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Move the calculation of time dilation from the scene to the physics engine. The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
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@@ -135,6 +135,11 @@ namespace OpenSim.Region.Framework.Scenes
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protected SceneCommunicationService m_sceneGridService;
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public bool loginsdisabled = true;
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public float TimeDilation
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{
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get { return m_sceneGraph.PhysicsScene.TimeDilation; }
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}
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public SceneCommunicationService SceneGridService
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{
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get { return m_sceneGridService; }
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@@ -1094,7 +1099,7 @@ namespace OpenSim.Region.Framework.Scenes
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// if (m_frame%m_update_avatars == 0)
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// UpdateInWorldTime();
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StatsReporter.AddPhysicsFPS(physicsFPS);
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StatsReporter.AddTimeDilation(m_timedilation);
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StatsReporter.AddTimeDilation(TimeDilation);
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StatsReporter.AddFPS(1);
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StatsReporter.AddInPackets(0);
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StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
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@@ -1141,18 +1146,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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finally
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{
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//updateLock.ReleaseMutex();
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// Get actual time dilation
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float tmpval = (m_timespan / (float)SinceLastFrame.TotalSeconds);
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// If actual time dilation is greater then one, we're catching up, so subtract
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// the amount that's greater then 1 from the time dilation
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if (tmpval > 1.0)
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{
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tmpval = tmpval - (tmpval - 1.0f);
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}
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m_timedilation = tmpval;
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m_lastupdate = DateTime.UtcNow;
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}
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maintc = Environment.TickCount - maintc;
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@@ -106,9 +106,8 @@ namespace OpenSim.Region.Framework.Scenes
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public float TimeDilation
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{
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get { return m_timedilation; }
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get { return 1.0f; }
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}
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protected float m_timedilation = 1.0f;
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protected ulong m_regionHandle;
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protected string m_regionName;
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