take taints check terrain out of Onframe event and add a new event for it. Slow it down to 1/4 heartbeat rate (once every 363ms aprox)

This commit is contained in:
UbitUmarov
2015-08-27 15:01:15 +01:00
parent c7f148ee64
commit b82b16c954
3 changed files with 50 additions and 11 deletions

View File

@@ -229,11 +229,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain
}
m_scene.RegisterModuleInterface<ITerrainModule>(this);
m_scene.EventManager.OnFrame += EventManager_OnFrame;
m_scene.EventManager.OnNewClient += EventManager_OnNewClient;
m_scene.EventManager.OnClientClosed += EventManager_OnClientClosed;
m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole;
m_scene.EventManager.OnTerrainTick += EventManager_OnTerrainTick;
m_scene.EventManager.OnTerrainCheckUpdates += EventManager_TerrainCheckUpdates;
}
InstallDefaultEffects();
@@ -272,7 +272,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
// remove the commands
m_scene.UnregisterModuleCommander(m_commander.Name);
// remove the event-handlers
m_scene.EventManager.OnFrame -= EventManager_OnFrame;
m_scene.EventManager.OnTerrainCheckUpdates -= EventManager_TerrainCheckUpdates;
m_scene.EventManager.OnTerrainTick -= EventManager_OnTerrainTick;
m_scene.EventManager.OnPluginConsole -= EventManager_OnPluginConsole;
m_scene.EventManager.OnClientClosed -= EventManager_OnClientClosed;
@@ -759,13 +759,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain
}
/// <summary>
/// Called before processing of every simulation frame.
/// This is used to check to see of any of the terrain is tainted and, if so, schedule
/// updates for all the presences.
/// This also checks to see if there are updates that need to be sent for each presence.
/// This is where the logic is to send terrain updates to clients.
/// </summary>
private void EventManager_OnFrame()
private void EventManager_TerrainCheckUpdates()
{
// this needs fixing
TerrainData terrData = m_channel.GetTerrainData();
@@ -775,7 +774,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
for (int y = 0; y < terrData.SizeY; y += Constants.TerrainPatchSize)
{
if (terrData.IsTaintedAt(x, y))
if (terrData.IsTaintedAt(x, y,true))
{
// Found a patch that was modified. Push this flag into the clients.
SendToClients(terrData, x, y);