Merge branch 'ubitwork' into avination
commit
5cbf7b3997
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@ -112,7 +112,7 @@ namespace OpenSim.Region.Framework.Scenes
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private long timeLastChanged = 0;
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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 Random m_rand;
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private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
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/// <summary>
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@ -130,6 +130,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (value)
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{
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if (m_isBackedUp)
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{
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m_scene.SceneGraph.FireChangeBackup(this);
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@ -139,19 +140,21 @@ namespace OpenSim.Region.Framework.Scenes
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timeFirstChanged = DateTime.Now.Ticks;
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if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
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{
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/*
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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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*/
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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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// float factor = 1.5f + (float)(m_rand.NextDouble());
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float factor = 2.0f;
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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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@ -159,8 +162,10 @@ namespace OpenSim.Region.Framework.Scenes
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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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// 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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m_maxPersistTime = m_scene.m_persistAfter;
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m_minPersistTime = m_scene.m_dontPersistBefore;
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}
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}
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}
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@ -121,34 +121,40 @@ namespace OpenSim.Region.OptionalModules
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private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
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{
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if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f))
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if (newPoint.X < -1f || newPoint.X > (float)(Constants.RegionSize + 1) ||
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newPoint.Y < -1f || newPoint.Y > (float)(Constants.RegionSize + 1))
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return true;
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SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
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Vector3 oldPoint = obj.GroupPosition;
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int objectCount = obj.ParentGroup.PrimCount;
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ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
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if (obj == null)
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return false;
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// Prim counts are determined by the location of the root prim. if we're
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// moving a child prim, just let it pass
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if (!obj.IsRoot)
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{
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return true;
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}
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ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
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if (newParcel == null)
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return true;
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int usedPrims = newParcel.PrimCounts.Total;
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int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
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Vector3 oldPoint = obj.GroupPosition;
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ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
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// The prim hasn't crossed a region boundry so we don't need to worry
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// about prim counts here
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if(oldParcel.Equals(newParcel))
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if(oldParcel != null && oldParcel.Equals(newParcel))
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{
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return true;
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}
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// Prim counts are determined by the location of the root prim. if we're
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// moving a child prim, just let it pass
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if(!obj.IsRoot)
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{
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return true;
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}
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int objectCount = obj.ParentGroup.PrimCount;
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int usedPrims = newParcel.PrimCounts.Total;
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int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
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// TODO: Add Special Case here for temporary prims
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@ -1403,8 +1403,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (vertexCount == 0 || indexCount == 0)
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{
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m_log.WarnFormat("[PHYSICS]: Invalid mesh data on OdePrim {0}, mesh {1}",
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Name, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh");
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m_log.WarnFormat("[PHYSICS]: Invalid mesh data on OdePrim {0}, mesh {1} at {2}",
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Name, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh",_position.ToString());
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m_hasOBB = false;
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m_OBBOffset = Vector3.Zero;
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