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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs56
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)