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author | MW | 2009-06-28 11:07:26 +0000 |
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committer | MW | 2009-06-28 11:07:26 +0000 |
commit | 706286b7fb58e2b5779044084fa64f8358d151aa (patch) | |
tree | 88833847b1eeaa5e7a36d9b0f9fa1573414a2098 /OpenSim | |
parent | Make cleartext authentication case sensitive. Thanks jhurliman for spotting t... (diff) | |
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Removed the List<NewForce> m_forceList from ScenePresence, as there wasn't any need for a list, as only the last entry in it was acted on. So it now has a single NewForce m_nextVelocity , which is updated (rather than a NewForce object being created every AgentUpdate). So as well as cutting out all the adds and clearing of the list, it also removes the creation of upto 100+ new objects per second per avatar.
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 38 |
1 files changed, 18 insertions, 20 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 1bee3c0..01facd1 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -89,7 +89,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | 89 | ||
90 | private bool m_updateflag; | 90 | private bool m_updateflag; |
91 | private byte m_movementflag; | 91 | private byte m_movementflag; |
92 | private readonly List<NewForce> m_forcesList = new List<NewForce>(); | 92 | //private readonly List<NewForce> m_forcesList = new List<NewForce>(); |
93 | private NewForce m_nextVelocity = new NewForce(); | ||
93 | private short m_updateCount; | 94 | private short m_updateCount; |
94 | private uint m_requestedSitTargetID; | 95 | private uint m_requestedSitTargetID; |
95 | private UUID m_requestedSitTargetUUID = UUID.Zero; | 96 | private UUID m_requestedSitTargetUUID = UUID.Zero; |
@@ -138,7 +139,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
138 | public string JID = string.Empty; | 139 | public string JID = string.Empty; |
139 | 140 | ||
140 | // Agent moves with a PID controller causing a force to be exerted. | 141 | // Agent moves with a PID controller causing a force to be exerted. |
141 | private bool m_newForce; | 142 | private bool m_newMovement; |
142 | private bool m_newCoarseLocations = true; | 143 | private bool m_newCoarseLocations = true; |
143 | private float m_health = 100f; | 144 | private float m_health = 100f; |
144 | 145 | ||
@@ -2217,7 +2218,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2217 | m_perfMonMS = Environment.TickCount; | 2218 | m_perfMonMS = Environment.TickCount; |
2218 | 2219 | ||
2219 | m_rotation = rotation; | 2220 | m_rotation = rotation; |
2220 | NewForce newVelocity = new NewForce(); | ||
2221 | Vector3 direc = vec * rotation; | 2221 | Vector3 direc = vec * rotation; |
2222 | direc.Normalize(); | 2222 | direc.Normalize(); |
2223 | 2223 | ||
@@ -2252,10 +2252,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2252 | } | 2252 | } |
2253 | } | 2253 | } |
2254 | 2254 | ||
2255 | newVelocity.X = direc.X; | 2255 | lock (m_nextVelocity) |
2256 | newVelocity.Y = direc.Y; | 2256 | { |
2257 | newVelocity.Z = direc.Z; | 2257 | m_nextVelocity.X = direc.X; |
2258 | m_forcesList.Add(newVelocity); | 2258 | m_nextVelocity.Y = direc.Y; |
2259 | m_nextVelocity.Z = direc.Z; | ||
2260 | } | ||
2259 | 2261 | ||
2260 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); | 2262 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); |
2261 | } | 2263 | } |
@@ -2276,10 +2278,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2276 | 2278 | ||
2277 | if (m_isChildAgent == false) | 2279 | if (m_isChildAgent == false) |
2278 | { | 2280 | { |
2279 | if (m_newForce) // user movement 'forces' (ie commands to move) | 2281 | if (m_newMovement) // user movement 'forces' (ie commands to move) |
2280 | { | 2282 | { |
2281 | SendTerseUpdateToAllClients(); | 2283 | SendTerseUpdateToAllClients(); |
2282 | m_updateCount = 0; | 2284 | m_updateCount = 0; |
2285 | m_newMovement = false; | ||
2283 | } | 2286 | } |
2284 | else if (m_movementflag != 0) // scripted movement (?) | 2287 | else if (m_movementflag != 0) // scripted movement (?) |
2285 | { | 2288 | { |
@@ -3127,20 +3130,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
3127 | /// </summary> | 3130 | /// </summary> |
3128 | public override void UpdateMovement() | 3131 | public override void UpdateMovement() |
3129 | { | 3132 | { |
3130 | m_newForce = false; | 3133 | // m_newMovement = false; |
3131 | lock (m_forcesList) | 3134 | if ((m_nextVelocity.X != movementvector.X) || (m_nextVelocity.Y != movementvector.Y) || (m_nextVelocity.Z != movementvector.Z)) |
3132 | { | 3135 | { |
3133 | if (m_forcesList.Count > 0) | 3136 | lock (m_nextVelocity) |
3134 | { | 3137 | { |
3135 | //we are only interested in the last velocity added to the list [Although they are called forces, they are actually velocities] | ||
3136 | NewForce force = m_forcesList[m_forcesList.Count - 1]; | ||
3137 | |||
3138 | m_updateflag = true; | 3138 | m_updateflag = true; |
3139 | try | 3139 | try |
3140 | { | 3140 | { |
3141 | movementvector.X = force.X; | 3141 | movementvector.X = m_nextVelocity.X; |
3142 | movementvector.Y = force.Y; | 3142 | movementvector.Y = m_nextVelocity.Y; |
3143 | movementvector.Z = force.Z; | 3143 | movementvector.Z = m_nextVelocity.Z; |
3144 | Velocity = movementvector; | 3144 | Velocity = movementvector; |
3145 | } | 3145 | } |
3146 | catch (NullReferenceException) | 3146 | catch (NullReferenceException) |
@@ -3149,9 +3149,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3149 | // Ignoring this causes no movement to be sent to the physics engine... | 3149 | // Ignoring this causes no movement to be sent to the physics engine... |
3150 | // which when the scene is moving at 1 frame every 10 seconds, it doesn't really matter! | 3150 | // which when the scene is moving at 1 frame every 10 seconds, it doesn't really matter! |
3151 | } | 3151 | } |
3152 | m_newForce = true; | 3152 | m_newMovement = true; |
3153 | |||
3154 | m_forcesList.Clear(); | ||
3155 | } | 3153 | } |
3156 | } | 3154 | } |
3157 | } | 3155 | } |