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-rw-r--r--OpenSim/Framework/Util.cs17
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs337
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs8
-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/Tests/Torture/ObjectTortureTests.cs2
8 files changed, 213 insertions, 179 deletions
diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs
index 9e0f138..b2e5c7b 100644
--- a/OpenSim/Framework/Util.cs
+++ b/OpenSim/Framework/Util.cs
@@ -1758,13 +1758,26 @@ namespace OpenSim.Framework
1758 /// and negative every 24.9 days. Subtracts the passed value (previously fetched by 1758 /// and negative every 24.9 days. Subtracts the passed value (previously fetched by
1759 /// 'EnvironmentTickCount()') and accounts for any wrapping. 1759 /// 'EnvironmentTickCount()') and accounts for any wrapping.
1760 /// </summary> 1760 /// </summary>
1761 /// <param name="newValue"></param>
1762 /// <param name="prevValue"></param>
1761 /// <returns>subtraction of passed prevValue from current Environment.TickCount</returns> 1763 /// <returns>subtraction of passed prevValue from current Environment.TickCount</returns>
1762 public static Int32 EnvironmentTickCountSubtract(Int32 prevValue) 1764 public static Int32 EnvironmentTickCountSubtract(Int32 newValue, Int32 prevValue)
1763 { 1765 {
1764 Int32 diff = EnvironmentTickCount() - prevValue; 1766 Int32 diff = newValue - prevValue;
1765 return (diff >= 0) ? diff : (diff + EnvironmentTickCountMask + 1); 1767 return (diff >= 0) ? diff : (diff + EnvironmentTickCountMask + 1);
1766 } 1768 }
1767 1769
1770 /// <summary>
1771 /// Environment.TickCount is an int but it counts all 32 bits so it goes positive
1772 /// and negative every 24.9 days. Subtracts the passed value (previously fetched by
1773 /// 'EnvironmentTickCount()') and accounts for any wrapping.
1774 /// </summary>
1775 /// <returns>subtraction of passed prevValue from current Environment.TickCount</returns>
1776 public static Int32 EnvironmentTickCountSubtract(Int32 prevValue)
1777 {
1778 return EnvironmentTickCountSubtract(EnvironmentTickCount(), prevValue);
1779 }
1780
1768 // Returns value of Tick Count A - TickCount B accounting for wrapping of TickCount 1781 // Returns value of Tick Count A - TickCount B accounting for wrapping of TickCount
1769 // Assumes both tcA and tcB came from previous calls to Util.EnvironmentTickCount(). 1782 // Assumes both tcA and tcB came from previous calls to Util.EnvironmentTickCount().
1770 // A positive return value indicates A occured later than B 1783 // A positive return value indicates A occured later than B
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/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 18a7ce8..fe59e4d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1175,11 +1175,11 @@ namespace OpenSim.Region.Framework.Scenes
1175 // The first frame can take a very long time due to physics actors being added on startup. Therefore, 1175 // The first frame can take a very long time due to physics actors being added on startup. Therefore,
1176 // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false 1176 // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
1177 // alarms for scenes with many objects. 1177 // alarms for scenes with many objects.
1178 Update(); 1178 Update(1);
1179 Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; 1179 Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
1180 1180
1181 while (!shuttingdown) 1181 while (!shuttingdown)
1182 Update(); 1182 Update(-1);
1183 1183
1184 m_lastUpdate = Util.EnvironmentTickCount(); 1184 m_lastUpdate = Util.EnvironmentTickCount();
1185 m_firstHeartbeat = false; 1185 m_firstHeartbeat = false;
@@ -1193,184 +1193,205 @@ namespace OpenSim.Region.Framework.Scenes
1193 Watchdog.RemoveThread(); 1193 Watchdog.RemoveThread();
1194 } 1194 }
1195 1195
1196 public override void Update() 1196 public override void Update(int frames)
1197 { 1197 {
1198 float physicsFPS = 0f; 1198 long? endFrame = null;
1199
1200 int maintc = Util.EnvironmentTickCount();
1201 int tmpFrameMS = maintc;
1202 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1203 1199
1204 ++Frame; 1200 if (frames >= 0)
1201 endFrame = Frame + frames;
1205 1202
1206// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1203 float physicsFPS = 0f;
1204 int tmpFrameMS, tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
1205 int maintc;
1206 List<Vector3> coarseLocations;
1207 List<UUID> avatarUUIDs;
1207 1208
1208 try 1209 while (!shuttingdown && (endFrame == null || Frame < endFrame))
1209 { 1210 {
1210 int tmpPhysicsMS2 = Util.EnvironmentTickCount(); 1211 maintc = Util.EnvironmentTickCount();
1211 if ((Frame % m_update_physics == 0) && m_physics_enabled) 1212 ++Frame;
1212 m_sceneGraph.UpdatePreparePhysics();
1213 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
1214
1215 // Apply any pending avatar force input to the avatar's velocity
1216 int tmpAgentMS = Util.EnvironmentTickCount();
1217 if (Frame % m_update_entitymovement == 0)
1218 m_sceneGraph.UpdateScenePresenceMovement();
1219 agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
1220
1221 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
1222 // velocity
1223 int tmpPhysicsMS = Util.EnvironmentTickCount();
1224 if (Frame % m_update_physics == 0)
1225 {
1226 if (m_physics_enabled)
1227 physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
1228 1213
1229 if (SynchronizeScene != null) 1214// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1230 SynchronizeScene(this);
1231 }
1232 physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
1233
1234 tmpAgentMS = Util.EnvironmentTickCount();
1235
1236 // Check if any objects have reached their targets
1237 CheckAtTargets();
1238
1239 // Update SceneObjectGroups that have scheduled themselves for updates
1240 // Objects queue their updates onto all scene presences
1241 if (Frame % m_update_objects == 0)
1242 m_sceneGraph.UpdateObjectGroups();
1243 1215
1244 // Run through all ScenePresences looking for updates 1216 tmpFrameMS = maintc;
1245 // Presence updates and queued object updates for each presence are sent to clients 1217 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1246 if (Frame % m_update_presences == 0)
1247 m_sceneGraph.UpdatePresences();
1248 1218
1249 // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) 1219 try
1250 if (Frame % m_update_coarse_locations == 0)
1251 { 1220 {
1252 List<Vector3> coarseLocations; 1221 tmpPhysicsMS2 = Util.EnvironmentTickCount();
1253 List<UUID> avatarUUIDs; 1222 if ((Frame % m_update_physics == 0) && m_physics_enabled)
1254 SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); 1223 m_sceneGraph.UpdatePreparePhysics();
1255 // Send coarse locations to clients 1224 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
1256 ForEachScenePresence(delegate(ScenePresence presence) 1225
1226 // Apply any pending avatar force input to the avatar's velocity
1227 tmpAgentMS = Util.EnvironmentTickCount();
1228 if (Frame % m_update_entitymovement == 0)
1229 m_sceneGraph.UpdateScenePresenceMovement();
1230 agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
1231
1232 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
1233 // velocity
1234 tmpPhysicsMS = Util.EnvironmentTickCount();
1235 if (Frame % m_update_physics == 0)
1257 { 1236 {
1258 presence.SendCoarseLocations(coarseLocations, avatarUUIDs); 1237 if (m_physics_enabled)
1259 }); 1238 physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
1260 } 1239
1261 1240 if (SynchronizeScene != null)
1262 agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); 1241 SynchronizeScene(this);
1263 1242 }
1264 // Delete temp-on-rez stuff 1243 physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
1265 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
1266 {
1267 int tmpTempOnRezMS = Util.EnvironmentTickCount();
1268 m_cleaningTemps = true;
1269 Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
1270 tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
1271 }
1272
1273 if (Frame % m_update_events == 0)
1274 {
1275 int evMS = Util.EnvironmentTickCount();
1276 UpdateEvents();
1277 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1278 }
1279
1280 if (Frame % m_update_backup == 0)
1281 {
1282 int backMS = Util.EnvironmentTickCount();
1283 UpdateStorageBackup();
1284 backupMS = Util.EnvironmentTickCountSubtract(backMS);
1285 }
1286
1287 if (Frame % m_update_terrain == 0)
1288 {
1289 int terMS = Util.EnvironmentTickCount();
1290 UpdateTerrain();
1291 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1292 }
1293
1294 //if (Frame % m_update_land == 0)
1295 //{
1296 // int ldMS = Util.EnvironmentTickCount();
1297 // UpdateLand();
1298 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1299 //}
1300
1301 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
1302 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1303 lastCompletedFrame = Util.EnvironmentTickCount();
1304
1305 // if (Frame%m_update_avatars == 0)
1306 // UpdateInWorldTime();
1307 StatsReporter.AddPhysicsFPS(physicsFPS);
1308 StatsReporter.AddTimeDilation(TimeDilation);
1309 StatsReporter.AddFPS(1);
1310 StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
1311 StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
1312 StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
1313 StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
1314 StatsReporter.addFrameMS(frameMS);
1315 StatsReporter.addAgentMS(agentMS);
1316 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1317 StatsReporter.addOtherMS(otherMS);
1318 StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
1319 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1320
1321 if (LoginsDisabled && Frame == 20)
1322 {
1323// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
1324
1325 // In 99.9% of cases it is a bad idea to manually force garbage collection. However,
1326 // this is a rare case where we know we have just went through a long cycle of heap
1327 // allocations, and there is no more work to be done until someone logs in
1328 GC.Collect();
1329 1244
1330 IConfig startupConfig = m_config.Configs["Startup"]; 1245 tmpAgentMS = Util.EnvironmentTickCount();
1331 if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false)) 1246
1247 // Check if any objects have reached their targets
1248 CheckAtTargets();
1249
1250 // Update SceneObjectGroups that have scheduled themselves for updates
1251 // Objects queue their updates onto all scene presences
1252 if (Frame % m_update_objects == 0)
1253 m_sceneGraph.UpdateObjectGroups();
1254
1255 // Run through all ScenePresences looking for updates
1256 // Presence updates and queued object updates for each presence are sent to clients
1257 if (Frame % m_update_presences == 0)
1258 m_sceneGraph.UpdatePresences();
1259
1260 // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
1261 if (Frame % m_update_coarse_locations == 0)
1262 {
1263 SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
1264 // Send coarse locations to clients
1265 ForEachScenePresence(delegate(ScenePresence presence)
1266 {
1267 presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
1268 });
1269 }
1270
1271 agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
1272
1273 // Delete temp-on-rez stuff
1274 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
1275 {
1276 tmpTempOnRezMS = Util.EnvironmentTickCount();
1277 m_cleaningTemps = true;
1278 Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
1279 tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
1280 }
1281
1282 if (Frame % m_update_events == 0)
1332 { 1283 {
1333 // This handles a case of a region having no scripts for the RegionReady module 1284 evMS = Util.EnvironmentTickCount();
1334 if (m_sceneGraph.GetActiveScriptsCount() == 0) 1285 UpdateEvents();
1286 eventMS = Util.EnvironmentTickCountSubtract(evMS);
1287 }
1288
1289 if (Frame % m_update_backup == 0)
1290 {
1291 backMS = Util.EnvironmentTickCount();
1292 UpdateStorageBackup();
1293 backupMS = Util.EnvironmentTickCountSubtract(backMS);
1294 }
1295
1296 if (Frame % m_update_terrain == 0)
1297 {
1298 terMS = Util.EnvironmentTickCount();
1299 UpdateTerrain();
1300 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1301 }
1302
1303 //if (Frame % m_update_land == 0)
1304 //{
1305 // int ldMS = Util.EnvironmentTickCount();
1306 // UpdateLand();
1307 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1308 //}
1309
1310 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
1311 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1312 lastCompletedFrame = Util.EnvironmentTickCount();
1313
1314 // if (Frame%m_update_avatars == 0)
1315 // UpdateInWorldTime();
1316 StatsReporter.AddPhysicsFPS(physicsFPS);
1317 StatsReporter.AddTimeDilation(TimeDilation);
1318 StatsReporter.AddFPS(1);
1319 StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
1320 StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
1321 StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
1322 StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
1323
1324 // frameMS currently records work frame times, not total frame times (work + any required sleep to
1325 // reach min frame time.
1326 StatsReporter.addFrameMS(frameMS);
1327
1328 StatsReporter.addAgentMS(agentMS);
1329 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1330 StatsReporter.addOtherMS(otherMS);
1331 StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
1332 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1333
1334 if (LoginsDisabled && Frame == 20)
1335 {
1336 // m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
1337
1338 // In 99.9% of cases it is a bad idea to manually force garbage collection. However,
1339 // this is a rare case where we know we have just went through a long cycle of heap
1340 // allocations, and there is no more work to be done until someone logs in
1341 GC.Collect();
1342
1343 IConfig startupConfig = m_config.Configs["Startup"];
1344 if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
1335 { 1345 {
1336 // need to be able to tell these have changed in RegionReady 1346 // This handles a case of a region having no scripts for the RegionReady module
1337 LoginLock = false; 1347 if (m_sceneGraph.GetActiveScriptsCount() == 0)
1338 EventManager.TriggerLoginsEnabled(RegionInfo.RegionName); 1348 {
1349 // need to be able to tell these have changed in RegionReady
1350 LoginLock = false;
1351 EventManager.TriggerLoginsEnabled(RegionInfo.RegionName);
1352 }
1353 m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
1354
1355 // For RegionReady lockouts
1356 if(LoginLock == false)
1357 {
1358 LoginsDisabled = false;
1359 }
1360
1361 m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
1339 } 1362 }
1340 m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName); 1363 else
1341
1342 // For RegionReady lockouts
1343 if(LoginLock == false)
1344 { 1364 {
1345 LoginsDisabled = false; 1365 StartDisabled = true;
1366 LoginsDisabled = true;
1346 } 1367 }
1347
1348 m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
1349 }
1350 else
1351 {
1352 StartDisabled = true;
1353 LoginsDisabled = true;
1354 } 1368 }
1355 } 1369 }
1356 } 1370 catch (Exception e)
1357 catch (Exception e) 1371 {
1358 { 1372 m_log.ErrorFormat(
1359 m_log.ErrorFormat( 1373 "[SCENE]: Failed on region {0} with exception {1}{2}",
1360 "[SCENE]: Failed on region {0} with exception {1}{2}", 1374 RegionInfo.RegionName, e.Message, e.StackTrace);
1361 RegionInfo.RegionName, e.Message, e.StackTrace); 1375 }
1362 } 1376
1377 EventManager.TriggerRegionHeartbeatEnd(this);
1363 1378
1364 EventManager.TriggerRegionHeartbeatEnd(this); 1379 // Tell the watchdog that this thread is still alive
1380 Watchdog.UpdateThread();
1365 1381
1366 maintc = Util.EnvironmentTickCountSubtract(maintc); 1382 maintc = Util.EnvironmentTickCountSubtract(maintc);
1367 maintc = (int)(MinFrameTime * 1000) - maintc; 1383 maintc = (int)(MinFrameTime * 1000) - maintc;
1368 1384
1369 if (maintc > 0) 1385 if (maintc > 0)
1370 Thread.Sleep(maintc); 1386 Thread.Sleep(maintc);
1371 1387
1372 // Tell the watchdog that this thread is still alive 1388// if (frameMS > (int)(MinFrameTime * 1000))
1373 Watchdog.UpdateThread(); 1389// m_log.WarnFormat(
1390// "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
1391// frameMS,
1392// MinFrameTime * 1000,
1393// RegionInfo.RegionName);
1394 }
1374 } 1395 }
1375 1396
1376 public void AddGroupTarget(SceneObjectGroup grp) 1397 public void AddGroupTarget(SceneObjectGroup grp)
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 495cede..9c6b884 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -149,9 +149,13 @@ namespace OpenSim.Region.Framework.Scenes
149 #region Update Methods 149 #region Update Methods
150 150
151 /// <summary> 151 /// <summary>
152 /// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation) 152 /// Called to update the scene loop by a number of frames and until shutdown.
153 /// </summary> 153 /// </summary>
154 public abstract void Update(); 154 /// <param name="frames">
155 /// Number of frames to update. Exits on shutdown even if there are frames remaining.
156 /// If -1 then updates until shutdown.
157 /// </param>
158 public abstract void Update(int frames);
155 159
156 #endregion 160 #endregion
157 161
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/Tests/Torture/ObjectTortureTests.cs b/OpenSim/Tests/Torture/ObjectTortureTests.cs
index 978a308..d0d2199 100644
--- a/OpenSim/Tests/Torture/ObjectTortureTests.cs
+++ b/OpenSim/Tests/Torture/ObjectTortureTests.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Tests.Torture
157 // 157 //
158 // However, that means that we need to manually run an update here to clear out that list so that deleted 158 // However, that means that we need to manually run an update here to clear out that list so that deleted
159 // objects will be clean up by the garbage collector before the next stress test is run. 159 // objects will be clean up by the garbage collector before the next stress test is run.
160 scene.Update(); 160 scene.Update(1);
161 161
162 Console.WriteLine( 162 Console.WriteLine(
163 "Took {0}ms, {1}MB ({2} - {3}) to create {4} objects each containing {5} prim(s)", 163 "Took {0}ms, {1}MB ({2} - {3}) to create {4} objects each containing {5} prim(s)",