diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 6339522..e94ecee 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -148,13 +148,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
148 | m_rand = new Random(BitConverter.ToInt32(val, 0)); | 148 | m_rand = new Random(BitConverter.ToInt32(val, 0)); |
149 | } | 149 | } |
150 | */ | 150 | */ |
151 | Random m_rand = new Random(); | ||
152 | if (m_scene.GetRootAgentCount() == 0) | 151 | if (m_scene.GetRootAgentCount() == 0) |
153 | { | 152 | { |
154 | //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 |
155 | //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. |
156 | 155 | ||
157 | float factor = 1.5f + (float)(m_rand.NextDouble()); | 156 | // float factor = 1.5f + (float)(m_rand.NextDouble()); |
157 | float factor = 2.0f; | ||
158 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); | 158 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); |
159 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); | 159 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); |
160 | } | 160 | } |
@@ -162,8 +162,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
162 | { | 162 | { |
163 | //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 |
164 | //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 |
165 | 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 |
166 | 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; | ||
167 | } | 169 | } |
168 | } | 170 | } |
169 | } | 171 | } |