diff options
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 8 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 87 |
2 files changed, 48 insertions, 47 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index e07d8b4..e9e1845 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -174,8 +174,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
174 | bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; | 174 | bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; |
175 | bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; | 175 | bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; |
176 | bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; | 176 | bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; |
177 | //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; | 177 | bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; |
178 | //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; | 178 | bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; |
179 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; | 179 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; |
180 | bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; | 180 | bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; |
181 | //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; | 181 | //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; |
@@ -317,6 +317,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
317 | // Not walking | 317 | // Not walking |
318 | if (move.Z < 0) | 318 | if (move.Z < 0) |
319 | return "CROUCH"; | 319 | return "CROUCH"; |
320 | else if (heldTurnLeft) | ||
321 | return "TURNLEFT"; | ||
322 | else if (heldTurnRight) | ||
323 | return "TURNRIGHT"; | ||
320 | else | 324 | else |
321 | return "STAND"; | 325 | return "STAND"; |
322 | } | 326 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 0e5a7d2..29a54e8 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -1278,56 +1278,53 @@ namespace OpenSim.Region.Framework.Scenes | |||
1278 | tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS); | 1278 | tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS); |
1279 | } | 1279 | } |
1280 | 1280 | ||
1281 | if (RegionStatus != RegionStatus.SlaveScene) | 1281 | if (Frame % m_update_events == 0) |
1282 | { | 1282 | { |
1283 | if (Frame % m_update_events == 0) | 1283 | int evMS = Util.EnvironmentTickCount(); |
1284 | { | 1284 | UpdateEvents(); |
1285 | int evMS = Util.EnvironmentTickCount(); | 1285 | eventMS = Util.EnvironmentTickCountSubtract(evMS); ; |
1286 | UpdateEvents(); | 1286 | } |
1287 | eventMS = Util.EnvironmentTickCountSubtract(evMS); ; | ||
1288 | } | ||
1289 | |||
1290 | if (Frame % m_update_backup == 0) | ||
1291 | { | ||
1292 | int backMS = Util.EnvironmentTickCount(); | ||
1293 | UpdateStorageBackup(); | ||
1294 | backupMS = Util.EnvironmentTickCountSubtract(backMS); | ||
1295 | } | ||
1296 | |||
1297 | if (Frame % m_update_terrain == 0) | ||
1298 | { | ||
1299 | int terMS = Util.EnvironmentTickCount(); | ||
1300 | UpdateTerrain(); | ||
1301 | terrainMS = Util.EnvironmentTickCountSubtract(terMS); | ||
1302 | } | ||
1303 | 1287 | ||
1304 | //if (Frame % m_update_land == 0) | 1288 | if (Frame % m_update_backup == 0) |
1305 | //{ | 1289 | { |
1306 | // int ldMS = Util.EnvironmentTickCount(); | 1290 | int backMS = Util.EnvironmentTickCount(); |
1307 | // UpdateLand(); | 1291 | UpdateStorageBackup(); |
1308 | // landMS = Util.EnvironmentTickCountSubtract(ldMS); | 1292 | backupMS = Util.EnvironmentTickCountSubtract(backMS); |
1309 | //} | 1293 | } |
1310 | 1294 | ||
1311 | frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); | 1295 | if (Frame % m_update_terrain == 0) |
1312 | otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; | 1296 | { |
1313 | lastCompletedFrame = Util.EnvironmentTickCount(); | 1297 | int terMS = Util.EnvironmentTickCount(); |
1314 | 1298 | UpdateTerrain(); | |
1315 | // if (Frame%m_update_avatars == 0) | 1299 | terrainMS = Util.EnvironmentTickCountSubtract(terMS); |
1316 | // UpdateInWorldTime(); | ||
1317 | StatsReporter.AddPhysicsFPS(physicsFPS); | ||
1318 | StatsReporter.AddTimeDilation(TimeDilation); | ||
1319 | StatsReporter.AddFPS(1); | ||
1320 | StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount()); | ||
1321 | StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount()); | ||
1322 | StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount()); | ||
1323 | StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount()); | ||
1324 | StatsReporter.addFrameMS(frameMS); | ||
1325 | StatsReporter.addPhysicsMS(physicsMS + physicsMS2); | ||
1326 | StatsReporter.addOtherMS(otherMS); | ||
1327 | StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount()); | ||
1328 | StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); | ||
1329 | } | 1300 | } |
1330 | 1301 | ||
1302 | //if (Frame % m_update_land == 0) | ||
1303 | //{ | ||
1304 | // int ldMS = Util.EnvironmentTickCount(); | ||
1305 | // UpdateLand(); | ||
1306 | // landMS = Util.EnvironmentTickCountSubtract(ldMS); | ||
1307 | //} | ||
1308 | |||
1309 | frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); | ||
1310 | otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; | ||
1311 | lastCompletedFrame = Util.EnvironmentTickCount(); | ||
1312 | |||
1313 | // if (Frame%m_update_avatars == 0) | ||
1314 | // UpdateInWorldTime(); | ||
1315 | StatsReporter.AddPhysicsFPS(physicsFPS); | ||
1316 | StatsReporter.AddTimeDilation(TimeDilation); | ||
1317 | StatsReporter.AddFPS(1); | ||
1318 | StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount()); | ||
1319 | StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount()); | ||
1320 | StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount()); | ||
1321 | StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount()); | ||
1322 | StatsReporter.addFrameMS(frameMS); | ||
1323 | StatsReporter.addPhysicsMS(physicsMS + physicsMS2); | ||
1324 | StatsReporter.addOtherMS(otherMS); | ||
1325 | StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount()); | ||
1326 | StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); | ||
1327 | |||
1331 | if (LoginsDisabled && Frame == 20) | 1328 | if (LoginsDisabled && Frame == 20) |
1332 | { | 1329 | { |
1333 | // In 99.9% of cases it is a bad idea to manually force garbage collection. However, | 1330 | // In 99.9% of cases it is a bad idea to manually force garbage collection. However, |