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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs52
1 files changed, 25 insertions, 27 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index bad2b21..0360942 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1257,7 +1257,31 @@ namespace OpenSim.Region.Framework.Scenes
1257 1257
1258 try 1258 try
1259 { 1259 {
1260 int tmpPhysicsMS2 = Util.EnvironmentTickCount();
1261 if ((Frame % m_update_physics == 0) && m_physics_enabled)
1262 m_sceneGraph.UpdatePreparePhysics();
1263 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
1264
1265 // Apply any pending avatar force input to the avatar's velocity
1260 int tmpAgentMS = Util.EnvironmentTickCount(); 1266 int tmpAgentMS = Util.EnvironmentTickCount();
1267 if (Frame % m_update_entitymovement == 0)
1268 m_sceneGraph.UpdateScenePresenceMovement();
1269 agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
1270
1271 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
1272 // velocity
1273 int tmpPhysicsMS = Util.EnvironmentTickCount();
1274 if (Frame % m_update_physics == 0)
1275 {
1276 if (m_physics_enabled)
1277 physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
1278
1279 if (SynchronizeScene != null)
1280 SynchronizeScene(this);
1281 }
1282 physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
1283
1284 tmpAgentMS = Util.EnvironmentTickCount();
1261 1285
1262 // Check if any objects have reached their targets 1286 // Check if any objects have reached their targets
1263 CheckAtTargets(); 1287 CheckAtTargets();
@@ -1285,33 +1309,7 @@ namespace OpenSim.Region.Framework.Scenes
1285 }); 1309 });
1286 } 1310 }
1287 1311
1288 agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); 1312 agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
1289
1290 int tmpPhysicsMS2 = Util.EnvironmentTickCount();
1291 if ((Frame % m_update_physics == 0) && m_physics_enabled)
1292 m_sceneGraph.UpdatePreparePhysics();
1293 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
1294
1295 // Apply any pending avatar force input to the avatar's velocity
1296 if (Frame % m_update_entitymovement == 0)
1297 {
1298 tmpAgentMS = Util.EnvironmentTickCount();
1299 m_sceneGraph.UpdateScenePresenceMovement();
1300 agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
1301 }
1302
1303 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
1304 // velocity
1305 int tmpPhysicsMS = Util.EnvironmentTickCount();
1306 if (Frame % m_update_physics == 0)
1307 {
1308 if (m_physics_enabled)
1309 physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
1310
1311 if (SynchronizeScene != null)
1312 SynchronizeScene(this);
1313 }
1314 physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
1315 1313
1316 // Delete temp-on-rez stuff 1314 // Delete temp-on-rez stuff
1317 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1315 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)