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authorMelanie2012-11-06 11:32:53 +0100
committerMelanie2012-11-06 11:32:53 +0100
commit5cbf7b39976575d1758d8d274ca90cdac4428b54 (patch)
tree47990f230e2028a4752c24a0434eb1d9a2fbb840 /OpenSim/Region/Framework
parentThis implements the Caps throttler. After some testing, the system seemed ... (diff)
parent removed potencial null refs and rearrange code a bit (diff)
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Merge branch 'ubitwork' into avination
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs15
1 files changed, 10 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index ee61de6..e94ecee 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -112,7 +112,7 @@ namespace OpenSim.Region.Framework.Scenes
112 private long timeLastChanged = 0; 112 private long timeLastChanged = 0;
113 private long m_maxPersistTime = 0; 113 private long m_maxPersistTime = 0;
114 private long m_minPersistTime = 0; 114 private long m_minPersistTime = 0;
115 private Random m_rand; 115// private Random m_rand;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); 116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117 117
118 /// <summary> 118 /// <summary>
@@ -130,6 +130,7 @@ namespace OpenSim.Region.Framework.Scenes
130 { 130 {
131 if (value) 131 if (value)
132 { 132 {
133
133 if (m_isBackedUp) 134 if (m_isBackedUp)
134 { 135 {
135 m_scene.SceneGraph.FireChangeBackup(this); 136 m_scene.SceneGraph.FireChangeBackup(this);
@@ -139,19 +140,21 @@ namespace OpenSim.Region.Framework.Scenes
139 timeFirstChanged = DateTime.Now.Ticks; 140 timeFirstChanged = DateTime.Now.Ticks;
140 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) 141 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
141 { 142 {
143/*
142 if (m_rand == null) 144 if (m_rand == null)
143 { 145 {
144 byte[] val = new byte[16]; 146 byte[] val = new byte[16];
145 m_rootPart.UUID.ToBytes(val, 0); 147 m_rootPart.UUID.ToBytes(val, 0);
146 m_rand = new Random(BitConverter.ToInt32(val, 0)); 148 m_rand = new Random(BitConverter.ToInt32(val, 0));
147 } 149 }
148 150 */
149 if (m_scene.GetRootAgentCount() == 0) 151 if (m_scene.GetRootAgentCount() == 0)
150 { 152 {
151 //If the region is empty, this change has been made by an automated process 153 //If the region is empty, this change has been made by an automated process
152 //and thus we delay the persist time by a random amount between 1.5 and 2.5. 154 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
153 155
154 float factor = 1.5f + (float)(m_rand.NextDouble()); 156// float factor = 1.5f + (float)(m_rand.NextDouble());
157 float factor = 2.0f;
155 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); 158 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
156 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); 159 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
157 } 160 }
@@ -159,8 +162,10 @@ namespace OpenSim.Region.Framework.Scenes
159 { 162 {
160 //If the region is not empty, we want to obey the minimum and maximum persist times 163 //If the region is not empty, we want to obey the minimum and maximum persist times
161 //but add a random factor so we stagger the object persistance a little 164 //but add a random factor so we stagger the object persistance a little
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5 165// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0 166// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
167 m_maxPersistTime = m_scene.m_persistAfter;
168 m_minPersistTime = m_scene.m_dontPersistBefore;
164 } 169 }
165 } 170 }
166 } 171 }