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authorDiva Canto2010-12-14 20:15:26 -0800
committerDiva Canto2010-12-14 20:15:26 -0800
commited26376ec5377050dd2cf0b17f41009834638875 (patch)
tree2908d12ad1e8e831c02fafefe9a6ff3c7d4db72f /OpenSim/Region/Framework/Scenes/Scene.cs
parentAnother attempt at moving heavy computation away from the Update loop. #LoginLag (diff)
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Yet more things out of the main Update thread loop and into threadlets. This time, SendPrimsUpdate. Plus a few more tweaks on triggering actions from the Update loop. #LoginLag.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs15
1 files changed, 7 insertions, 8 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 52e2e5d..50efe65 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -150,7 +150,7 @@ namespace OpenSim.Region.Framework.Scenes
150 private int m_update_backup = 200; 150 private int m_update_backup = 200;
151 private int m_update_terrain = 50; 151 private int m_update_terrain = 50;
152 private int m_update_land = 1; 152 private int m_update_land = 1;
153 private int m_update_coarse_locations = 50; 153 private int m_update_coarse_locations = 80;
154 154
155 private int frameMS; 155 private int frameMS;
156 private int physicsMS2; 156 private int physicsMS2;
@@ -1274,7 +1274,7 @@ namespace OpenSim.Region.Framework.Scenes
1274 physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); 1274 physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
1275 1275
1276 // Delete temp-on-rez stuff 1276 // Delete temp-on-rez stuff
1277 if (m_frame % m_update_backup == 0 && !m_cleaningTemps) 1277 if (m_frame % 1000 == 0 && !m_cleaningTemps)
1278 { 1278 {
1279 int tmpTempOnRezMS = Util.EnvironmentTickCount(); 1279 int tmpTempOnRezMS = Util.EnvironmentTickCount();
1280 m_cleaningTemps = true; 1280 m_cleaningTemps = true;
@@ -1400,13 +1400,12 @@ namespace OpenSim.Region.Framework.Scenes
1400 1400
1401 private void CheckAtTargets() 1401 private void CheckAtTargets()
1402 { 1402 {
1403 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs;
1403 lock (m_groupsWithTargets) 1404 lock (m_groupsWithTargets)
1404 { 1405 objs = m_groupsWithTargets.Values;
1405 foreach (SceneObjectGroup entry in m_groupsWithTargets.Values) 1406
1406 { 1407 foreach (SceneObjectGroup entry in objs)
1407 entry.checkAtTargets(); 1408 entry.checkAtTargets();
1408 }
1409 }
1410 } 1409 }
1411 1410
1412 1411