Yet more things out of the main Update thread loop and into threadlets. This time, SendPrimsUpdate. Plus a few more tweaks on triggering actions from the Update loop. #LoginLag.
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74c68474e0
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ed26376ec5
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@ -150,7 +150,7 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_update_backup = 200;
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private int m_update_backup = 200;
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private int m_update_terrain = 50;
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private int m_update_terrain = 50;
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private int m_update_land = 1;
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private int m_update_land = 1;
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private int m_update_coarse_locations = 50;
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private int m_update_coarse_locations = 80;
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private int frameMS;
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private int frameMS;
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private int physicsMS2;
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private int physicsMS2;
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@ -1274,7 +1274,7 @@ namespace OpenSim.Region.Framework.Scenes
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physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
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physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
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// Delete temp-on-rez stuff
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// Delete temp-on-rez stuff
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if (m_frame % m_update_backup == 0 && !m_cleaningTemps)
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if (m_frame % 1000 == 0 && !m_cleaningTemps)
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{
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{
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int tmpTempOnRezMS = Util.EnvironmentTickCount();
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int tmpTempOnRezMS = Util.EnvironmentTickCount();
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m_cleaningTemps = true;
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m_cleaningTemps = true;
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@ -1400,13 +1400,12 @@ namespace OpenSim.Region.Framework.Scenes
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private void CheckAtTargets()
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private void CheckAtTargets()
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{
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{
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Dictionary<UUID, SceneObjectGroup>.ValueCollection objs;
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lock (m_groupsWithTargets)
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lock (m_groupsWithTargets)
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{
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objs = m_groupsWithTargets.Values;
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foreach (SceneObjectGroup entry in m_groupsWithTargets.Values)
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{
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foreach (SceneObjectGroup entry in objs)
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entry.checkAtTargets();
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entry.checkAtTargets();
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}
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}
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}
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}
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@ -2279,6 +2279,8 @@ namespace OpenSim.Region.Framework.Scenes
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#region Overridden Methods
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#region Overridden Methods
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private bool sendingPrims = false;
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public override void Update()
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public override void Update()
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{
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{
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const float ROTATION_TOLERANCE = 0.01f;
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const float ROTATION_TOLERANCE = 0.01f;
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@ -2286,7 +2288,8 @@ namespace OpenSim.Region.Framework.Scenes
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const float POSITION_TOLERANCE = 0.05f;
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const float POSITION_TOLERANCE = 0.05f;
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//const int TIME_MS_TOLERANCE = 3000;
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//const int TIME_MS_TOLERANCE = 3000;
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SendPrimUpdates();
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if (!sendingPrims)
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Util.FireAndForget(delegate { sendingPrims = true; SendPrimUpdates(); sendingPrims = false; });
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if (m_isChildAgent == false)
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if (m_isChildAgent == false)
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{
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{
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