Merge branch 'ubitwork' into avination

avinationmerge
Melanie 2012-11-06 11:32:53 +01:00
commit 5cbf7b3997
3 changed files with 31 additions and 20 deletions

View File

@ -112,7 +112,7 @@ namespace OpenSim.Region.Framework.Scenes
private long timeLastChanged = 0; private long timeLastChanged = 0;
private long m_maxPersistTime = 0; private long m_maxPersistTime = 0;
private long m_minPersistTime = 0; private long m_minPersistTime = 0;
private Random m_rand; // private Random m_rand;
private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
/// <summary> /// <summary>
@ -130,6 +130,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
if (value) if (value)
{ {
if (m_isBackedUp) if (m_isBackedUp)
{ {
m_scene.SceneGraph.FireChangeBackup(this); m_scene.SceneGraph.FireChangeBackup(this);
@ -139,19 +140,21 @@ namespace OpenSim.Region.Framework.Scenes
timeFirstChanged = DateTime.Now.Ticks; timeFirstChanged = DateTime.Now.Ticks;
if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
{ {
/*
if (m_rand == null) if (m_rand == null)
{ {
byte[] val = new byte[16]; byte[] val = new byte[16];
m_rootPart.UUID.ToBytes(val, 0); m_rootPart.UUID.ToBytes(val, 0);
m_rand = new Random(BitConverter.ToInt32(val, 0)); m_rand = new Random(BitConverter.ToInt32(val, 0));
} }
*/
if (m_scene.GetRootAgentCount() == 0) if (m_scene.GetRootAgentCount() == 0)
{ {
//If the region is empty, this change has been made by an automated process //If the region is empty, this change has been made by an automated process
//and thus we delay the persist time by a random amount between 1.5 and 2.5. //and thus we delay the persist time by a random amount between 1.5 and 2.5.
float factor = 1.5f + (float)(m_rand.NextDouble()); // float factor = 1.5f + (float)(m_rand.NextDouble());
float factor = 2.0f;
m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
} }
@ -159,8 +162,10 @@ namespace OpenSim.Region.Framework.Scenes
{ {
//If the region is not empty, we want to obey the minimum and maximum persist times //If the region is not empty, we want to obey the minimum and maximum persist times
//but add a random factor so we stagger the object persistance a little //but add a random factor so we stagger the object persistance a little
m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5 // m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0 // m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
m_maxPersistTime = m_scene.m_persistAfter;
m_minPersistTime = m_scene.m_dontPersistBefore;
} }
} }
} }

View File

@ -121,34 +121,40 @@ namespace OpenSim.Region.OptionalModules
private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
{ {
if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f)) if (newPoint.X < -1f || newPoint.X > (float)(Constants.RegionSize + 1) ||
newPoint.Y < -1f || newPoint.Y > (float)(Constants.RegionSize + 1))
return true; return true;
SceneObjectPart obj = scene.GetSceneObjectPart(objectID); SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
Vector3 oldPoint = obj.GroupPosition;
int objectCount = obj.ParentGroup.PrimCount; if (obj == null)
ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); return false;
// Prim counts are determined by the location of the root prim. if we're
// moving a child prim, just let it pass
if (!obj.IsRoot)
{
return true;
}
ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
if (newParcel == null) if (newParcel == null)
return true; return true;
int usedPrims = newParcel.PrimCounts.Total; Vector3 oldPoint = obj.GroupPosition;
int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
// The prim hasn't crossed a region boundry so we don't need to worry // The prim hasn't crossed a region boundry so we don't need to worry
// about prim counts here // about prim counts here
if(oldParcel.Equals(newParcel)) if(oldParcel != null && oldParcel.Equals(newParcel))
{ {
return true; return true;
} }
// Prim counts are determined by the location of the root prim. if we're int objectCount = obj.ParentGroup.PrimCount;
// moving a child prim, just let it pass int usedPrims = newParcel.PrimCounts.Total;
if(!obj.IsRoot) int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
{
return true;
}
// TODO: Add Special Case here for temporary prims // TODO: Add Special Case here for temporary prims

View File

@ -1403,8 +1403,8 @@ namespace OpenSim.Region.Physics.OdePlugin
if (vertexCount == 0 || indexCount == 0) if (vertexCount == 0 || indexCount == 0)
{ {
m_log.WarnFormat("[PHYSICS]: Invalid mesh data on OdePrim {0}, mesh {1}", m_log.WarnFormat("[PHYSICS]: Invalid mesh data on OdePrim {0}, mesh {1} at {2}",
Name, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh"); Name, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh",_position.ToString());
m_hasOBB = false; m_hasOBB = false;
m_OBBOffset = Vector3.Zero; m_OBBOffset = Vector3.Zero;