diff options
author | UbitUmarov | 2012-03-26 23:04:07 +0100 |
---|---|---|
committer | UbitUmarov | 2012-03-26 23:04:07 +0100 |
commit | caeaa03a6917c6324750eddcc4559ec5de39f14c (patch) | |
tree | ecf64b0ddb099890ccf581cd52f646373dd44606 /OpenSim/Region/Framework/Scenes/Scene.cs | |
parent | UbitOde let caller try to build meshs like done in chode. Changing this was ... (diff) | |
parent | Merge branch 'master' into careminster (diff) | |
download | opensim-SC_OLD-caeaa03a6917c6324750eddcc4559ec5de39f14c.zip opensim-SC_OLD-caeaa03a6917c6324750eddcc4559ec5de39f14c.tar.gz opensim-SC_OLD-caeaa03a6917c6324750eddcc4559ec5de39f14c.tar.bz2 opensim-SC_OLD-caeaa03a6917c6324750eddcc4559ec5de39f14c.tar.xz |
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 231 |
1 files changed, 162 insertions, 69 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 44a738e..6ac7846 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -104,6 +104,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
104 | public bool m_allowScriptCrossings; | 104 | public bool m_allowScriptCrossings; |
105 | public bool m_useFlySlow; | 105 | public bool m_useFlySlow; |
106 | 106 | ||
107 | /// <summary> | ||
108 | /// Temporarily setting to trigger appearance resends at 60 second intervals. | ||
109 | /// </summary> | ||
110 | public bool SendPeriodicAppearanceUpdates { get; set; } | ||
111 | |||
107 | protected float m_defaultDrawDistance = 255.0f; | 112 | protected float m_defaultDrawDistance = 255.0f; |
108 | public float DefaultDrawDistance | 113 | public float DefaultDrawDistance |
109 | { | 114 | { |
@@ -172,6 +177,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
172 | } | 177 | } |
173 | 178 | ||
174 | /// <summary> | 179 | /// <summary> |
180 | /// Current maintenance run number | ||
181 | /// </summary> | ||
182 | public uint MaintenanceRun { get; private set; } | ||
183 | |||
184 | /// <summary> | ||
175 | /// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we | 185 | /// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we |
176 | /// will sleep for the remaining period. | 186 | /// will sleep for the remaining period. |
177 | /// </summary> | 187 | /// </summary> |
@@ -181,6 +191,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
181 | /// </remarks> | 191 | /// </remarks> |
182 | public float MinFrameTime { get; private set; } | 192 | public float MinFrameTime { get; private set; } |
183 | 193 | ||
194 | /// <summary> | ||
195 | /// The minimum length of time in seconds that will be taken for a maintenance run. | ||
196 | /// </summary> | ||
197 | public float MinMaintenanceTime { get; private set; } | ||
198 | |||
184 | private int m_update_physics = 1; | 199 | private int m_update_physics = 1; |
185 | private int m_update_entitymovement = 1; | 200 | private int m_update_entitymovement = 1; |
186 | private int m_update_objects = 1; | 201 | private int m_update_objects = 1; |
@@ -210,19 +225,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
210 | 225 | ||
211 | public bool CombineRegions = false; | 226 | public bool CombineRegions = false; |
212 | /// <summary> | 227 | /// <summary> |
228 | /// Tick at which the last maintenance run occurred. | ||
229 | /// </summary> | ||
230 | private int m_lastMaintenanceTick; | ||
231 | |||
232 | /// <summary> | ||
213 | /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched | 233 | /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched |
214 | /// asynchronously from the update loop. | 234 | /// asynchronously from the update loop. |
215 | /// </summary> | 235 | /// </summary> |
216 | private bool m_cleaningTemps = false; | 236 | private bool m_cleaningTemps = false; |
217 | 237 | ||
218 | private Object m_heartbeatLock = new Object(); | 238 | // private Object m_heartbeatLock = new Object(); |
219 | 239 | ||
220 | // TODO: Possibly stop other classes being able to manipulate this directly. | 240 | // TODO: Possibly stop other classes being able to manipulate this directly. |
221 | private SceneGraph m_sceneGraph; | 241 | private SceneGraph m_sceneGraph; |
222 | private volatile int m_bordersLocked; | 242 | private volatile int m_bordersLocked; |
223 | // private int m_RestartTimerCounter; | ||
224 | private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing | 243 | private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing |
225 | // private int m_incrementsof15seconds; | ||
226 | private volatile bool m_backingup; | 244 | private volatile bool m_backingup; |
227 | private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); | 245 | private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); |
228 | private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); | 246 | private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); |
@@ -230,16 +248,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
230 | private bool m_physics_enabled = true; | 248 | private bool m_physics_enabled = true; |
231 | private bool m_scripts_enabled = true; | 249 | private bool m_scripts_enabled = true; |
232 | private string m_defaultScriptEngine; | 250 | private string m_defaultScriptEngine; |
251 | |||
252 | /// <summary> | ||
253 | /// Tick at which the last login occurred. | ||
254 | /// </summary> | ||
233 | private int m_LastLogin; | 255 | private int m_LastLogin; |
234 | private Thread HeartbeatThread = null; | ||
235 | private volatile bool shuttingdown; | ||
236 | 256 | ||
237 | private int m_lastUpdate; | ||
238 | private int m_lastIncoming; | 257 | private int m_lastIncoming; |
239 | private int m_lastOutgoing; | 258 | private int m_lastOutgoing; |
240 | private bool m_firstHeartbeat = true; | ||
241 | private int m_hbRestarts = 0; | 259 | private int m_hbRestarts = 0; |
242 | 260 | ||
261 | |||
262 | /// <summary> | ||
263 | /// Thread that runs the scene loop. | ||
264 | /// </summary> | ||
265 | private Thread m_heartbeatThread; | ||
266 | |||
267 | /// <summary> | ||
268 | /// True if these scene is in the process of shutting down or is shutdown. | ||
269 | /// </summary> | ||
270 | public bool ShuttingDown | ||
271 | { | ||
272 | get { return m_shuttingDown; } | ||
273 | } | ||
274 | private volatile bool m_shuttingDown; | ||
275 | |||
276 | // private int m_lastUpdate; | ||
277 | private bool m_firstHeartbeat = true; | ||
278 | |||
243 | private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; | 279 | private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; |
244 | private bool m_reprioritizationEnabled = true; | 280 | private bool m_reprioritizationEnabled = true; |
245 | private double m_reprioritizationInterval = 5000.0; | 281 | private double m_reprioritizationInterval = 5000.0; |
@@ -566,6 +602,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
566 | { | 602 | { |
567 | m_config = config; | 603 | m_config = config; |
568 | MinFrameTime = 0.089f; | 604 | MinFrameTime = 0.089f; |
605 | MinMaintenanceTime = 1; | ||
569 | 606 | ||
570 | Random random = new Random(); | 607 | Random random = new Random(); |
571 | 608 | ||
@@ -577,7 +614,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
577 | m_EstateDataService = estateDataService; | 614 | m_EstateDataService = estateDataService; |
578 | m_regionHandle = m_regInfo.RegionHandle; | 615 | m_regionHandle = m_regInfo.RegionHandle; |
579 | m_regionName = m_regInfo.RegionName; | 616 | m_regionName = m_regInfo.RegionName; |
580 | m_lastUpdate = Util.EnvironmentTickCount(); | ||
581 | m_lastIncoming = 0; | 617 | m_lastIncoming = 0; |
582 | m_lastOutgoing = 0; | 618 | m_lastOutgoing = 0; |
583 | 619 | ||
@@ -759,6 +795,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
759 | m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); | 795 | m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); |
760 | m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); | 796 | m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); |
761 | m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); | 797 | m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); |
798 | SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); | ||
762 | } | 799 | } |
763 | } | 800 | } |
764 | catch (Exception e) | 801 | catch (Exception e) |
@@ -834,18 +871,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
834 | 871 | ||
835 | m_permissions = new ScenePermissions(this); | 872 | m_permissions = new ScenePermissions(this); |
836 | 873 | ||
837 | m_lastUpdate = Util.EnvironmentTickCount(); | 874 | // m_lastUpdate = Util.EnvironmentTickCount(); |
838 | } | 875 | } |
839 | 876 | ||
840 | #endregion | 877 | #endregion |
841 | 878 | ||
842 | #region Startup / Close Methods | 879 | #region Startup / Close Methods |
843 | 880 | ||
844 | public bool ShuttingDown | ||
845 | { | ||
846 | get { return shuttingdown; } | ||
847 | } | ||
848 | |||
849 | /// <value> | 881 | /// <value> |
850 | /// The scene graph for this scene | 882 | /// The scene graph for this scene |
851 | /// </value> | 883 | /// </value> |
@@ -1107,6 +1139,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1107 | m_physics_enabled = enablePhysics; | 1139 | m_physics_enabled = enablePhysics; |
1108 | } | 1140 | } |
1109 | 1141 | ||
1142 | // if (options.ContainsKey("collisions")) | ||
1143 | // { | ||
1144 | // // TODO: Implement. If false, should stop objects colliding, though possibly should still allow | ||
1145 | // // the avatar themselves to collide with the ground. | ||
1146 | // } | ||
1147 | |||
1110 | if (options.ContainsKey("teleport")) | 1148 | if (options.ContainsKey("teleport")) |
1111 | { | 1149 | { |
1112 | bool enableTeleportDebugging; | 1150 | bool enableTeleportDebugging; |
@@ -1158,8 +1196,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1158 | ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); | 1196 | ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); |
1159 | 1197 | ||
1160 | // Stop updating the scene objects and agents. | 1198 | // Stop updating the scene objects and agents. |
1161 | //m_heartbeatTimer.Close(); | 1199 | m_shuttingDown = true; |
1162 | shuttingdown = true; | ||
1163 | 1200 | ||
1164 | m_log.Debug("[SCENE]: Persisting changed objects"); | 1201 | m_log.Debug("[SCENE]: Persisting changed objects"); |
1165 | EventManager.TriggerSceneShuttingDown(this); | 1202 | EventManager.TriggerSceneShuttingDown(this); |
@@ -1183,16 +1220,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1183 | } | 1220 | } |
1184 | 1221 | ||
1185 | /// <summary> | 1222 | /// <summary> |
1186 | /// Start the timer which triggers regular scene updates | 1223 | /// Start the scene |
1187 | /// </summary> | 1224 | /// </summary> |
1188 | public void StartTimer() | 1225 | public void Start() |
1189 | { | 1226 | { |
1190 | // m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); | 1227 | // m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); |
1191 | 1228 | ||
1192 | //m_heartbeatTimer.Enabled = true; | 1229 | //m_heartbeatTimer.Enabled = true; |
1193 | //m_heartbeatTimer.Interval = (int)(m_timespan * 1000); | 1230 | //m_heartbeatTimer.Interval = (int)(m_timespan * 1000); |
1194 | //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); | 1231 | //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); |
1195 | if (HeartbeatThread != null) | 1232 | if (m_heartbeatThread != null) |
1196 | { | 1233 | { |
1197 | m_hbRestarts++; | 1234 | m_hbRestarts++; |
1198 | if(m_hbRestarts > 10) | 1235 | if(m_hbRestarts > 10) |
@@ -1208,13 +1245,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1208 | //proc.WaitForExit(); | 1245 | //proc.WaitForExit(); |
1209 | //Thread.Sleep(1000); | 1246 | //Thread.Sleep(1000); |
1210 | //Environment.Exit(1); | 1247 | //Environment.Exit(1); |
1211 | HeartbeatThread.Abort(); | 1248 | m_heartbeatThread.Abort(); |
1212 | Watchdog.AbortThread(HeartbeatThread.ManagedThreadId); | 1249 | Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId); |
1213 | HeartbeatThread = null; | 1250 | m_heartbeatThread = null; |
1214 | } | 1251 | } |
1215 | m_lastUpdate = Util.EnvironmentTickCount(); | 1252 | // m_lastUpdate = Util.EnvironmentTickCount(); |
1216 | 1253 | ||
1217 | HeartbeatThread | 1254 | m_heartbeatThread |
1218 | = Watchdog.StartThread( | 1255 | = Watchdog.StartThread( |
1219 | Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); | 1256 | Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); |
1220 | } | 1257 | } |
@@ -1245,34 +1282,107 @@ namespace OpenSim.Region.Framework.Scenes | |||
1245 | /// </summary> | 1282 | /// </summary> |
1246 | private void Heartbeat() | 1283 | private void Heartbeat() |
1247 | { | 1284 | { |
1248 | if (!Monitor.TryEnter(m_heartbeatLock)) | 1285 | // if (!Monitor.TryEnter(m_heartbeatLock)) |
1249 | { | 1286 | // { |
1250 | Watchdog.RemoveThread(); | 1287 | // Watchdog.RemoveThread(); |
1251 | return; | 1288 | // return; |
1252 | } | 1289 | // } |
1253 | 1290 | ||
1254 | try | 1291 | // try |
1255 | { | 1292 | // { |
1256 | m_eventManager.TriggerOnRegionStarted(this); | ||
1257 | 1293 | ||
1258 | // The first frame can take a very long time due to physics actors being added on startup. Therefore, | 1294 | m_eventManager.TriggerOnRegionStarted(this); |
1259 | // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false | ||
1260 | // alarms for scenes with many objects. | ||
1261 | Update(1); | ||
1262 | Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; | ||
1263 | 1295 | ||
1264 | while (!shuttingdown) | 1296 | // The first frame can take a very long time due to physics actors being added on startup. Therefore, |
1265 | Update(-1); | 1297 | // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false |
1266 | } | 1298 | // alarms for scenes with many objects. |
1267 | finally | 1299 | Update(1); |
1268 | { | 1300 | |
1269 | Monitor.Pulse(m_heartbeatLock); | 1301 | Watchdog.StartThread( |
1270 | Monitor.Exit(m_heartbeatLock); | 1302 | Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true); |
1271 | } | 1303 | |
1304 | Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; | ||
1305 | Update(-1); | ||
1306 | |||
1307 | // m_lastUpdate = Util.EnvironmentTickCount(); | ||
1308 | // m_firstHeartbeat = false; | ||
1309 | // } | ||
1310 | // finally | ||
1311 | // { | ||
1312 | // Monitor.Pulse(m_heartbeatLock); | ||
1313 | // Monitor.Exit(m_heartbeatLock); | ||
1314 | // } | ||
1315 | |||
1316 | Watchdog.RemoveThread(); | ||
1317 | } | ||
1318 | |||
1319 | private void Maintenance() | ||
1320 | { | ||
1321 | DoMaintenance(-1); | ||
1272 | 1322 | ||
1273 | Watchdog.RemoveThread(); | 1323 | Watchdog.RemoveThread(); |
1274 | } | 1324 | } |
1275 | 1325 | ||
1326 | public void DoMaintenance(int runs) | ||
1327 | { | ||
1328 | long? endRun = null; | ||
1329 | int runtc; | ||
1330 | int previousMaintenanceTick; | ||
1331 | |||
1332 | if (runs >= 0) | ||
1333 | endRun = MaintenanceRun + runs; | ||
1334 | |||
1335 | List<Vector3> coarseLocations; | ||
1336 | List<UUID> avatarUUIDs; | ||
1337 | |||
1338 | while (!m_shuttingDown && (endRun == null || MaintenanceRun < endRun)) | ||
1339 | { | ||
1340 | runtc = Util.EnvironmentTickCount(); | ||
1341 | ++MaintenanceRun; | ||
1342 | |||
1343 | // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) | ||
1344 | if (MaintenanceRun % (m_update_coarse_locations / 10) == 0) | ||
1345 | { | ||
1346 | SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); | ||
1347 | // Send coarse locations to clients | ||
1348 | ForEachScenePresence(delegate(ScenePresence presence) | ||
1349 | { | ||
1350 | presence.SendCoarseLocations(coarseLocations, avatarUUIDs); | ||
1351 | }); | ||
1352 | } | ||
1353 | |||
1354 | if (SendPeriodicAppearanceUpdates && MaintenanceRun % 60 == 0) | ||
1355 | { | ||
1356 | // m_log.DebugFormat("[SCENE]: Sending periodic appearance updates"); | ||
1357 | |||
1358 | if (AvatarFactory != null) | ||
1359 | { | ||
1360 | ForEachRootScenePresence(sp => AvatarFactory.SendAppearance(sp.UUID)); | ||
1361 | } | ||
1362 | } | ||
1363 | |||
1364 | Watchdog.UpdateThread(); | ||
1365 | |||
1366 | previousMaintenanceTick = m_lastMaintenanceTick; | ||
1367 | m_lastMaintenanceTick = Util.EnvironmentTickCount(); | ||
1368 | runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc); | ||
1369 | runtc = (int)(MinMaintenanceTime * 1000) - runtc; | ||
1370 | |||
1371 | if (runtc > 0) | ||
1372 | Thread.Sleep(runtc); | ||
1373 | |||
1374 | // Optionally warn if a frame takes double the amount of time that it should. | ||
1375 | if (DebugUpdates | ||
1376 | && Util.EnvironmentTickCountSubtract( | ||
1377 | m_lastMaintenanceTick, previousMaintenanceTick) > (int)(MinMaintenanceTime * 1000 * 2)) | ||
1378 | m_log.WarnFormat( | ||
1379 | "[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}", | ||
1380 | Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick), | ||
1381 | MinMaintenanceTime * 1000, | ||
1382 | RegionInfo.RegionName); | ||
1383 | } | ||
1384 | } | ||
1385 | |||
1276 | public override void Update(int frames) | 1386 | public override void Update(int frames) |
1277 | { | 1387 | { |
1278 | long? endFrame = null; | 1388 | long? endFrame = null; |
@@ -1284,10 +1394,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1284 | int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS; | 1394 | int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS; |
1285 | int previousFrameTick; | 1395 | int previousFrameTick; |
1286 | int maintc; | 1396 | int maintc; |
1287 | List<Vector3> coarseLocations; | ||
1288 | List<UUID> avatarUUIDs; | ||
1289 | 1397 | ||
1290 | while (!shuttingdown && (endFrame == null || Frame < endFrame)) | 1398 | while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) |
1291 | { | 1399 | { |
1292 | maintc = Util.EnvironmentTickCount(); | 1400 | maintc = Util.EnvironmentTickCount(); |
1293 | ++Frame; | 1401 | ++Frame; |
@@ -1337,17 +1445,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1337 | if (Frame % m_update_presences == 0) | 1445 | if (Frame % m_update_presences == 0) |
1338 | m_sceneGraph.UpdatePresences(); | 1446 | m_sceneGraph.UpdatePresences(); |
1339 | 1447 | ||
1340 | // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) | ||
1341 | if (Frame % m_update_coarse_locations == 0) | ||
1342 | { | ||
1343 | SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); | ||
1344 | // Send coarse locations to clients | ||
1345 | ForEachScenePresence(delegate(ScenePresence presence) | ||
1346 | { | ||
1347 | presence.SendCoarseLocations(coarseLocations, avatarUUIDs); | ||
1348 | }); | ||
1349 | } | ||
1350 | |||
1351 | agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); | 1448 | agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); |
1352 | 1449 | ||
1353 | // Delete temp-on-rez stuff | 1450 | // Delete temp-on-rez stuff |
@@ -1455,7 +1552,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1455 | 1552 | ||
1456 | EventManager.TriggerRegionHeartbeatEnd(this); | 1553 | EventManager.TriggerRegionHeartbeatEnd(this); |
1457 | 1554 | ||
1458 | // Tell the watchdog that this thread is still alive | ||
1459 | Watchdog.UpdateThread(); | 1555 | Watchdog.UpdateThread(); |
1460 | 1556 | ||
1461 | previousFrameTick = m_lastFrameTick; | 1557 | previousFrameTick = m_lastFrameTick; |
@@ -1463,15 +1559,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1463 | maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); | 1559 | maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); |
1464 | maintc = (int)(MinFrameTime * 1000) - maintc; | 1560 | maintc = (int)(MinFrameTime * 1000) - maintc; |
1465 | 1561 | ||
1466 | m_lastUpdate = Util.EnvironmentTickCount(); | ||
1467 | m_firstHeartbeat = false; | 1562 | m_firstHeartbeat = false; |
1468 | 1563 | ||
1469 | if (maintc > 0) | 1564 | if (maintc > 0) |
1470 | Thread.Sleep(maintc); | 1565 | Thread.Sleep(maintc); |
1471 | 1566 | ||
1472 | m_lastUpdate = Util.EnvironmentTickCount(); | ||
1473 | m_firstHeartbeat = false; | ||
1474 | |||
1475 | // Optionally warn if a frame takes double the amount of time that it should. | 1567 | // Optionally warn if a frame takes double the amount of time that it should. |
1476 | if (DebugUpdates | 1568 | if (DebugUpdates |
1477 | && Util.EnvironmentTickCountSubtract( | 1569 | && Util.EnvironmentTickCountSubtract( |
@@ -2662,7 +2754,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2662 | || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; | 2754 | || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; |
2663 | 2755 | ||
2664 | CheckHeartbeat(); | 2756 | CheckHeartbeat(); |
2665 | ScenePresence presence; | ||
2666 | 2757 | ||
2667 | ScenePresence sp = GetScenePresence(client.AgentId); | 2758 | ScenePresence sp = GetScenePresence(client.AgentId); |
2668 | 2759 | ||
@@ -3253,7 +3344,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3253 | 3344 | ||
3254 | public override void RemoveClient(UUID agentID, bool closeChildAgents) | 3345 | public override void RemoveClient(UUID agentID, bool closeChildAgents) |
3255 | { | 3346 | { |
3256 | CheckHeartbeat(); | 3347 | // CheckHeartbeat(); |
3257 | bool isChildAgent = false; | 3348 | bool isChildAgent = false; |
3258 | ScenePresence avatar = GetScenePresence(agentID); | 3349 | ScenePresence avatar = GetScenePresence(agentID); |
3259 | if (avatar != null) | 3350 | if (avatar != null) |
@@ -4700,7 +4791,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4700 | 4791 | ||
4701 | int health=1; // Start at 1, means we're up | 4792 | int health=1; // Start at 1, means we're up |
4702 | 4793 | ||
4703 | if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000) | 4794 | if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) |
4704 | { | 4795 | { |
4705 | health+=1; | 4796 | health+=1; |
4706 | flags |= 1; | 4797 | flags |= 1; |
@@ -4737,6 +4828,8 @@ Environment.Exit(1); | |||
4737 | // | 4828 | // |
4738 | if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000) | 4829 | if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000) |
4739 | health++; | 4830 | health++; |
4831 | else | ||
4832 | return health; | ||
4740 | 4833 | ||
4741 | return health; | 4834 | return health; |
4742 | } | 4835 | } |
@@ -4929,8 +5022,8 @@ Environment.Exit(1); | |||
4929 | if (m_firstHeartbeat) | 5022 | if (m_firstHeartbeat) |
4930 | return; | 5023 | return; |
4931 | 5024 | ||
4932 | if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000) | 5025 | if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000) |
4933 | StartTimer(); | 5026 | Start(); |
4934 | } | 5027 | } |
4935 | 5028 | ||
4936 | public override ISceneObject DeserializeObject(string representation) | 5029 | public override ISceneObject DeserializeObject(string representation) |