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author | Dan Lake | 2011-10-30 23:39:39 -0700 |
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committer | Dan Lake | 2011-10-30 23:39:39 -0700 |
commit | a85ff884d97c3ea56200a5070f66bc523b7c4ca3 (patch) | |
tree | 99eade06b967bee44dccfb484d738f281d4e9e4c /OpenSim | |
parent | Add missing max_listens_per_region to [LL_Functions] config section in OpenSi... (diff) | |
download | opensim-SC-a85ff884d97c3ea56200a5070f66bc523b7c4ca3.zip opensim-SC-a85ff884d97c3ea56200a5070f66bc523b7c4ca3.tar.gz opensim-SC-a85ff884d97c3ea56200a5070f66bc523b7c4ca3.tar.bz2 opensim-SC-a85ff884d97c3ea56200a5070f66bc523b7c4ca3.tar.xz |
Experimental reorder of Heartbeat loop now simulates physics and sends updates to clients prior to sleep. Existing behavior was to sleep BEFORE sending updates. We found this patch reduced latency to clients by 1-2 heartbeat periods.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 56 |
1 files changed, 27 insertions, 29 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index ff05e95..fa8bf85 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -1230,8 +1230,32 @@ 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 tmpAgentMS = Util.EnvironmentTickCount(); | 1234 | int tmpPhysicsMS2 = Util.EnvironmentTickCount(); |
1235 | if ((Frame % m_update_physics == 0) && m_physics_enabled) | ||
1236 | m_sceneGraph.UpdatePreparePhysics(); | ||
1237 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); | ||
1238 | |||
1239 | // Apply any pending avatar force input to the avatar's velocity | ||
1240 | int tmpAgentMS = Util.EnvironmentTickCount(); | ||
1241 | if (Frame % m_update_entitymovement == 0) | ||
1242 | m_sceneGraph.UpdateScenePresenceMovement(); | ||
1243 | agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); | ||
1244 | |||
1245 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their | ||
1246 | // velocity | ||
1247 | int tmpPhysicsMS = Util.EnvironmentTickCount(); | ||
1248 | if (Frame % m_update_physics == 0) | ||
1249 | { | ||
1250 | if (m_physics_enabled) | ||
1251 | physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); | ||
1252 | |||
1253 | if (SynchronizeScene != null) | ||
1254 | SynchronizeScene(this); | ||
1255 | } | ||
1256 | physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); | ||
1257 | |||
1258 | tmpAgentMS = Util.EnvironmentTickCount(); | ||
1235 | 1259 | ||
1236 | // Check if any objects have reached their targets | 1260 | // Check if any objects have reached their targets |
1237 | CheckAtTargets(); | 1261 | CheckAtTargets(); |
@@ -1259,33 +1283,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1259 | }); | 1283 | }); |
1260 | } | 1284 | } |
1261 | 1285 | ||
1262 | agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); | 1286 | agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); |
1263 | |||
1264 | int tmpPhysicsMS2 = Util.EnvironmentTickCount(); | ||
1265 | if ((Frame % m_update_physics == 0) && m_physics_enabled) | ||
1266 | m_sceneGraph.UpdatePreparePhysics(); | ||
1267 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); | ||
1268 | |||
1269 | // Apply any pending avatar force input to the avatar's velocity | ||
1270 | if (Frame % m_update_entitymovement == 0) | ||
1271 | { | ||
1272 | tmpAgentMS = Util.EnvironmentTickCount(); | ||
1273 | m_sceneGraph.UpdateScenePresenceMovement(); | ||
1274 | agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); | ||
1275 | } | ||
1276 | |||
1277 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their | ||
1278 | // velocity | ||
1279 | int tmpPhysicsMS = Util.EnvironmentTickCount(); | ||
1280 | if (Frame % m_update_physics == 0) | ||
1281 | { | ||
1282 | if (m_physics_enabled) | ||
1283 | physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); | ||
1284 | |||
1285 | if (SynchronizeScene != null) | ||
1286 | SynchronizeScene(this); | ||
1287 | } | ||
1288 | physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); | ||
1289 | 1287 | ||
1290 | // Delete temp-on-rez stuff | 1288 | // Delete temp-on-rez stuff |
1291 | if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) | 1289 | if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) |