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authorUbitUmarov2017-06-07 18:52:56 +0100
committerUbitUmarov2017-06-07 18:52:56 +0100
commit2d93008bd99f657aa8a79ed2ecef1a0df3c483c0 (patch)
tree8209a3f2f11453519c4986f28bc82fd0c66b01c7 /OpenSim/Region/Framework
parentremove some more dead scene options (diff)
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course locations is a also heartbeat job (for now sync)
Diffstat (limited to 'OpenSim/Region/Framework')
-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs43
1 files changed, 13 insertions, 30 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index b78ee6e..0905a56 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -379,7 +379,7 @@ namespace OpenSim.Region.Framework.Scenes
379 private int m_update_terrain = 1000; 379 private int m_update_terrain = 1000;
380 private int m_update_land = 10; 380 private int m_update_land = 10;
381 381
382 private int m_update_coarse_locations = 50; 382 private int m_update_coarse_locations = 5;
383 private int m_update_temp_cleaning = 180; 383 private int m_update_temp_cleaning = 180;
384 384
385 private float agentMS; 385 private float agentMS;
@@ -1640,8 +1640,6 @@ namespace OpenSim.Region.Framework.Scenes
1640 if (runs >= 0) 1640 if (runs >= 0)
1641 endRun = MaintenanceRun + runs; 1641 endRun = MaintenanceRun + runs;
1642 1642
1643 List<Vector3> coarseLocations;
1644 List<UUID> avatarUUIDs;
1645 1643
1646 while (!m_shuttingDown && ((endRun == null && Active) || MaintenanceRun < endRun)) 1644 while (!m_shuttingDown && ((endRun == null && Active) || MaintenanceRun < endRun))
1647 { 1645 {
@@ -1650,33 +1648,6 @@ namespace OpenSim.Region.Framework.Scenes
1650 1648
1651 // m_log.DebugFormat("[SCENE]: Maintenance run {0} in {1}", MaintenanceRun, Name); 1649 // m_log.DebugFormat("[SCENE]: Maintenance run {0} in {1}", MaintenanceRun, Name);
1652 1650
1653 // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
1654 if (MaintenanceRun % (m_update_coarse_locations / 10) == 0)
1655 {
1656 SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
1657 // Send coarse locations to clients
1658 ForEachScenePresence(delegate(ScenePresence presence)
1659 {
1660 presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
1661 });
1662 }
1663
1664/* this is done on heartbeat
1665 // Delete temp-on-rez stuff
1666 if (MaintenanceRun % m_update_temp_cleaning == 0 && !m_cleaningTemps)
1667 {
1668 // m_log.DebugFormat("[SCENE]: Running temp-on-rez cleaning in {0}", Name);
1669 tmpMS = Util.EnvironmentTickCount();
1670 m_cleaningTemps = true;
1671
1672 WorkManager.RunInThread(
1673 delegate { CleanTempObjects(); m_cleaningTemps = false; },
1674 null,
1675 string.Format("CleanTempObjects ({0})", Name));
1676
1677 tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS);
1678 }
1679*/
1680 Watchdog.UpdateThread(); 1651 Watchdog.UpdateThread();
1681 1652
1682 previousMaintenanceTick = m_lastMaintenanceTick; 1653 previousMaintenanceTick = m_lastMaintenanceTick;
@@ -1759,6 +1730,18 @@ namespace OpenSim.Region.Framework.Scenes
1759 if (Frame % m_update_entitymovement == 0) 1730 if (Frame % m_update_entitymovement == 0)
1760 m_sceneGraph.UpdateScenePresenceMovement(); 1731 m_sceneGraph.UpdateScenePresenceMovement();
1761 1732
1733 if (Frame % (m_update_coarse_locations) == 0)
1734 {
1735 List<Vector3> coarseLocations;
1736 List<UUID> avatarUUIDs;
1737
1738 SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
1739 // Send coarse locations to clients
1740 ForEachScenePresence(delegate(ScenePresence presence)
1741 {
1742 presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
1743 });
1744 }
1762 // Get the simulation frame time that the avatar force input 1745 // Get the simulation frame time that the avatar force input
1763 // took 1746 // took
1764 tmpMS2 = Util.GetTimeStampMS(); 1747 tmpMS2 = Util.GetTimeStampMS();