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-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs2
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs353
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs2
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs12
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs2
10 files changed, 205 insertions, 192 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index 6c44175..0103761 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
@@ -771,7 +771,7 @@ namespace OpenSim.Region.ClientStack.Linden
771 SceneObjectPart part = m_Scene.GetSceneObjectPart(objectID); 771 SceneObjectPart part = m_Scene.GetSceneObjectPart(objectID);
772 if (part != null) 772 if (part != null)
773 { 773 {
774 TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(notecardID); 774// TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(notecardID);
775 if (!m_Scene.Permissions.CanCopyObjectInventory(notecardID, objectID, m_HostCapsObj.AgentID)) 775 if (!m_Scene.Permissions.CanCopyObjectInventory(notecardID, objectID, m_HostCapsObj.AgentID))
776 { 776 {
777 return LLSDHelpers.SerialiseLLSDReply(response); 777 return LLSDHelpers.SerialiseLLSDReply(response);
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs
index fb94355..d76927b 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
50 m_regStatus = RegionStatus.Up; 50 m_regStatus = RegionStatus.Up;
51 } 51 }
52 52
53 public override void Update() {} 53 public override void Update(int frames) {}
54 public override void LoadWorldMap() {} 54 public override void LoadWorldMap() {}
55 55
56 public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type) 56 public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index b95bda5..f4cca96 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -625,7 +625,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
625 625
626 public void handleOnEstateManageTelehub (IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1) 626 public void handleOnEstateManageTelehub (IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1)
627 { 627 {
628 uint ObjectLocalID;
629 SceneObjectPart part; 628 SceneObjectPart part;
630 629
631 switch (cmd) 630 switch (cmd)
@@ -908,7 +907,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
908 return; 907 return;
909 908
910 Dictionary<uint, float> sceneData = null; 909 Dictionary<uint, float> sceneData = null;
911 List<UUID> uuidNameLookupList = new List<UUID>();
912 910
913 if (reportType == 1) 911 if (reportType == 1)
914 { 912 {
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index b50ccc4..2a511e4 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1223,11 +1223,14 @@ namespace OpenSim.Region.Framework.Scenes
1223 // The first frame can take a very long time due to physics actors being added on startup. Therefore, 1223 // The first frame can take a very long time due to physics actors being added on startup. Therefore,
1224 // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false 1224 // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
1225 // alarms for scenes with many objects. 1225 // alarms for scenes with many objects.
1226 Update(); 1226 Update(1);
1227 Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; 1227 Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
1228 1228
1229 while (!shuttingdown) 1229 while (!shuttingdown)
1230 Update(); 1230 Update(-1);
1231
1232 m_lastUpdate = Util.EnvironmentTickCount();
1233 m_firstHeartbeat = false;
1231 } 1234 }
1232 finally 1235 finally
1233 { 1236 {
@@ -1238,196 +1241,208 @@ namespace OpenSim.Region.Framework.Scenes
1238 Watchdog.RemoveThread(); 1241 Watchdog.RemoveThread();
1239 } 1242 }
1240 1243
1241 public override void Update() 1244 public override void Update(int frames)
1242 { 1245 {
1243 float physicsFPS = 0f; 1246 long? endFrame = null;
1244
1245 int maintc = Util.EnvironmentTickCount();
1246 int tmpFrameMS = maintc;
1247 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1248 1247
1249 ++Frame; 1248 if (frames >= 0)
1249 endFrame = Frame + frames;
1250 1250
1251// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1251 float physicsFPS = 0f;
1252 int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
1253 int maintc;
1254 List<Vector3> coarseLocations;
1255 List<UUID> avatarUUIDs;
1252 1256
1253 try 1257 while (!shuttingdown && (endFrame == null || Frame < endFrame))
1254 { 1258 {
1255 int tmpPhysicsMS2 = Util.EnvironmentTickCount(); 1259 maintc = Util.EnvironmentTickCount();
1256 if ((Frame % m_update_physics == 0) && m_physics_enabled) 1260 ++Frame;
1257 m_sceneGraph.UpdatePreparePhysics();
1258 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
1259
1260 // Apply any pending avatar force input to the avatar's velocity
1261 int tmpAgentMS = Util.EnvironmentTickCount();
1262 if (Frame % m_update_entitymovement == 0)
1263 m_sceneGraph.UpdateScenePresenceMovement();
1264 agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
1265
1266 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
1267 // velocity
1268 int tmpPhysicsMS = Util.EnvironmentTickCount();
1269 if (Frame % m_update_physics == 0)
1270 {
1271 if (m_physics_enabled)
1272 physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
1273
1274 if (SynchronizeScene != null)
1275 SynchronizeScene(this);
1276 }
1277 physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
1278 1261
1279 tmpAgentMS = Util.EnvironmentTickCount(); 1262// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1280
1281 // Check if any objects have reached their targets
1282 CheckAtTargets();
1283
1284 // Update SceneObjectGroups that have scheduled themselves for updates
1285 // Objects queue their updates onto all scene presences
1286 if (Frame % m_update_objects == 0)
1287 m_sceneGraph.UpdateObjectGroups();
1288 1263
1289 // Run through all ScenePresences looking for updates 1264 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1290 // Presence updates and queued object updates for each presence are sent to clients
1291 if (Frame % m_update_presences == 0)
1292 m_sceneGraph.UpdatePresences();
1293 1265
1294 // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) 1266 try
1295 if (Frame % m_update_coarse_locations == 0)
1296 { 1267 {
1297 List<Vector3> coarseLocations; 1268 tmpPhysicsMS2 = Util.EnvironmentTickCount();
1298 List<UUID> avatarUUIDs; 1269 if ((Frame % m_update_physics == 0) && m_physics_enabled)
1299 SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); 1270 m_sceneGraph.UpdatePreparePhysics();
1300 // Send coarse locations to clients 1271 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
1301 ForEachScenePresence(delegate(ScenePresence presence) 1272
1273 // Apply any pending avatar force input to the avatar's velocity
1274 tmpAgentMS = Util.EnvironmentTickCount();
1275 if (Frame % m_update_entitymovement == 0)
1276 m_sceneGraph.UpdateScenePresenceMovement();
1277 agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
1278
1279 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
1280 // velocity
1281 tmpPhysicsMS = Util.EnvironmentTickCount();
1282 if (Frame % m_update_physics == 0)
1302 { 1283 {
1303 presence.SendCoarseLocations(coarseLocations, avatarUUIDs); 1284 if (m_physics_enabled)
1304 }); 1285 physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
1305 } 1286
1306 1287 if (SynchronizeScene != null)
1307 agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); 1288 SynchronizeScene(this);
1308 1289 }
1309 // Delete temp-on-rez stuff 1290 physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
1310 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
1311 {
1312 int tmpTempOnRezMS = Util.EnvironmentTickCount();
1313 m_cleaningTemps = true;
1314 Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
1315 tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
1316 }
1317
1318 if (Frame % m_update_events == 0)
1319 {
1320 int evMS = Util.EnvironmentTickCount();
1321 UpdateEvents();
1322 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1323 }
1324
1325 // if (Frame % m_update_land == 0)
1326 // {
1327 // int ldMS = Util.EnvironmentTickCount();
1328 // UpdateLand();
1329 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1330 // }
1331
1332 if (Frame % m_update_backup == 0)
1333 {
1334 int backMS = Util.EnvironmentTickCount();
1335 UpdateStorageBackup();
1336 backupMS = Util.EnvironmentTickCountSubtract(backMS);
1337 }
1338
1339 if (Frame % m_update_terrain == 0)
1340 {
1341 int terMS = Util.EnvironmentTickCount();
1342 UpdateTerrain();
1343 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1344 }
1345
1346 //if (Frame % m_update_land == 0)
1347 //{
1348 // int ldMS = Util.EnvironmentTickCount();
1349 // UpdateLand();
1350 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1351 //}
1352
1353 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
1354 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1355 lastCompletedFrame = Util.EnvironmentTickCount();
1356
1357 // if (Frame%m_update_avatars == 0)
1358 // UpdateInWorldTime();
1359 StatsReporter.AddPhysicsFPS(physicsFPS);
1360 StatsReporter.AddTimeDilation(TimeDilation);
1361 StatsReporter.AddFPS(1);
1362 StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
1363 StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
1364 StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
1365 StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
1366 StatsReporter.addFrameMS(frameMS);
1367 StatsReporter.addAgentMS(agentMS);
1368 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1369 StatsReporter.addOtherMS(otherMS);
1370 StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
1371 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1372
1373 if (LoginsDisabled && Frame == 20)
1374 {
1375// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
1376
1377 // In 99.9% of cases it is a bad idea to manually force garbage collection. However,
1378 // this is a rare case where we know we have just went through a long cycle of heap
1379 // allocations, and there is no more work to be done until someone logs in
1380 GC.Collect();
1381 1291
1382 IConfig startupConfig = m_config.Configs["Startup"]; 1292 tmpAgentMS = Util.EnvironmentTickCount();
1383 if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false)) 1293
1294 // Check if any objects have reached their targets
1295 CheckAtTargets();
1296
1297 // Update SceneObjectGroups that have scheduled themselves for updates
1298 // Objects queue their updates onto all scene presences
1299 if (Frame % m_update_objects == 0)
1300 m_sceneGraph.UpdateObjectGroups();
1301
1302 // Run through all ScenePresences looking for updates
1303 // Presence updates and queued object updates for each presence are sent to clients
1304 if (Frame % m_update_presences == 0)
1305 m_sceneGraph.UpdatePresences();
1306
1307 // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
1308 if (Frame % m_update_coarse_locations == 0)
1309 {
1310 SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
1311 // Send coarse locations to clients
1312 ForEachScenePresence(delegate(ScenePresence presence)
1313 {
1314 presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
1315 });
1316 }
1317
1318 agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
1319
1320 // Delete temp-on-rez stuff
1321 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
1322 {
1323 tmpTempOnRezMS = Util.EnvironmentTickCount();
1324 m_cleaningTemps = true;
1325 Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
1326 tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
1327 }
1328
1329 if (Frame % m_update_events == 0)
1330 {
1331 evMS = Util.EnvironmentTickCount();
1332 UpdateEvents();
1333 eventMS = Util.EnvironmentTickCountSubtract(evMS);
1334 }
1335
1336 if (Frame % m_update_backup == 0)
1337 {
1338 backMS = Util.EnvironmentTickCount();
1339 UpdateStorageBackup();
1340 backupMS = Util.EnvironmentTickCountSubtract(backMS);
1341 }
1342
1343 if (Frame % m_update_terrain == 0)
1384 { 1344 {
1385 // This handles a case of a region having no scripts for the RegionReady module 1345 terMS = Util.EnvironmentTickCount();
1386 if (m_sceneGraph.GetActiveScriptsCount() == 0) 1346 UpdateTerrain();
1347 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1348 }
1349
1350 //if (Frame % m_update_land == 0)
1351 //{
1352 // int ldMS = Util.EnvironmentTickCount();
1353 // UpdateLand();
1354 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1355 //}
1356
1357 frameMS = Util.EnvironmentTickCountSubtract(maintc);
1358 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1359 lastCompletedFrame = Util.EnvironmentTickCount();
1360
1361 // if (Frame%m_update_avatars == 0)
1362 // UpdateInWorldTime();
1363 StatsReporter.AddPhysicsFPS(physicsFPS);
1364 StatsReporter.AddTimeDilation(TimeDilation);
1365 StatsReporter.AddFPS(1);
1366 StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
1367 StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
1368 StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
1369 StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
1370
1371 // frameMS currently records work frame times, not total frame times (work + any required sleep to
1372 // reach min frame time.
1373 StatsReporter.addFrameMS(frameMS);
1374
1375 StatsReporter.addAgentMS(agentMS);
1376 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1377 StatsReporter.addOtherMS(otherMS);
1378 StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
1379 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1380
1381 if (LoginsDisabled && Frame == 20)
1382 {
1383 // m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
1384
1385 // In 99.9% of cases it is a bad idea to manually force garbage collection. However,
1386 // this is a rare case where we know we have just went through a long cycle of heap
1387 // allocations, and there is no more work to be done until someone logs in
1388 GC.Collect();
1389
1390 IConfig startupConfig = m_config.Configs["Startup"];
1391 if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
1387 { 1392 {
1388 // need to be able to tell these have changed in RegionReady 1393 // This handles a case of a region having no scripts for the RegionReady module
1389 LoginLock = false; 1394 if (m_sceneGraph.GetActiveScriptsCount() == 0)
1390 EventManager.TriggerLoginsEnabled(RegionInfo.RegionName); 1395 {
1396 // need to be able to tell these have changed in RegionReady
1397 LoginLock = false;
1398 EventManager.TriggerLoginsEnabled(RegionInfo.RegionName);
1399 }
1400 m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
1401
1402 // For RegionReady lockouts
1403 if(LoginLock == false)
1404 {
1405 LoginsDisabled = false;
1406 }
1407
1408 m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
1391 } 1409 }
1392 m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName); 1410 else
1393
1394 // For RegionReady lockouts
1395 if(LoginLock == false)
1396 { 1411 {
1397 LoginsDisabled = false; 1412 StartDisabled = true;
1413 LoginsDisabled = true;
1398 } 1414 }
1399
1400 m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
1401 }
1402 else
1403 {
1404 StartDisabled = true;
1405 LoginsDisabled = true;
1406 } 1415 }
1407 } 1416 }
1408 } 1417 catch (Exception e)
1409 catch (Exception e) 1418 {
1410 { 1419 m_log.ErrorFormat(
1411 m_log.ErrorFormat( 1420 "[SCENE]: Failed on region {0} with exception {1}{2}",
1412 "[SCENE]: Failed on region {0} with exception {1}{2}", 1421 RegionInfo.RegionName, e.Message, e.StackTrace);
1413 RegionInfo.RegionName, e.Message, e.StackTrace); 1422 }
1414 } 1423
1415 1424 EventManager.TriggerRegionHeartbeatEnd(this);
1416 EventManager.TriggerRegionHeartbeatEnd(this);
1417 1425
1418 maintc = Util.EnvironmentTickCountSubtract(maintc); 1426 // Tell the watchdog that this thread is still alive
1419 maintc = (int)(MinFrameTime * 1000) - maintc; 1427 Watchdog.UpdateThread();
1420 1428
1429 maintc = Util.EnvironmentTickCountSubtract(maintc);
1430 maintc = (int)(MinFrameTime * 1000) - maintc;
1421 1431
1422 m_lastUpdate = Util.EnvironmentTickCount(); 1432 m_lastUpdate = Util.EnvironmentTickCount();
1423 m_firstHeartbeat = false; 1433 m_firstHeartbeat = false;
1424 1434
1425 if (maintc > 0) 1435 if (maintc > 0)
1426 Thread.Sleep(maintc); 1436 Thread.Sleep(maintc);
1427 1437
1428 // Tell the watchdog that this thread is still alive 1438// if (frameMS > (int)(MinFrameTime * 1000))
1429 Watchdog.UpdateThread(); 1439// m_log.WarnFormat(
1430 } 1440// "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
1441// frameMS,
1442// MinFrameTime * 1000,
1443// RegionInfo.RegionName);
1444 }
1445 }
1431 1446
1432 public void AddGroupTarget(SceneObjectGroup grp) 1447 public void AddGroupTarget(SceneObjectGroup grp)
1433 { 1448 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 1e80f73..9b8a3ae 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -151,9 +151,13 @@ namespace OpenSim.Region.Framework.Scenes
151 #region Update Methods 151 #region Update Methods
152 152
153 /// <summary> 153 /// <summary>
154 /// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation) 154 /// Called to update the scene loop by a number of frames and until shutdown.
155 /// </summary> 155 /// </summary>
156 public abstract void Update(); 156 /// <param name="frames">
157 /// Number of frames to update. Exits on shutdown even if there are frames remaining.
158 /// If -1 then updates until shutdown.
159 /// </param>
160 public abstract void Update(int frames);
157 161
158 #endregion 162 #endregion
159 163
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 9baee05..0847994 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2374,7 +2374,7 @@ namespace OpenSim.Region.Framework.Scenes
2374 { 2374 {
2375 if (direc.Z > 2.0f) 2375 if (direc.Z > 2.0f)
2376 { 2376 {
2377 direc.Z *= 2.5f; 2377 direc.Z *= 2.6f;
2378 2378
2379 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2379 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2380 Animator.TrySetMovementAnimation("PREJUMP"); 2380 Animator.TrySetMovementAnimation("PREJUMP");
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
index 442cb8b..cfea10d 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
@@ -81,7 +81,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
81 // For now, we'll make the scene presence fly to simplify this test, but this needs to change. 81 // For now, we'll make the scene presence fly to simplify this test, but this needs to change.
82 sp.Flying = true; 82 sp.Flying = true;
83 83
84 m_scene.Update(); 84 m_scene.Update(1);
85 Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); 85 Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
86 86
87 Vector3 targetPos = startPos + new Vector3(0, 10, 0); 87 Vector3 targetPos = startPos + new Vector3(0, 10, 0);
@@ -91,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
91 Assert.That( 91 Assert.That(
92 sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001)); 92 sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
93 93
94 m_scene.Update(); 94 m_scene.Update(1);
95 95
96 // We should really check the exact figure. 96 // We should really check the exact figure.
97 Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X)); 97 Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X));
@@ -99,8 +99,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
99 Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); 99 Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
100 Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X)); 100 Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X));
101 101
102 for (int i = 0; i < 10; i++) 102 m_scene.Update(10);
103 m_scene.Update();
104 103
105 double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos); 104 double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
106 Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move"); 105 Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move");
@@ -116,7 +115,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
116 Assert.That( 115 Assert.That(
117 sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001)); 116 sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
118 117
119 m_scene.Update(); 118 m_scene.Update(1);
120 119
121 // We should really check the exact figure. 120 // We should really check the exact figure.
122 Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X)); 121 Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X));
@@ -124,8 +123,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
124 Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y)); 123 Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
125 Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); 124 Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
126 125
127 for (int i = 0; i < 10; i++) 126 m_scene.Update(10);
128 m_scene.Update();
129 127
130 distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos); 128 distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
131 Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move"); 129 Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move");
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
index 8b8aea5..5c9a77d 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
@@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
61 TestHelpers.InMethod(); 61 TestHelpers.InMethod();
62 62
63 Scene scene = SceneHelpers.SetupScene(); 63 Scene scene = SceneHelpers.SetupScene();
64 scene.Update(); 64 scene.Update(1);
65 65
66 Assert.That(scene.Frame, Is.EqualTo(1)); 66 Assert.That(scene.Frame, Is.EqualTo(1));
67 } 67 }
diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
index 9a7e9e8..eea0b2e 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
@@ -238,7 +238,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
238 // For now, we'll make the scene presence fly to simplify this test, but this needs to change. 238 // For now, we'll make the scene presence fly to simplify this test, but this needs to change.
239 npc.Flying = true; 239 npc.Flying = true;
240 240
241 m_scene.Update(); 241 m_scene.Update(1);
242 Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); 242 Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
243 243
244 Vector3 targetPos = startPos + new Vector3(0, 10, 0); 244 Vector3 targetPos = startPos + new Vector3(0, 10, 0);
@@ -249,7 +249,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
249 Assert.That( 249 Assert.That(
250 npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001)); 250 npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
251 251
252 m_scene.Update(); 252 m_scene.Update(1);
253 253
254 // We should really check the exact figure. 254 // We should really check the exact figure.
255 Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X)); 255 Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
@@ -257,8 +257,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
257 Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); 257 Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
258 Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X)); 258 Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
259 259
260 for (int i = 0; i < 10; i++) 260 m_scene.Update(10);
261 m_scene.Update();
262 261
263 double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos); 262 double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
264 Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move"); 263 Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move");
@@ -275,7 +274,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
275 Assert.That( 274 Assert.That(
276 npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001)); 275 npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
277 276
278 m_scene.Update(); 277 m_scene.Update(1);
279 278
280 // We should really check the exact figure. 279 // We should really check the exact figure.
281 Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X)); 280 Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X));
@@ -283,8 +282,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
283 Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y)); 282 Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
284 Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); 283 Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
285 284
286 for (int i = 0; i < 10; i++) 285 m_scene.Update(10);
287 m_scene.Update();
288 286
289 distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos); 287 distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
290 Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move"); 288 Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move");
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index c4b245f..79e50d2 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -372,7 +372,7 @@ namespace OpenSim.Region.Physics.Meshing
372 372
373 if (physicsParms == null) 373 if (physicsParms == null)
374 { 374 {
375 m_log.Warn("[MESH]: no recognized physics mesh found in mesh asset"); 375 m_log.WarnFormat("[MESH]: No recognized physics mesh found in mesh asset for {0}", primName);
376 return false; 376 return false;
377 } 377 }
378 378