Commented out the UpdateLand call from the Update thread loop, because this may be causing the #LoginLag. Attachments taint the prim count. Twice. Each.

viewer-2-initial-appearance
Diva Canto 2010-12-14 17:50:37 -08:00
parent eb07dfc900
commit e3262ef5ac
2 changed files with 7 additions and 6 deletions

View File

@ -1302,12 +1302,12 @@ namespace OpenSim.Region.Framework.Scenes
terrainMS = Util.EnvironmentTickCountSubtract(terMS);
}
if (m_frame % m_update_land == 0)
{
int ldMS = Util.EnvironmentTickCount();
UpdateLand();
landMS = Util.EnvironmentTickCountSubtract(ldMS);
}
//if (m_frame % m_update_land == 0)
//{
// int ldMS = Util.EnvironmentTickCount();
// UpdateLand();
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
//}
frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;

View File

@ -2314,6 +2314,7 @@ namespace OpenSim.Region.Framework.Scenes
// followed suggestion from mic bowman. reversed the two lines below.
if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something
CheckForBorderCrossing();
CheckForSignificantMovement(); // sends update to the modules.
}
}