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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs82
1 files changed, 37 insertions, 45 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 7944548..1ca0267 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -117,6 +117,8 @@ namespace OpenSim.Region.Framework.Scenes
117 private volatile bool m_backingup = false; 117 private volatile bool m_backingup = false;
118 118
119 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 119 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
120
121 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
120 122
121 protected string m_simulatorVersion = "OpenSimulator Server"; 123 protected string m_simulatorVersion = "OpenSimulator Server";
122 124
@@ -246,8 +248,7 @@ namespace OpenSim.Region.Framework.Scenes
246 248
247 private int m_update_physics = 1; 249 private int m_update_physics = 1;
248 private int m_update_entitymovement = 1; 250 private int m_update_entitymovement = 1;
249 private int m_update_entities = 1; // Run through all objects checking for updates 251 private int m_update_objects = 1; // Update objects which have scheduled themselves for updates
250 private int m_update_entitiesquick = 200; // Run through objects that have scheduled updates checking for updates
251 private int m_update_presences = 1; // Update scene presence movements 252 private int m_update_presences = 1; // Update scene presence movements
252 private int m_update_events = 1; 253 private int m_update_events = 1;
253 private int m_update_backup = 200; 254 private int m_update_backup = 200;
@@ -979,28 +980,7 @@ namespace OpenSim.Region.Framework.Scenes
979 maintc = Environment.TickCount; 980 maintc = Environment.TickCount;
980 981
981 TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate; 982 TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate;
982 // Aquire a lock so only one update call happens at once
983 //updateLock.WaitOne();
984 float physicsFPS = 0; 983 float physicsFPS = 0;
985 //m_log.Info("sadfadf" + m_neighbours.Count.ToString());
986 int agentsInScene = m_sceneGraph.GetRootAgentCount() + m_sceneGraph.GetChildAgentCount();
987
988 if (agentsInScene > 21)
989 {
990 if (m_update_entities == 1)
991 {
992 m_update_entities = 5;
993 StatsReporter.SetUpdateMS(6000);
994 }
995 }
996 else
997 {
998 if (m_update_entities == 5)
999 {
1000 m_update_entities = 1;
1001 StatsReporter.SetUpdateMS(3000);
1002 }
1003 }
1004 984
1005 frameMS = Environment.TickCount; 985 frameMS = Environment.TickCount;
1006 try 986 try
@@ -1013,30 +993,17 @@ namespace OpenSim.Region.Framework.Scenes
1013 m_frame = 0; 993 m_frame = 0;
1014 994
1015 otherMS = Environment.TickCount; 995 otherMS = Environment.TickCount;
1016 // run through all entities looking for updates (slow)
1017 if (m_frame % m_update_entities == 0)
1018 {
1019 /* // Adam Experimental
1020 if (m_updateEntitiesThread == null)
1021 {
1022 m_updateEntitiesThread = new Thread(m_sceneGraph.UpdateEntities);
1023 996
1024 ThreadTracker.Add(m_updateEntitiesThread); 997 // Check if any objects have reached their targets
1025 } 998 CheckAtTargets();
1026 999
1027 if (m_updateEntitiesThread.ThreadState == ThreadState.Stopped) 1000 // Update SceneObjectGroups that have scheduled themselves for updates
1028 m_updateEntitiesThread.Start(); 1001 // Objects queue their updates onto all scene presences
1029 */ 1002 if (m_frame % m_update_objects == 0)
1030 1003 m_sceneGraph.UpdateObjectGroups();
1031 m_sceneGraph.UpdateEntities();
1032 }
1033 1004
1034 // run through entities that have scheduled themselves for 1005 // Run through all ScenePresences looking for updates
1035 // updates looking for updates(faster) 1006 // Presence updates and queued object updates for each presence are sent to clients
1036 if (m_frame % m_update_entitiesquick == 0)
1037 m_sceneGraph.ProcessUpdates();
1038
1039 // Run through scenepresences looking for updates
1040 if (m_frame % m_update_presences == 0) 1007 if (m_frame % m_update_presences == 0)
1041 m_sceneGraph.UpdatePresences(); 1008 m_sceneGraph.UpdatePresences();
1042 1009
@@ -1140,6 +1107,31 @@ namespace OpenSim.Region.Framework.Scenes
1140 } 1107 }
1141 } 1108 }
1142 1109
1110
1111 public void AddGroupTarget(SceneObjectGroup grp)
1112 {
1113 lock(m_groupsWithTargets)
1114 m_groupsWithTargets[grp.UUID] = grp;
1115 }
1116
1117 public void RemoveGroupTarget(SceneObjectGroup grp)
1118 {
1119 lock(m_groupsWithTargets)
1120 m_groupsWithTargets.Remove(grp.UUID);
1121 }
1122
1123 private void CheckAtTargets()
1124 {
1125 lock (m_groupsWithTargets)
1126 {
1127 foreach (KeyValuePair<UUID, SceneObjectGroup> kvp in m_groupsWithTargets)
1128 {
1129 kvp.Value.checkAtTargets();
1130 }
1131 }
1132 }
1133
1134
1143 /// <summary> 1135 /// <summary>
1144 /// Send out simstats data to all clients 1136 /// Send out simstats data to all clients
1145 /// </summary> 1137 /// </summary>