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authorUbitUmarov2012-11-02 17:49:54 +0000
committerUbitUmarov2012-11-02 17:49:54 +0000
commite642b80a79bc2a5585972caa14a8f5f59a5dc6fb (patch)
treef5ccfe042dcbb32758c68e9639b48f004fdb96e4
parent Create a new random when needed using normal time based seed instead of (diff)
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actually remove the use of random on persist timmings
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs10
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 }