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authorDiva Canto2010-12-14 17:50:37 -0800
committerDiva Canto2010-12-14 17:50:37 -0800
commite3262ef5ace4be920edfa0dd4e4f23fc20b07b70 (patch)
tree4a4397b83f7faedf8ea8795947a5f4d9d4b21370 /OpenSim/Region/Framework
parentFix windows compile break (diff)
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Commented out the UpdateLand call from the Update thread loop, because this may be causing the #LoginLag. Attachments taint the prim count. Twice. Each.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1
2 files changed, 7 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index de75375..73a0803 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1302,12 +1302,12 @@ namespace OpenSim.Region.Framework.Scenes
1302 terrainMS = Util.EnvironmentTickCountSubtract(terMS); 1302 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1303 } 1303 }
1304 1304
1305 if (m_frame % m_update_land == 0) 1305 //if (m_frame % m_update_land == 0)
1306 { 1306 //{
1307 int ldMS = Util.EnvironmentTickCount(); 1307 // int ldMS = Util.EnvironmentTickCount();
1308 UpdateLand(); 1308 // UpdateLand();
1309 landMS = Util.EnvironmentTickCountSubtract(ldMS); 1309 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1310 } 1310 //}
1311 1311
1312 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); 1312 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
1313 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1313 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 62d7011..432ce46 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2314,6 +2314,7 @@ namespace OpenSim.Region.Framework.Scenes
2314 // followed suggestion from mic bowman. reversed the two lines below. 2314 // followed suggestion from mic bowman. reversed the two lines below.
2315 if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something 2315 if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something
2316 CheckForBorderCrossing(); 2316 CheckForBorderCrossing();
2317
2317 CheckForSignificantMovement(); // sends update to the modules. 2318 CheckForSignificantMovement(); // sends update to the modules.
2318 } 2319 }
2319 } 2320 }