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authorJustin Clark-Casey (justincc)2012-09-27 00:12:34 +0100
committerJustin Clark-Casey (justincc)2012-09-27 00:12:34 +0100
commit2bf42f30af5030890b8e3ff5bb29074a1f0e9085 (patch)
tree5aeb7aeb87231e97e8cec78aa1dac0fbf7b4fc72 /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentDon't store undo states if a scene object is manipulated when it is not in a ... (diff)
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Add MaxPrimsUndo config setting to [Startup] section of OpenSim.ini.
This controls how many undo steps the simulator will store for each prim. Default is now 20 rather than 5 as it briefly was. The default number could be increased through this is a memory tradeoff which will scale with the number of prims in the sim and level of activity.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 3d4bc3c..3f10b34 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -3209,13 +3209,13 @@ namespace OpenSim.Region.Framework.Scenes
3209// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", 3209// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3210// Name, LocalId, forGroup, m_undo.Count); 3210// Name, LocalId, forGroup, m_undo.Count);
3211 3211
3212 if (ParentGroup.GetSceneMaxUndo() > 0) 3212 if (ParentGroup.Scene.MaxUndoCount > 0)
3213 { 3213 {
3214 UndoState nUndo = new UndoState(this, forGroup); 3214 UndoState nUndo = new UndoState(this, forGroup);
3215 3215
3216 m_undo.Add(nUndo); 3216 m_undo.Add(nUndo);
3217 3217
3218 if (m_undo.Count > ParentGroup.GetSceneMaxUndo()) 3218 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3219 m_undo.RemoveAt(0); 3219 m_undo.RemoveAt(0);
3220 3220
3221 if (m_redo.Count > 0) 3221 if (m_redo.Count > 0)
@@ -3255,7 +3255,7 @@ namespace OpenSim.Region.Framework.Scenes
3255 3255
3256 UndoState nUndo = null; 3256 UndoState nUndo = null;
3257 3257
3258 if (ParentGroup.GetSceneMaxUndo() > 0) 3258 if (ParentGroup.Scene.MaxUndoCount > 0)
3259 { 3259 {
3260 nUndo = new UndoState(this, goback.ForGroup); 3260 nUndo = new UndoState(this, goback.ForGroup);
3261 } 3261 }
@@ -3266,7 +3266,7 @@ namespace OpenSim.Region.Framework.Scenes
3266 { 3266 {
3267 m_redo.Add(nUndo); 3267 m_redo.Add(nUndo);
3268 3268
3269 if (m_redo.Count > ParentGroup.GetSceneMaxUndo()) 3269 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3270 m_redo.RemoveAt(0); 3270 m_redo.RemoveAt(0);
3271 } 3271 }
3272 } 3272 }
@@ -3290,13 +3290,13 @@ namespace OpenSim.Region.Framework.Scenes
3290 UndoState gofwd = m_redo[m_redo.Count - 1]; 3290 UndoState gofwd = m_redo[m_redo.Count - 1];
3291 m_redo.RemoveAt(m_redo.Count - 1); 3291 m_redo.RemoveAt(m_redo.Count - 1);
3292 3292
3293 if (ParentGroup.GetSceneMaxUndo() > 0) 3293 if (ParentGroup.Scene.MaxUndoCount > 0)
3294 { 3294 {
3295 UndoState nUndo = new UndoState(this, gofwd.ForGroup); 3295 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3296 3296
3297 m_undo.Add(nUndo); 3297 m_undo.Add(nUndo);
3298 3298
3299 if (m_undo.Count > ParentGroup.GetSceneMaxUndo()) 3299 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3300 m_undo.RemoveAt(0); 3300 m_undo.RemoveAt(0);
3301 } 3301 }
3302 3302