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authorMelanie2011-10-25 01:50:07 +0100
committerMelanie2011-10-25 01:50:07 +0100
commitb4395143e754493887ef9e8409d66c4b31daba51 (patch)
tree2913762ea9e09a7912a959ecb5ad4ec60ccfb3cb
parentMerge commit '128d8dfd8b355f84a71e2093e942937ca720c5c6' into bigmerge (diff)
parentExpose minimum frame time and update periods for experimentation. (diff)
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Merge commit '4e7d4330c2b2c61e64c9f82efa7b824b717b2e4d' into bigmerge
Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs52
-rw-r--r--bin/OpenSimDefaults.ini42
2 files changed, 75 insertions, 19 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 503b745..935cac5 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -165,17 +165,6 @@ namespace OpenSim.Region.Framework.Scenes
165 /// </summary> 165 /// </summary>
166 protected DateTime m_lastFrameUpdate = DateTime.UtcNow; 166 protected DateTime m_lastFrameUpdate = DateTime.UtcNow;
167 167
168 // TODO: Possibly stop other classes being able to manipulate this directly.
169 private SceneGraph m_sceneGraph;
170 private volatile int m_bordersLocked;
171// private int m_RestartTimerCounter;
172 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
173// private int m_incrementsof15seconds;
174 private volatile bool m_backingup;
175 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
176 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
177 private Object m_heartbeatLock = new Object();
178
179 private int m_update_physics = 1; 168 private int m_update_physics = 1;
180 private int m_update_entitymovement = 1; 169 private int m_update_entitymovement = 1;
181 private int m_update_objects = 1; 170 private int m_update_objects = 1;
@@ -200,6 +189,24 @@ namespace OpenSim.Region.Framework.Scenes
200 private int lastCompletedFrame; 189 private int lastCompletedFrame;
201 190
202 public bool CombineRegions = false; 191 public bool CombineRegions = false;
192 /// <summary>
193 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
194 /// asynchronously from the update loop.
195 /// </summary>
196 private bool m_cleaningTemps = false;
197
198 private Object m_heartbeatLock = new Object();
199
200 // TODO: Possibly stop other classes being able to manipulate this directly.
201 private SceneGraph m_sceneGraph;
202 private volatile int m_bordersLocked;
203// private int m_RestartTimerCounter;
204 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
205// private int m_incrementsof15seconds;
206 private volatile bool m_backingup;
207 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
208 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
209
203 private bool m_physics_enabled = true; 210 private bool m_physics_enabled = true;
204 private bool m_scripts_enabled = true; 211 private bool m_scripts_enabled = true;
205 private string m_defaultScriptEngine; 212 private string m_defaultScriptEngine;
@@ -213,8 +220,6 @@ namespace OpenSim.Region.Framework.Scenes
213 private bool m_firstHeartbeat = true; 220 private bool m_firstHeartbeat = true;
214 221
215 private object m_deleting_scene_object = new object(); 222 private object m_deleting_scene_object = new object();
216
217 private bool m_cleaningTemps = false;
218 223
219 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 224 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
220 private bool m_reprioritizationEnabled = true; 225 private bool m_reprioritizationEnabled = true;
@@ -226,8 +231,6 @@ namespace OpenSim.Region.Framework.Scenes
226 private bool m_generateMaptiles; 231 private bool m_generateMaptiles;
227 private bool m_useBackup = true; 232 private bool m_useBackup = true;
228 233
229// private Dictionary<UUID, string[]> m_UserNamesCache = new Dictionary<UUID, string[]>();
230
231 #endregion Fields 234 #endregion Fields
232 235
233 #region Properties 236 #region Properties
@@ -667,10 +670,6 @@ namespace OpenSim.Region.Framework.Scenes
667 670
668 m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics; 671 m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics;
669 672
670 StatsReporter = new SimStatsReporter(this);
671 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
672 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
673
674 // Old 673 // Old
675 /* 674 /*
676 m_simulatorVersion = simulatorVersion 675 m_simulatorVersion = simulatorVersion
@@ -767,6 +766,17 @@ namespace OpenSim.Region.Framework.Scenes
767 RegionInfo.RegionSettings.TerrainImageID = tileID; 766 RegionInfo.RegionSettings.TerrainImageID = tileID;
768 } 767 }
769 } 768 }
769
770 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
771 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
772 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
773 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
774 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
775 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
776 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
777 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
778 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
779 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
770 } 780 }
771 catch (Exception e) 781 catch (Exception e)
772 { 782 {
@@ -804,6 +814,10 @@ namespace OpenSim.Region.Framework.Scenes
804 m_log.Info("[SCENE]: Using the " + m_priorityScheme + " prioritization scheme"); 814 m_log.Info("[SCENE]: Using the " + m_priorityScheme + " prioritization scheme");
805 815
806 #endregion Interest Management 816 #endregion Interest Management
817
818 StatsReporter = new SimStatsReporter(this);
819 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
820 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
807 } 821 }
808 822
809 /// <summary> 823 /// <summary>
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index 9cedd98..f2f8e4f 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -115,6 +115,48 @@
115 ; into a restart. 115 ; into a restart.
116 InworldRestartShutsDown = false 116 InworldRestartShutsDown = false
117 117
118 ; The minimum proportion of a second that any particular frame can take to execute.
119 ; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames
120 ; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require
121 ; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill.
122 MinFrameTime = 0.089
123
124 ; Send scheduled updates to objects in the scene
125 ; This must be a whole number
126 UpdateObjectsEveryNFrames = 1;
127
128 ; Send position/velocity, etc. updates to agents in the scene
129 ; This must be a whole number
130 UpdateAgentsEveryNFrames = 1;
131
132 ; Apply pending forces from physics calculations to an entity.
133 ; This must be a whole number
134 UpdateEntityMovementEveryNFrames = 1;
135
136 ; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
137 ; This must be a whole number
138 UpdateCoarseLocationsEveryNFrames = 50;
139
140 ; Update physics. Within each update physics also updates in a series of contigous mini-steps
141 ; This must be a whole number
142 UpdatePhysicsEveryNFrames = 1;
143
144 ; Clean up temp on rez objects.
145 ; This must be a whole number
146 UpdateTempCleaningEveryNFrames = 1000;
147
148 ; Send out the on frame event to modules and other listeners. This should probably never deviate from 1.
149 ; This must be a whole number
150 UpdateEventsEveryNFrames = 1;
151
152 ; Send terrain updates to viewers
153 ; This must be a whole number
154 UpdateTerrainEveryNFrames = 50;
155
156 ; Persitently store any objects which meet the PRIM STORAGE criteria
157 ; This must be a whole number
158 UpdateStorageEveryNFrames = 200;
159
118 ; ## 160 ; ##
119 ; ## PRIM STORAGE 161 ; ## PRIM STORAGE
120 ; ## 162 ; ##