aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework
diff options
context:
space:
mode:
authorDan Lake2011-10-03 16:45:04 -0700
committerDan Lake2011-10-03 16:45:04 -0700
commitbfa405e6f70ee31510a20f708327c1c254398926 (patch)
tree31ef92163250ae7e40c69a0765b2ded9c6917ed8 /OpenSim/Region/Framework
parentRemoved redundant code in AttachmentsModule and simplified interfaces which c... (diff)
parenttrival tweak to trigger the continuous integration system (diff)
downloadopensim-SC_OLD-bfa405e6f70ee31510a20f708327c1c254398926.zip
opensim-SC_OLD-bfa405e6f70ee31510a20f708327c1c254398926.tar.gz
opensim-SC_OLD-bfa405e6f70ee31510a20f708327c1c254398926.tar.bz2
opensim-SC_OLD-bfa405e6f70ee31510a20f708327c1c254398926.tar.xz
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs87
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,