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authorJohn Hurliman2009-10-28 23:10:16 -0700
committerJohn Hurliman2009-10-28 23:10:16 -0700
commit59eb378d16fd8a9e887560a2744cc798fef08263 (patch)
tree4bcb0d1f3b00ecbc17ee220928646aaba09d334c /OpenSim/Region/Framework/Scenes/Scene.cs
parentAlways send a time dilation of 1.0 while we debug rubberbanding issues (diff)
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Small performance tweaks to code called by the heartbeat loop
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs60
1 files changed, 25 insertions, 35 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 8b0431c..78ccb55 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -257,7 +257,7 @@ namespace OpenSim.Region.Framework.Scenes
257 // Central Update Loop 257 // Central Update Loop
258 258
259 protected int m_fps = 10; 259 protected int m_fps = 10;
260 protected int m_frame; 260 protected uint m_frame;
261 protected float m_timespan = 0.089f; 261 protected float m_timespan = 0.089f;
262 protected DateTime m_lastupdate = DateTime.UtcNow; 262 protected DateTime m_lastupdate = DateTime.UtcNow;
263 263
@@ -1018,36 +1018,24 @@ namespace OpenSim.Region.Framework.Scenes
1018 /// </summary> 1018 /// </summary>
1019 public override void Update() 1019 public override void Update()
1020 { 1020 {
1021 int maintc = 0; 1021 float physicsFPS;
1022 int maintc;
1023
1022 while (!shuttingdown) 1024 while (!shuttingdown)
1023 { 1025 {
1024//#if DEBUG
1025// int w = 0, io = 0;
1026// ThreadPool.GetAvailableThreads(out w, out io);
1027// if ((w < 10) || (io < 10))
1028// m_log.DebugFormat("[WARNING]: ThreadPool reaching exhaustion. workers = {0}; io = {1}", w, io);
1029//#endif
1030 maintc = Environment.TickCount;
1031
1032 TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate; 1026 TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate;
1033 float physicsFPS = 0; 1027 physicsFPS = 0f;
1034 1028
1035 frameMS = Environment.TickCount; 1029 maintc = maintc = frameMS = otherMS = Environment.TickCount;
1030
1031 // Increment the frame counter
1032 ++m_frame;
1036 1033
1037 try 1034 try
1038 { 1035 {
1039 // Increment the frame counter
1040 m_frame++;
1041
1042 // Loop it
1043 if (m_frame == Int32.MaxValue)
1044 m_frame = 0;
1045
1046 otherMS = Environment.TickCount;
1047
1048 // Check if any objects have reached their targets 1036 // Check if any objects have reached their targets
1049 CheckAtTargets(); 1037 CheckAtTargets();
1050 1038
1051 // Update SceneObjectGroups that have scheduled themselves for updates 1039 // Update SceneObjectGroups that have scheduled themselves for updates
1052 // Objects queue their updates onto all scene presences 1040 // Objects queue their updates onto all scene presences
1053 if (m_frame % m_update_objects == 0) 1041 if (m_frame % m_update_objects == 0)
@@ -1067,13 +1055,13 @@ namespace OpenSim.Region.Framework.Scenes
1067 m_sceneGraph.UpdateScenePresenceMovement(); 1055 m_sceneGraph.UpdateScenePresenceMovement();
1068 1056
1069 physicsMS = Environment.TickCount; 1057 physicsMS = Environment.TickCount;
1070 if ((m_frame % m_update_physics == 0) && m_physics_enabled) 1058 if (m_frame % m_update_physics == 0)
1071 physicsFPS = m_sceneGraph.UpdatePhysics( 1059 {
1072 Math.Max(SinceLastFrame.TotalSeconds, m_timespan) 1060 if (m_physics_enabled)
1073 ); 1061 physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_timespan));
1074 if (m_frame % m_update_physics == 0 && SynchronizeScene != null) 1062 if (SynchronizeScene != null)
1075 SynchronizeScene(this); 1063 SynchronizeScene(this);
1076 1064 }
1077 physicsMS = Environment.TickCount - physicsMS; 1065 physicsMS = Environment.TickCount - physicsMS;
1078 physicsMS += physicsMS2; 1066 physicsMS += physicsMS2;
1079 1067
@@ -1095,25 +1083,27 @@ namespace OpenSim.Region.Framework.Scenes
1095 if (m_frame % m_update_land == 0) 1083 if (m_frame % m_update_land == 0)
1096 UpdateLand(); 1084 UpdateLand();
1097 1085
1098 otherMS = Environment.TickCount - otherMS; 1086 int tickCount = Environment.TickCount;
1087 otherMS = tickCount - otherMS;
1088 frameMS = tickCount - frameMS;
1089
1099 // if (m_frame%m_update_avatars == 0) 1090 // if (m_frame%m_update_avatars == 0)
1100 // UpdateInWorldTime(); 1091 // UpdateInWorldTime();
1101 StatsReporter.AddPhysicsFPS(physicsFPS); 1092 StatsReporter.AddPhysicsFPS(physicsFPS);
1102 StatsReporter.AddTimeDilation(TimeDilation); 1093 StatsReporter.AddTimeDilation(TimeDilation);
1103 StatsReporter.AddFPS(1); 1094 StatsReporter.AddFPS(1);
1104 StatsReporter.AddInPackets(0);
1105 StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount()); 1095 StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
1106 StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount()); 1096 StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
1107 StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount()); 1097 StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
1108 StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount()); 1098 StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
1109 frameMS = Environment.TickCount - frameMS;
1110 StatsReporter.addFrameMS(frameMS); 1099 StatsReporter.addFrameMS(frameMS);
1111 StatsReporter.addPhysicsMS(physicsMS); 1100 StatsReporter.addPhysicsMS(physicsMS);
1112 StatsReporter.addOtherMS(otherMS); 1101 StatsReporter.addOtherMS(otherMS);
1113 StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount()); 1102 StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
1114 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); 1103 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1115 } 1104 }
1116 if (loginsdisabled && (m_frame > 20)) 1105
1106 if (loginsdisabled && m_frame > 20)
1117 { 1107 {
1118 // In 99.9% of cases it is a bad idea to manually force garbage collection. However, 1108 // In 99.9% of cases it is a bad idea to manually force garbage collection. However,
1119 // this is a rare case where we know we have just went through a long cycle of heap 1109 // this is a rare case where we know we have just went through a long cycle of heap
@@ -1176,9 +1166,9 @@ namespace OpenSim.Region.Framework.Scenes
1176 { 1166 {
1177 lock (m_groupsWithTargets) 1167 lock (m_groupsWithTargets)
1178 { 1168 {
1179 foreach (KeyValuePair<UUID, SceneObjectGroup> kvp in m_groupsWithTargets) 1169 foreach (SceneObjectGroup entry in m_groupsWithTargets.Values)
1180 { 1170 {
1181 kvp.Value.checkAtTargets(); 1171 entry.checkAtTargets();
1182 } 1172 }
1183 } 1173 }
1184 } 1174 }