Remove unnecessary shutting down check in Scene.Heartbeat(). Add some method doc. Rename HeartbeatThread, shuttingdown to conform to code standards.
parent
47fe6170b2
commit
fec7016665
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@ -230,8 +230,19 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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private int m_LastLogin;
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private int m_LastLogin;
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private Thread HeartbeatThread;
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/// <summary>
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private volatile bool shuttingdown;
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/// Thread that runs the scene loop.
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/// </summary>
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private Thread m_heartbeatThread;
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/// <summary>
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/// True if these scene is in the process of shutting down or is shutdown.
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/// </summary>
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public bool ShuttingDown
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{
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get { return m_shuttingDown; }
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}
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private volatile bool m_shuttingDown;
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// private int m_lastUpdate;
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// private int m_lastUpdate;
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// private bool m_firstHeartbeat = true;
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// private bool m_firstHeartbeat = true;
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@ -818,11 +829,6 @@ namespace OpenSim.Region.Framework.Scenes
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#region Startup / Close Methods
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#region Startup / Close Methods
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public bool ShuttingDown
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{
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get { return shuttingdown; }
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}
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/// <value>
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/// <value>
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/// The scene graph for this scene
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/// The scene graph for this scene
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/// </value>
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/// </value>
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@ -1139,8 +1145,7 @@ namespace OpenSim.Region.Framework.Scenes
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ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
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ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
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// Stop updating the scene objects and agents.
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// Stop updating the scene objects and agents.
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//m_heartbeatTimer.Close();
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m_shuttingDown = true;
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shuttingdown = true;
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m_log.Debug("[SCENE]: Persisting changed objects");
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m_log.Debug("[SCENE]: Persisting changed objects");
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EventManager.TriggerSceneShuttingDown(this);
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EventManager.TriggerSceneShuttingDown(this);
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@ -1173,14 +1178,14 @@ namespace OpenSim.Region.Framework.Scenes
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//m_heartbeatTimer.Enabled = true;
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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.Interval = (int)(m_timespan * 1000);
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//m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
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//m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
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if (HeartbeatThread != null)
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if (m_heartbeatThread != null)
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{
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{
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HeartbeatThread.Abort();
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m_heartbeatThread.Abort();
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HeartbeatThread = null;
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m_heartbeatThread = null;
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}
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}
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// m_lastUpdate = Util.EnvironmentTickCount();
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// m_lastUpdate = Util.EnvironmentTickCount();
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HeartbeatThread
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m_heartbeatThread
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= Watchdog.StartThread(
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= Watchdog.StartThread(
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Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
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Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
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}
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}
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@ -1227,9 +1232,7 @@ namespace OpenSim.Region.Framework.Scenes
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// alarms for scenes with many objects.
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// alarms for scenes with many objects.
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Update(1);
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Update(1);
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Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
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Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
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Update(-1);
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while (!shuttingdown)
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Update(-1);
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// m_lastUpdate = Util.EnvironmentTickCount();
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// m_lastUpdate = Util.EnvironmentTickCount();
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// m_firstHeartbeat = false;
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// m_firstHeartbeat = false;
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@ -1257,7 +1260,7 @@ namespace OpenSim.Region.Framework.Scenes
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List<Vector3> coarseLocations;
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List<Vector3> coarseLocations;
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List<UUID> avatarUUIDs;
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List<UUID> avatarUUIDs;
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while (!shuttingdown && (endFrame == null || Frame < endFrame))
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while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
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{
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{
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maintc = Util.EnvironmentTickCount();
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maintc = Util.EnvironmentTickCount();
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++Frame;
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++Frame;
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