diff options
author | Melanie | 2012-11-06 11:32:53 +0100 |
---|---|---|
committer | Melanie | 2012-11-06 11:32:53 +0100 |
commit | 5cbf7b39976575d1758d8d274ca90cdac4428b54 (patch) | |
tree | 47990f230e2028a4752c24a0434eb1d9a2fbb840 /OpenSim/Region/Framework | |
parent | This implements the Caps throttler. After some testing, the system seemed ... (diff) | |
parent | removed potencial null refs and rearrange code a bit (diff) | |
download | opensim-SC-5cbf7b39976575d1758d8d274ca90cdac4428b54.zip opensim-SC-5cbf7b39976575d1758d8d274ca90cdac4428b54.tar.gz opensim-SC-5cbf7b39976575d1758d8d274ca90cdac4428b54.tar.bz2 opensim-SC-5cbf7b39976575d1758d8d274ca90cdac4428b54.tar.xz |
Merge branch 'ubitwork' into avination
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 15 |
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 | } |