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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs4
2 files changed, 9 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 27929c6..f87ae47 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -413,7 +413,6 @@ namespace OpenSim.Region.Framework.Scenes
413 private bool m_reprioritizationEnabled = true; 413 private bool m_reprioritizationEnabled = true;
414 private double m_reprioritizationInterval = 5000.0; 414 private double m_reprioritizationInterval = 5000.0;
415 private double m_rootReprioritizationDistance = 10.0; 415 private double m_rootReprioritizationDistance = 10.0;
416 private double m_childReprioritizationDistance = 20.0;
417 416
418 private Timer m_mapGenerationTimer = new Timer(); 417 private Timer m_mapGenerationTimer = new Timer();
419 private bool m_generateMaptiles; 418 private bool m_generateMaptiles;
@@ -650,7 +649,7 @@ namespace OpenSim.Region.Framework.Scenes
650 public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } } 649 public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } }
651 public double ReprioritizationInterval { get { return m_reprioritizationInterval; } } 650 public double ReprioritizationInterval { get { return m_reprioritizationInterval; } }
652 public double RootReprioritizationDistance { get { return m_rootReprioritizationDistance; } } 651 public double RootReprioritizationDistance { get { return m_rootReprioritizationDistance; } }
653 public double ChildReprioritizationDistance { get { return m_childReprioritizationDistance; } } 652 public double ChildReprioritizationDistance { get; set; }
654 653
655 public AgentCircuitManager AuthenticateHandler 654 public AgentCircuitManager AuthenticateHandler
656 { 655 {
@@ -1002,7 +1001,8 @@ namespace OpenSim.Region.Framework.Scenes
1002 m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true); 1001 m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true);
1003 m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0); 1002 m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0);
1004 m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0); 1003 m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0);
1005 m_childReprioritizationDistance = interestConfig.GetDouble("ChildReprioritizationDistance", 20.0); 1004 ChildReprioritizationDistance
1005 = interestConfig.GetDouble("ChildReprioritizationDistance", ChildReprioritizationDistance);
1006 } 1006 }
1007 1007
1008 m_log.DebugFormat("[SCENE]: Using the {0} prioritization scheme", m_priorityScheme); 1008 m_log.DebugFormat("[SCENE]: Using the {0} prioritization scheme", m_priorityScheme);
@@ -1023,6 +1023,8 @@ namespace OpenSim.Region.Framework.Scenes
1023 PeriodicBackup = true; 1023 PeriodicBackup = true;
1024 UseBackup = true; 1024 UseBackup = true;
1025 1025
1026 ChildReprioritizationDistance = 20.0;
1027
1026 m_eventManager = new EventManager(); 1028 m_eventManager = new EventManager();
1027 1029
1028 m_permissions = new ScenePermissions(this); 1030 m_permissions = new ScenePermissions(this);
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 45c3348..bfa3b9a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -150,6 +150,10 @@ namespace OpenSim.Region.Framework.Scenes
150 150
151 public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence) 151 public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
152 { 152 {
153// m_log.DebugFormat(
154// "[SCENE COMMUNICATION SERVICE]: Sending child agent position updates for {0} in {1}",
155// presence.Name, m_scene.Name);
156
153 // This assumes that we know what our neighbors are. 157 // This assumes that we know what our neighbors are.
154 try 158 try
155 { 159 {