Fix up my own shoddy code! Fixes prim rez break. Whups!
parent
07b4889eab
commit
2f454843d8
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@ -106,9 +106,9 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_hasGroupChanged = false;
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private long timeFirstChanged = 0;
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private long timeLastChanged = 0;
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long m_maxPersistTime = 0;
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long m_minPersistTime = 0;
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Random m_rand;
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private long m_maxPersistTime = 0;
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private long m_minPersistTime = 0;
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private Random m_rand;
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private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
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@ -186,27 +186,31 @@ namespace OpenSim.Region.Framework.Scenes
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timeLastChanged = DateTime.Now.Ticks;
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if (!m_hasGroupChanged)
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timeFirstChanged = DateTime.Now.Ticks;
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if (m_rand == null)
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if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
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{
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byte[] val = new byte[16];
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m_rootPart.UUID.ToBytes(val, 0);
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m_rand = new Random(BitConverter.ToInt32(val, 0));
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}
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if (Scene.GetRootAgentCount() == 0)
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{
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//If the region is empty, this change has been made by an automated process
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//and thus we delay the persist time by a random amount between 1.5 and 2.5.
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if (m_rand == null)
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{
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byte[] val = new byte[16];
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m_rootPart.UUID.ToBytes(val, 0);
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m_rand = new Random(BitConverter.ToInt32(val, 0));
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}
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if (m_scene.GetRootAgentCount() == 0)
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{
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//If the region is empty, this change has been made by an automated process
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//and thus we delay the persist time by a random amount between 1.5 and 2.5.
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float factor = 1.5f + (float)(m_rand.NextDouble());
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m_maxPersistTime = (long)((float)Scene.m_persistAfter * factor);
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m_minPersistTime = (long)((float)Scene.m_dontPersistBefore * factor);
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}
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else
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{
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//If the region is not empty, we want to obey the minimum and maximum persist times
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//but add a random factor so we stagger the object persistance a little
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m_maxPersistTime = (long)((float)Scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
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m_minPersistTime = (long)((float)Scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
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float factor = 1.5f + (float)(m_rand.NextDouble());
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m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
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m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
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}
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else
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{
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//If the region is not empty, we want to obey the minimum and maximum persist times
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//but add a random factor so we stagger the object persistance a little
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m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
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m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
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}
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}
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}
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m_hasGroupChanged = value;
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