This commit adds some randomness to object persistence. It's a Work In Progress, I am working on improving this to a tiered approach.

avinationmerge
Thomas Grimshaw 2010-04-05 22:11:05 +02:00
parent f34cc6b469
commit 7a3bb266eb
1 changed files with 42 additions and 4 deletions

View File

@ -104,8 +104,12 @@ namespace OpenSim.Region.Framework.Scenes
/// since the group's last persistent backup
/// </summary>
private bool m_hasGroupChanged = false;
private long timeFirstChanged;
private long timeLastChanged;
private long timeFirstChanged = 0;
private long timeLastChanged = 0;
long m_maxPersistTime = 0;
long m_minPersistTime = 0;
Random m_rand;
private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
public void lockPartsForRead(bool locked)
@ -182,6 +186,28 @@ namespace OpenSim.Region.Framework.Scenes
timeLastChanged = DateTime.Now.Ticks;
if (!m_hasGroupChanged)
timeFirstChanged = DateTime.Now.Ticks;
if (m_rand == null)
{
byte[] val = new byte[16];
m_rootPart.UUID.ToBytes(val, 0);
m_rand = new Random(BitConverter.ToInt32(val, 0));
}
if (Scene.GetRootAgentCount() == 0)
{
//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.
float factor = 1.5f + (float)(m_rand.NextDouble());
m_maxPersistTime = (long)((float)Scene.m_persistAfter * factor);
m_minPersistTime = (long)((float)Scene.m_dontPersistBefore * factor);
}
else
{
//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
m_maxPersistTime = (long)((float)Scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
m_minPersistTime = (long)((float)Scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
}
}
m_hasGroupChanged = value;
}
@ -197,8 +223,19 @@ namespace OpenSim.Region.Framework.Scenes
return false;
if (m_scene.ShuttingDown)
return true;
if (m_minPersistTime == 0 || m_maxPersistTime == 0)
{
m_maxPersistTime = m_scene.m_persistAfter;
m_minPersistTime = m_scene.m_dontPersistBefore;
}
long currentTime = DateTime.Now.Ticks;
if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter)
if (timeLastChanged == 0) timeLastChanged = currentTime;
if (timeFirstChanged == 0) timeFirstChanged = currentTime;
if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
return true;
return false;
}
@ -529,6 +566,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public SceneObjectGroup()
{
}
/// <summary>
@ -545,7 +583,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Constructor. This object is added to the scene later via AttachToScene()
/// </summary>
public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
{
{
SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
}