From 706286b7fb58e2b5779044084fa64f8358d151aa Mon Sep 17 00:00:00 2001 From: MW Date: Sun, 28 Jun 2009 11:07:26 +0000 Subject: Removed the List m_forceList from ScenePresence, as there wasn't any need for a list, as only the last entry in it was acted on. So it now has a single NewForce m_nextVelocity , which is updated (rather than a NewForce object being created every AgentUpdate). So as well as cutting out all the adds and clearing of the list, it also removes the creation of upto 100+ new objects per second per avatar. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 38 +++++++++++------------- 1 file changed, 18 insertions(+), 20 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 1bee3c0..01facd1 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -89,7 +89,8 @@ namespace OpenSim.Region.Framework.Scenes private bool m_updateflag; private byte m_movementflag; - private readonly List m_forcesList = new List(); + //private readonly List m_forcesList = new List(); + private NewForce m_nextVelocity = new NewForce(); private short m_updateCount; private uint m_requestedSitTargetID; private UUID m_requestedSitTargetUUID = UUID.Zero; @@ -138,7 +139,7 @@ namespace OpenSim.Region.Framework.Scenes public string JID = string.Empty; // Agent moves with a PID controller causing a force to be exerted. - private bool m_newForce; + private bool m_newMovement; private bool m_newCoarseLocations = true; private float m_health = 100f; @@ -2217,7 +2218,6 @@ namespace OpenSim.Region.Framework.Scenes m_perfMonMS = Environment.TickCount; m_rotation = rotation; - NewForce newVelocity = new NewForce(); Vector3 direc = vec * rotation; direc.Normalize(); @@ -2252,10 +2252,12 @@ namespace OpenSim.Region.Framework.Scenes } } - newVelocity.X = direc.X; - newVelocity.Y = direc.Y; - newVelocity.Z = direc.Z; - m_forcesList.Add(newVelocity); + lock (m_nextVelocity) + { + m_nextVelocity.X = direc.X; + m_nextVelocity.Y = direc.Y; + m_nextVelocity.Z = direc.Z; + } m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); } @@ -2276,10 +2278,11 @@ namespace OpenSim.Region.Framework.Scenes if (m_isChildAgent == false) { - if (m_newForce) // user movement 'forces' (ie commands to move) + if (m_newMovement) // user movement 'forces' (ie commands to move) { SendTerseUpdateToAllClients(); m_updateCount = 0; + m_newMovement = false; } else if (m_movementflag != 0) // scripted movement (?) { @@ -3127,20 +3130,17 @@ namespace OpenSim.Region.Framework.Scenes /// public override void UpdateMovement() { - m_newForce = false; - lock (m_forcesList) + // m_newMovement = false; + if ((m_nextVelocity.X != movementvector.X) || (m_nextVelocity.Y != movementvector.Y) || (m_nextVelocity.Z != movementvector.Z)) { - if (m_forcesList.Count > 0) + lock (m_nextVelocity) { - //we are only interested in the last velocity added to the list [Although they are called forces, they are actually velocities] - NewForce force = m_forcesList[m_forcesList.Count - 1]; - m_updateflag = true; try { - movementvector.X = force.X; - movementvector.Y = force.Y; - movementvector.Z = force.Z; + movementvector.X = m_nextVelocity.X; + movementvector.Y = m_nextVelocity.Y; + movementvector.Z = m_nextVelocity.Z; Velocity = movementvector; } catch (NullReferenceException) @@ -3149,9 +3149,7 @@ namespace OpenSim.Region.Framework.Scenes // Ignoring this causes no movement to be sent to the physics engine... // which when the scene is moving at 1 frame every 10 seconds, it doesn't really matter! } - m_newForce = true; - - m_forcesList.Clear(); + m_newMovement = true; } } } -- cgit v1.1