Get OdeScene to use passed in time step rather than hard-coded 0.089
However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference0.7.2-post-fixes
parent
299cc2d12d
commit
ea5d1d0ff0
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@ -1124,7 +1124,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void StartTimer()
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{
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//m_log.Debug("[SCENE]: Starting timer");
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// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
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//m_heartbeatTimer.Enabled = true;
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//m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
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//m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
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@ -1199,6 +1200,8 @@ namespace OpenSim.Region.Framework.Scenes
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++Frame;
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// m_log.DebugFormat("[SCENE]: Processing frame {0}", Frame);
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try
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{
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int tmpAgentMS = Util.EnvironmentTickCount();
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@ -1316,6 +1319,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (LoginsDisabled && Frame == 20)
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{
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// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
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// In 99.9% of cases it is a bad idea to manually force garbage collection. However,
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// this is a rare case where we know we have just went through a long cycle of heap
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// allocations, and there is no more work to be done until someone logs in
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@ -1332,8 +1337,9 @@ namespace OpenSim.Region.Framework.Scenes
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EventManager.TriggerLoginsEnabled(RegionInfo.RegionName);
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}
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m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
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// For RegionReady lockouts
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if( LoginLock == false)
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if(LoginLock == false)
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{
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LoginsDisabled = false;
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}
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@ -105,7 +105,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
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m_log.DebugFormat("[RegionReady]: Enabled for region {0}", scene.RegionInfo.RegionName);
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if(m_disable_logins == true)
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if (m_disable_logins == true)
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{
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scene.LoginLock = true;
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scene.LoginsDisabled = true;
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@ -2610,24 +2610,27 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
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framecount++;
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float fps = 0;
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float timeLeft = timeStep;
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//m_log.Info(timeStep.ToString());
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step_time += timeStep;
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// If We're loaded down by something else,
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// or debugging with the Visual Studio project on pause
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// skip a few frames to catch up gracefully.
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// without shooting the physicsactors all over the place
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if (step_time >= m_SkipFramesAtms)
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{
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// Instead of trying to catch up, it'll do 5 physics frames only
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step_time = ODE_STEPSIZE;
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m_physicsiterations = 5;
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}
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else
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{
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m_physicsiterations = 10;
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}
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// step_time += timeStep;
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//
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// // If We're loaded down by something else,
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// // or debugging with the Visual Studio project on pause
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// // skip a few frames to catch up gracefully.
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// // without shooting the physicsactors all over the place
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//
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// if (step_time >= m_SkipFramesAtms)
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// {
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// // Instead of trying to catch up, it'll do 5 physics frames only
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// step_time = ODE_STEPSIZE;
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// m_physicsiterations = 5;
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// }
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// else
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// {
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// m_physicsiterations = 10;
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// }
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if (SupportsNINJAJoints)
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{
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@ -2650,18 +2653,14 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
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//base.TriggerPhysicsBasedRestart();
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//}
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int i = 0;
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// Figure out the Frames Per Second we're going at.
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//(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
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fps = (step_time / ODE_STEPSIZE) * 1000;
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fps = (timeStep / ODE_STEPSIZE) * 1000;
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// HACK: Using a time dilation of 1.0 to debug rubberbanding issues
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//m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
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step_time = 0.089f;
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while (step_time > 0.0f)
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while (timeLeft > 0.0f)
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{
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try
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{
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@ -2802,14 +2801,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
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ode.dunlock(world);
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}
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step_time -= ODE_STEPSIZE;
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i++;
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//}
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//else
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//{
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//fps = 0;
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//}
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//}
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timeLeft -= ODE_STEPSIZE;
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}
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lock (_characters)
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