ObjectManager.InterpolationTimer_Elapsed causes Immensest lock condtions
This function is called every .25 seconds:
Its job is to keep the client predictiing the next postion of an object that is moving.
Some servers might not send the client alot of TerseObjectUpdates and therefore was a good reason this code has existed.
However on Secondlife server and OpenSim the servers tnd to keep the prim.Postion very freshly updated as needed.
So often by the time this timer has foreached thru the objects (which on a sim with more than a couple hundred objects the simulator has already given very exact postions.
The biggest concern though with this code, is that it it locks the Client.Network.Simulators[i].ObjectPrimitives while it does the ForEach.. often not getting a free lock and making it all the way thru the objects in the 1/4 second time it has.. so quite often its about 20 cycles behind on the timer.. meaning its starting for sure and using all the time it can.. the entire time locking the Simulators list and the Avatars/Objects dictionary.
Gerernatly if I dont comment out the creation fo the timer and i am connencted to 4 sims with a total of 10,000 objects i will have a simulator timeout.
My suggestion is for us to create a gridClient.Settings.USE_INTERPOLATION_TIMER = false;