From fc64cc2439278f442839c69a7d98125f47019613 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 4 Aug 2011 01:05:43 +0100 Subject: Make SIGNIFICANT_MOVEMENT SP constant a top-level property so that other classes can use it. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 12 +++++++----- OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs | 2 +- 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 /// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); + /// + /// Movement updates for agents in neighboring regions are sent directly to clients. + /// This value only affects how often agent positions are sent to neighbor regions + /// for things such as distance-based update prioritization + /// + public static readonly float SIGNIFICANT_MOVEMENT = 2.0f; + public UUID currentParcelUUID = UUID.Zero; private ISceneViewer m_sceneViewer; @@ -2718,11 +2725,6 @@ namespace OpenSim.Region.Framework.Scenes /// protected void CheckForSignificantMovement() { - // Movement updates for agents in neighboring regions are sent directly to clients. - // This value only affects how often agent positions are sent to neighbor regions - // for things such as distance-based update prioritization - const float SIGNIFICANT_MOVEMENT = 2.0f; - if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT) { 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 // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget); // Check the error term of the current position in relation to the target position - if (distanceToTarget <= 2) + if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT) { // m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0} {1}", presence.Name, presence.UUID); // We are close enough to the target for now -- cgit v1.1