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

@@ -80,6 +80,7 @@ namespace OpenSim.Region.Framework.Scenes
public event OnTerrainTaintedDelegate OnTerrainTainted;
public delegate void OnTerrainTickDelegate();
public delegate void OnTerrainCheckUpdatesDelegate();
/// <summary>
/// Triggered if the terrain has been edited
@@ -89,6 +90,7 @@ namespace OpenSim.Region.Framework.Scenes
/// but is used by core solely to update the physics engine.
/// </remarks>
public event OnTerrainTickDelegate OnTerrainTick;
public event OnTerrainCheckUpdatesDelegate OnTerrainCheckUpdates;
public delegate void OnTerrainUpdateDelegate();
@@ -1484,6 +1486,27 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void TriggerTerrainCheckUpdates()
{
OnTerrainCheckUpdatesDelegate TerrainCheckUpdates = OnTerrainCheckUpdates;
if (TerrainCheckUpdates != null)
{
foreach (OnTerrainCheckUpdatesDelegate d in TerrainCheckUpdates.GetInvocationList())
{
try
{
d();
}
catch (Exception e)
{
m_log.ErrorFormat(
"[EVENT MANAGER]: Delegate for TerrainCheckUpdates failed - continuing. {0} {1}",
e.Message, e.StackTrace);
}
}
}
}
public void TriggerTerrainTainted()
{
OnTerrainTaintedDelegate handlerTerrainTainted = OnTerrainTainted;

View File

@@ -245,8 +245,8 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_defaultDrawDistance; }
}
// protected float m_maxDrawDistance = 512.0f;
protected float m_maxDrawDistance = 256.0f;
protected float m_maxDrawDistance = 512.0f;
// protected float m_maxDrawDistance = 256.0f;
public float MaxDrawDistance
{
get { return m_maxDrawDistance; }
@@ -1581,13 +1581,20 @@ namespace OpenSim.Region.Framework.Scenes
EventManager.TriggerRegionHeartbeatStart(this);
// Apply taints in terrain module to terrain in physics scene
tmpMS = Util.EnvironmentTickCount();
if (Frame % 4 == 0)
{
CheckTerrainUpdates();
}
if (Frame % m_update_terrain == 0)
{
tmpMS = Util.EnvironmentTickCount();
UpdateTerrain();
terrainMS = Util.EnvironmentTickCountSubtract(tmpMS);
}
terrainMS = Util.EnvironmentTickCountSubtract(tmpMS);
tmpMS = Util.EnvironmentTickCount();
if (PhysicsEnabled && Frame % m_update_physics == 0)
m_sceneGraph.UpdatePreparePhysics();
@@ -1809,6 +1816,11 @@ namespace OpenSim.Region.Framework.Scenes
EventManager.TriggerTerrainTick();
}
private void CheckTerrainUpdates()
{
EventManager.TriggerTerrainCheckUpdates();
}
/// <summary>
/// Back up queued up changes
/// </summary>
@@ -5880,11 +5892,12 @@ Environment.Exit(1);
/// or corssing the broder walking, but will NOT prevent
/// child agent creation, thereby emulating the SL behavior.
/// </remarks>
/// <param name='agentID'></param>
/// <param name='agentID'>The visitor's User ID</param>
/// <param name="agentHomeURI">The visitor's Home URI (may be null)</param>
/// <param name='position'></param>
/// <param name='reason'></param>
/// <returns></returns>
public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
public bool QueryAccess(UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, out string reason)
{
reason = "You are banned from the region";
@@ -5894,6 +5907,10 @@ Environment.Exit(1);
return true;
}
// if (!AllowAvatarCrossing && !viaTeleport)
// return false;
// FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
// However, the long term fix is to make sure root agent count is always accurate.
m_sceneGraph.RecalculateStats();