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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs50
1 files changed, 46 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 014b007..84c3719 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -104,8 +104,12 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 104 /// since the group's last persistent backup
105 /// </summary> 105 /// </summary>
106 private bool m_hasGroupChanged = false; 106 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 107 private long timeFirstChanged = 0;
108 private long timeLastChanged; 108 private long timeLastChanged = 0;
109 private long m_maxPersistTime = 0;
110 private long m_minPersistTime = 0;
111 private Random m_rand;
112
109 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim(); 113 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
110 114
111 public void lockPartsForRead(bool locked) 115 public void lockPartsForRead(bool locked)
@@ -182,6 +186,32 @@ namespace OpenSim.Region.Framework.Scenes
182 timeLastChanged = DateTime.Now.Ticks; 186 timeLastChanged = DateTime.Now.Ticks;
183 if (!m_hasGroupChanged) 187 if (!m_hasGroupChanged)
184 timeFirstChanged = DateTime.Now.Ticks; 188 timeFirstChanged = DateTime.Now.Ticks;
189 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
190 {
191 if (m_rand == null)
192 {
193 byte[] val = new byte[16];
194 m_rootPart.UUID.ToBytes(val, 0);
195 m_rand = new Random(BitConverter.ToInt32(val, 0));
196 }
197
198 if (m_scene.GetRootAgentCount() == 0)
199 {
200 //If the region is empty, this change has been made by an automated process
201 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
202
203 float factor = 1.5f + (float)(m_rand.NextDouble());
204 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
205 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
206 }
207 else
208 {
209 //If the region is not empty, we want to obey the minimum and maximum persist times
210 //but add a random factor so we stagger the object persistance a little
211 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
212 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
213 }
214 }
185 } 215 }
186 m_hasGroupChanged = value; 216 m_hasGroupChanged = value;
187 } 217 }
@@ -197,8 +227,19 @@ namespace OpenSim.Region.Framework.Scenes
197 return false; 227 return false;
198 if (m_scene.ShuttingDown) 228 if (m_scene.ShuttingDown)
199 return true; 229 return true;
230
231 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
232 {
233 m_maxPersistTime = m_scene.m_persistAfter;
234 m_minPersistTime = m_scene.m_dontPersistBefore;
235 }
236
200 long currentTime = DateTime.Now.Ticks; 237 long currentTime = DateTime.Now.Ticks;
201 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 238
239 if (timeLastChanged == 0) timeLastChanged = currentTime;
240 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
241
242 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
202 return true; 243 return true;
203 return false; 244 return false;
204 } 245 }
@@ -530,6 +571,7 @@ namespace OpenSim.Region.Framework.Scenes
530 /// </summary> 571 /// </summary>
531 public SceneObjectGroup() 572 public SceneObjectGroup()
532 { 573 {
574
533 } 575 }
534 576
535 /// <summary> 577 /// <summary>
@@ -546,7 +588,7 @@ namespace OpenSim.Region.Framework.Scenes
546 /// Constructor. This object is added to the scene later via AttachToScene() 588 /// Constructor. This object is added to the scene later via AttachToScene()
547 /// </summary> 589 /// </summary>
548 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 590 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
549 { 591 {
550 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 592 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
551 } 593 }
552 594