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author | Teravus Ovares | 2008-02-20 00:08:04 +0000 |
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committer | Teravus Ovares | 2008-02-20 00:08:04 +0000 |
commit | 932a1321167814ab13a21121a9b9a8bf2eca1641 (patch) | |
tree | 94de5092a91d5461eab216942ea205b0a6620eb2 /OpenSim/Region/Environment/Scenes/Scene.cs | |
parent | Doc correction (diff) | |
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* Made a quickupdate method to run through only entities that have scheduled themselves for updates looking for changes. This runs 10 times a second.
* Set the massively slow UpdateEntities method to run every 2 seconds instead of 10 times a second. This method runs through *all* of the entities can calls the virtual update().
* Documented some of the code in the scene.Update method.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/Scene.cs | 15 |
1 files changed, 14 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 7af3f5b..36e98cf 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs | |||
@@ -120,7 +120,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
120 | 120 | ||
121 | private int m_update_physics = 1; | 121 | private int m_update_physics = 1; |
122 | private int m_update_entitymovement = 1; | 122 | private int m_update_entitymovement = 1; |
123 | private int m_update_entities = 1; | 123 | private int m_update_entities = 20; // Run through all objects checking for updates |
124 | private int m_update_entitiesquick = 1; // Run through objects that have scheduled updates checking for updates | ||
125 | private int m_update_presences = 1; // Update scene presence movements | ||
124 | private int m_update_events = 1; | 126 | private int m_update_events = 1; |
125 | private int m_update_backup = 200; | 127 | private int m_update_backup = 200; |
126 | private int m_update_terrain = 50; | 128 | private int m_update_terrain = 50; |
@@ -706,9 +708,19 @@ namespace OpenSim.Region.Environment.Scenes | |||
706 | physicsMS += physicsMS2; | 708 | physicsMS += physicsMS2; |
707 | 709 | ||
708 | otherMS = System.Environment.TickCount; | 710 | otherMS = System.Environment.TickCount; |
711 | // run through all entities looking for updates (slow) | ||
709 | if (m_frame % m_update_entities == 0) | 712 | if (m_frame % m_update_entities == 0) |
710 | m_innerScene.UpdateEntities(); | 713 | m_innerScene.UpdateEntities(); |
711 | 714 | ||
715 | // run through entities that have scheduled themselves for | ||
716 | // updates looking for updates(faster) | ||
717 | if (m_frame % m_update_entitiesquick == 0) | ||
718 | m_innerScene.ProcessUpdates(); | ||
719 | |||
720 | // Run through scenepresences looking for updates | ||
721 | if (m_frame % m_update_presences == 0) | ||
722 | m_innerScene.UpdatePresences(); | ||
723 | |||
712 | if (m_frame % m_update_events == 0) | 724 | if (m_frame % m_update_events == 0) |
713 | UpdateEvents(); | 725 | UpdateEvents(); |
714 | 726 | ||
@@ -1167,6 +1179,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1167 | } | 1179 | } |
1168 | // if not phantom, add to physics | 1180 | // if not phantom, add to physics |
1169 | sceneOb.ApplyPhysics(m_physicalPrim); | 1181 | sceneOb.ApplyPhysics(m_physicalPrim); |
1182 | m_innerScene.AddToUpdateList(sceneOb); | ||
1170 | 1183 | ||
1171 | return sceneOb; | 1184 | return sceneOb; |
1172 | } | 1185 | } |