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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs14
1 files changed, 9 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 0e1b4b1..ac2246c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1343,16 +1343,17 @@ namespace OpenSim.Region.Framework.Scenes
1343 // Check if any objects have reached their targets 1343 // Check if any objects have reached their targets
1344 CheckAtTargets(); 1344 CheckAtTargets();
1345 1345
1346 // Run through all ScenePresences looking for updates
1347 // Presence updates and queued object updates for each presence are sent to clients
1348 if (m_frame % m_update_presences == 0)
1349 m_sceneGraph.UpdatePresences();
1350
1351 // Update SceneObjectGroups that have scheduled themselves for updates 1346 // Update SceneObjectGroups that have scheduled themselves for updates
1352 // Objects queue their updates onto all scene presences 1347 // Objects queue their updates onto all scene presences
1353 if (m_frame % m_update_objects == 0) 1348 if (m_frame % m_update_objects == 0)
1354 m_sceneGraph.UpdateObjectGroups(); 1349 m_sceneGraph.UpdateObjectGroups();
1355 1350
1351 // Run through all ScenePresences looking for updates
1352 // Presence updates and queued object updates for each presence are sent to clients
1353 if (m_frame % m_update_presences == 0)
1354 m_sceneGraph.UpdatePresences();
1355
1356 // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
1356 if (m_frame % m_update_coarse_locations == 0) 1357 if (m_frame % m_update_coarse_locations == 0)
1357 { 1358 {
1358 List<Vector3> coarseLocations; 1359 List<Vector3> coarseLocations;
@@ -1370,9 +1371,12 @@ namespace OpenSim.Region.Framework.Scenes
1370 m_sceneGraph.UpdatePreparePhysics(); 1371 m_sceneGraph.UpdatePreparePhysics();
1371 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); 1372 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
1372 1373
1374 // Apply any pending avatar force input to the avatar's velocity
1373 if (m_frame % m_update_entitymovement == 0) 1375 if (m_frame % m_update_entitymovement == 0)
1374 m_sceneGraph.UpdateScenePresenceMovement(); 1376 m_sceneGraph.UpdateScenePresenceMovement();
1375 1377
1378 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
1379 // velocity
1376 int tmpPhysicsMS = Util.EnvironmentTickCount(); 1380 int tmpPhysicsMS = Util.EnvironmentTickCount();
1377 if (m_frame % m_update_physics == 0) 1381 if (m_frame % m_update_physics == 0)
1378 { 1382 {