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authorJustin Clark-Casey (justincc)2011-08-04 01:05:43 +0100
committerJustin Clark-Casey (justincc)2011-08-04 01:05:43 +0100
commitfc64cc2439278f442839c69a7d98125f47019613 (patch)
tree4966752294836e9ec13f8c6ea50e785b230e12f7 /OpenSim/Region
parentWhen the NPC reaches within the SIGNIFICANT_CLIENT_MOVEMENT distance of the t... (diff)
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Make SIGNIFICANT_MOVEMENT SP constant a top-level property so that other classes can use it.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs12
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs2
2 files changed, 8 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index ba10423..b7fa3b6 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -89,6 +89,13 @@ namespace OpenSim.Region.Framework.Scenes
89 /// </summary> 89 /// </summary>
90 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 90 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
91 91
92 /// <summary>
93 /// Movement updates for agents in neighboring regions are sent directly to clients.
94 /// This value only affects how often agent positions are sent to neighbor regions
95 /// for things such as distance-based update prioritization
96 /// </summary>
97 public static readonly float SIGNIFICANT_MOVEMENT = 2.0f;
98
92 public UUID currentParcelUUID = UUID.Zero; 99 public UUID currentParcelUUID = UUID.Zero;
93 100
94 private ISceneViewer m_sceneViewer; 101 private ISceneViewer m_sceneViewer;
@@ -2718,11 +2725,6 @@ namespace OpenSim.Region.Framework.Scenes
2718 /// </summary> 2725 /// </summary>
2719 protected void CheckForSignificantMovement() 2726 protected void CheckForSignificantMovement()
2720 { 2727 {
2721 // Movement updates for agents in neighboring regions are sent directly to clients.
2722 // This value only affects how often agent positions are sent to neighbor regions
2723 // for things such as distance-based update prioritization
2724 const float SIGNIFICANT_MOVEMENT = 2.0f;
2725
2726 if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT) 2728 if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT)
2727 { 2729 {
2728 posLastSignificantMove = AbsolutePosition; 2730 posLastSignificantMove = AbsolutePosition;
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index fdc3485..a0a24f2 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -70,7 +70,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
70// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget); 70// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
71 71
72 // Check the error term of the current position in relation to the target position 72 // Check the error term of the current position in relation to the target position
73 if (distanceToTarget <= 2) 73 if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
74 { 74 {
75// m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0} {1}", presence.Name, presence.UUID); 75// m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0} {1}", presence.Name, presence.UUID);
76 // We are close enough to the target for now 76 // We are close enough to the target for now