for the callers.
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/// This trims it to a 12 day interval so don't let your frame time get too long.
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/// </summary>
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/// <returns></returns>
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const Int32 EnvironmentTickCountMask = 0x3fffffff;
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private static Int32 EnvironmentTickCount() {
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return Environment.TickCount & EnvironmentTickCountMask;
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}
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/// <summary>
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/// Environment.TickCount is an int but it counts all 32 bits so it goes positive
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/// and negative every 24.9 days. Subtracts the passed value (previously fetched by
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/// 'EnvironmentTickCount()') and accounts for any wrapping.
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/// </summary>
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/// <returns>subtraction of passed prevValue from current Environment.TickCount</returns>
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private static Int32 EnvironmentTickCountSubtract(Int32 prevValue) {
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Int32 diff = EnvironmentTickCount() - prevValue;
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return (diff >= 0) ? diff : (diff + EnvironmentTickCountMask + 1);
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}
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#region Status Methods
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/// <summary>
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@ -1209,7 +1185,7 @@ namespace OpenSim.Region.Framework.Scenes
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// return;
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//}
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m_perfMonMS = EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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++m_movementUpdateCount;
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if (m_movementUpdateCount < 1)
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@ -1539,7 +1515,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_scene.EventManager.TriggerOnClientMovement(this);
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m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client)
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@ -2057,7 +2033,7 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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}
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m_perfMonMS = EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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Rotation = rotation;
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Vector3 direc = vec * rotation;
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@ -2099,7 +2075,7 @@ namespace OpenSim.Region.Framework.Scenes
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// TODO: Add the force instead of only setting it to support multiple forces per frame?
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m_forceToApply = direc;
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m_isNudging = Nudging;
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m_scene.StatsReporter.AddAgentTime(EnvironmentTickCount() - m_perfMonMS);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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#endregion
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@ -2168,7 +2144,7 @@ namespace OpenSim.Region.Framework.Scenes
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// server.
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if (remoteClient.IsActive)
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{
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m_perfMonMS = EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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PhysicsActor actor = m_physicsActor;
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Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero;
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@ -2181,7 +2157,7 @@ namespace OpenSim.Region.Framework.Scenes
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remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
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pos, velocity, Vector3.Zero, m_bodyRot, CollisionPlane, m_uuid, null, GetUpdatePriority(remoteClient)));
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m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentUpdates(1);
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}
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}
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@ -2191,11 +2167,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void SendTerseUpdateToAllClients()
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{
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m_perfMonMS = EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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m_scene.ForEachClient(SendTerseUpdateToClient);
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m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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public void SendCoarseLocations()
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@ -2215,7 +2191,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p)
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{
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m_perfMonMS = EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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List<Vector3> CoarseLocations = new List<Vector3>();
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List<UUID> AvatarUUIDs = new List<UUID>();
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@ -2251,7 +2227,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_controllingClient.SendCoarseLocationUpdate(AvatarUUIDs, CoarseLocations);
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m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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public void CoarseLocationChange()
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@ -2288,7 +2264,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void SendInitialFullUpdateToAllClients()
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{
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m_perfMonMS = EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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ScenePresence[] avatars = m_scene.GetScenePresences();
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@ -2314,14 +2290,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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m_scene.StatsReporter.AddAgentUpdates(avatars.Length);
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m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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//Animator.SendAnimPack();
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}
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public void SendFullUpdateToAllClients()
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{
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m_perfMonMS = EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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// only send update from root agents to other clients; children are only "listening posts"
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List<ScenePresence> avatars = m_scene.GetAvatars();
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@ -2331,7 +2307,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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m_scene.StatsReporter.AddAgentUpdates(avatars.Count);
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m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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Animator.SendAnimPack();
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}
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@ -2373,7 +2349,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void SendAppearanceToAllOtherAgents()
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{
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m_perfMonMS = EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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{
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@ -2383,7 +2359,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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});
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m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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/// <summary>
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@ -3200,11 +3176,13 @@ namespace OpenSim.Region.Framework.Scenes
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// I don't get it but mono crashes when you try to dispose of this timer,
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// unsetting the elapsed callback should be enough to allow for cleanup however.
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//m_reprioritizationTimer.Dispose();
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// m_reprioritizationTimer.Dispose();
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m_sceneViewer.Close();
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RemoveFromPhysicalScene();
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m_animator.Close();
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m_animator = null;
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}
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public ScenePresence()
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@ -75,7 +75,7 @@ namespace OpenSim.Region.Framework.Scenes
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UnAckedBytes = 24,
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}
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// Sending a stats update every 3 seconds
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// Sending a stats update every 3 seconds-
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private int statsUpdatesEveryMS = 3000;
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private float statsUpdateFactor = 0;
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private float m_timeDilation = 0;
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bin/IronMath.dll
BIN
bin/IronMath.dll
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@ -342,7 +342,7 @@
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; The MessagingServer is a companion of the UserServer. It uses
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; user_send_key and user_recv_key, too
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;messaging_server_url = "http://127.0.0.1:8006"
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messaging_server_url = "http://127.0.0.1:8006"
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; What is reported as the "X-Secondlife-Shard"
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; Defaults to the user server url if not set
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safemode = false
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[VivoxVoice]
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; The VivoxVoice module will allow you to provide voice on your
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; region(s). It uses the same voice technology as the LL grid and
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; works with recent LL clients (we have tested 1.22.9.110075, so
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RootReprioritizationDistance = 10.0
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ChildReprioritizationDistance = 20.0
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[WebStats]
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; View region statistics via a web page
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; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
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; Use a web browser and type in the "Login URI" + "/SStats/"
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; For example- http://127.0.0.1:9000/SStats/
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; enabled=false
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;;
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;; These are defaults that are overwritten below in [Architecture].
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;; These defaults allow OpenSim to work out of the box with
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Loading…
Reference in New Issue