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author | Dan Lake | 2011-10-30 23:43:17 -0700 |
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committer | Dan Lake | 2011-10-30 23:43:17 -0700 |
commit | 14646f2524391c8e184d4aa9aa064ec8460902cf (patch) | |
tree | 01154ff5deafae67573ea3fe3b693d81f8288bec | |
parent | Experimental reorder of Heartbeat loop now simulates physics and sends update... (diff) | |
download | opensim-SC-14646f2524391c8e184d4aa9aa064ec8460902cf.zip opensim-SC-14646f2524391c8e184d4aa9aa064ec8460902cf.tar.gz opensim-SC-14646f2524391c8e184d4aa9aa064ec8460902cf.tar.bz2 opensim-SC-14646f2524391c8e184d4aa9aa064ec8460902cf.tar.xz |
Fix line endings
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 46 |
1 files changed, 23 insertions, 23 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index fa8bf85..7a5160c 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -1230,29 +1230,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
1230 | // m_log.DebugFormat("[SCENE]: Processing frame {0}", Frame); | 1230 | // m_log.DebugFormat("[SCENE]: Processing frame {0}", Frame); |
1231 | 1231 | ||
1232 | try | 1232 | try |
1233 | { | 1233 | { |
1234 | int tmpPhysicsMS2 = Util.EnvironmentTickCount(); | 1234 | int tmpPhysicsMS2 = Util.EnvironmentTickCount(); |
1235 | if ((Frame % m_update_physics == 0) && m_physics_enabled) | 1235 | if ((Frame % m_update_physics == 0) && m_physics_enabled) |
1236 | m_sceneGraph.UpdatePreparePhysics(); | 1236 | m_sceneGraph.UpdatePreparePhysics(); |
1237 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); | 1237 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); |
1238 | 1238 | ||
1239 | // Apply any pending avatar force input to the avatar's velocity | 1239 | // Apply any pending avatar force input to the avatar's velocity |
1240 | int tmpAgentMS = Util.EnvironmentTickCount(); | 1240 | int tmpAgentMS = Util.EnvironmentTickCount(); |
1241 | if (Frame % m_update_entitymovement == 0) | 1241 | if (Frame % m_update_entitymovement == 0) |
1242 | m_sceneGraph.UpdateScenePresenceMovement(); | 1242 | m_sceneGraph.UpdateScenePresenceMovement(); |
1243 | agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); | 1243 | agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); |
1244 | 1244 | ||
1245 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their | 1245 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their |
1246 | // velocity | 1246 | // velocity |
1247 | int tmpPhysicsMS = Util.EnvironmentTickCount(); | 1247 | int tmpPhysicsMS = Util.EnvironmentTickCount(); |
1248 | if (Frame % m_update_physics == 0) | 1248 | if (Frame % m_update_physics == 0) |
1249 | { | 1249 | { |
1250 | if (m_physics_enabled) | 1250 | if (m_physics_enabled) |
1251 | physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); | 1251 | physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); |
1252 | 1252 | ||
1253 | if (SynchronizeScene != null) | 1253 | if (SynchronizeScene != null) |
1254 | SynchronizeScene(this); | 1254 | SynchronizeScene(this); |
1255 | } | 1255 | } |
1256 | physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); | 1256 | physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); |
1257 | 1257 | ||
1258 | tmpAgentMS = Util.EnvironmentTickCount(); | 1258 | tmpAgentMS = Util.EnvironmentTickCount(); |