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authorTeravus Ovares2008-02-20 00:08:04 +0000
committerTeravus Ovares2008-02-20 00:08:04 +0000
commit932a1321167814ab13a21121a9b9a8bf2eca1641 (patch)
tree94de5092a91d5461eab216942ea205b0a6620eb2
parentDoc 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/InnerScene.cs33
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs15
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs5
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs3
4 files changed, 55 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index 57b8ae7..38bcb03 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -62,6 +62,7 @@ namespace OpenSim.Region.Environment.Scenes
62 protected RegionInfo m_regInfo; 62 protected RegionInfo m_regInfo;
63 protected Scene m_parentScene; 63 protected Scene m_parentScene;
64 protected PermissionManager PermissionsMngr; 64 protected PermissionManager PermissionsMngr;
65 protected List<EntityBase> m_updateList = new List<EntityBase>();
65 protected int m_numRootAgents = 0; 66 protected int m_numRootAgents = 0;
66 protected int m_numPrim = 0; 67 protected int m_numPrim = 0;
67 protected int m_numChildAgents = 0; 68 protected int m_numChildAgents = 0;
@@ -146,6 +147,15 @@ namespace OpenSim.Region.Environment.Scenes
146 } 147 }
147 } 148 }
148 149
150 internal void UpdatePresences()
151 {
152 List<ScenePresence> updateScenePresences = GetScenePresences();
153 foreach (ScenePresence pres in updateScenePresences)
154 {
155 pres.Update();
156 }
157 }
158
149 internal float UpdatePhysics(double elapsed) 159 internal float UpdatePhysics(double elapsed)
150 { 160 {
151 lock (m_syncRoot) 161 lock (m_syncRoot)
@@ -194,6 +204,29 @@ namespace OpenSim.Region.Environment.Scenes
194 } 204 }
195 } 205 }
196 206
207 internal void AddToUpdateList(EntityBase obj)
208 {
209 lock (m_updateList)
210 {
211 if (!m_updateList.Contains(obj))
212 {
213 m_updateList.Add(obj);
214 }
215 }
216 }
217
218 internal void ProcessUpdates()
219 {
220 lock (m_updateList)
221 {
222 for (int i = 0; i < m_updateList.Count; i++)
223 {
224 m_updateList[i].Update();
225 }
226 m_updateList.Clear();
227 }
228 }
229
197 public void AddPhysicalPrim(int number) 230 public void AddPhysicalPrim(int number)
198 { 231 {
199 m_physicalPrim++; 232 m_physicalPrim++;
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 }
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 519858b..91b9a61 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -765,6 +765,11 @@ namespace OpenSim.Region.Environment.Scenes
765 } 765 }
766 } 766 }
767 767
768 public void QueueForUpdateCheck()
769 {
770 m_scene.m_innerScene.AddToUpdateList(this);
771 }
772
768 /// <summary> 773 /// <summary>
769 /// 774 ///
770 /// </summary> 775 /// </summary>
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 00cabf8..a522380 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -1079,6 +1079,7 @@ namespace OpenSim.Region.Environment.Scenes
1079 if (m_parentGroup != null) 1079 if (m_parentGroup != null)
1080 { 1080 {
1081 m_parentGroup.HasGroupChanged = true; 1081 m_parentGroup.HasGroupChanged = true;
1082 m_parentGroup.QueueForUpdateCheck();
1082 } 1083 }
1083 TimeStampFull = (uint) Util.UnixTimeSinceEpoch(); 1084 TimeStampFull = (uint) Util.UnixTimeSinceEpoch();
1084 m_updateFlag = 2; 1085 m_updateFlag = 2;
@@ -1120,9 +1121,11 @@ namespace OpenSim.Region.Environment.Scenes
1120 if (m_parentGroup != null) 1121 if (m_parentGroup != null)
1121 { 1122 {
1122 m_parentGroup.HasGroupChanged = true; 1123 m_parentGroup.HasGroupChanged = true;
1124 m_parentGroup.QueueForUpdateCheck();
1123 } 1125 }
1124 TimeStampTerse = (uint) Util.UnixTimeSinceEpoch(); 1126 TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
1125 m_updateFlag = 1; 1127 m_updateFlag = 1;
1128
1126 } 1129 }
1127 } 1130 }
1128 1131