Merge branch 'master' of ssh://3dhosting.de/var/git/careminster
commit
a97a887ea4
|
@ -29,11 +29,11 @@ namespace OpenSim
|
||||||
{
|
{
|
||||||
public class VersionInfo
|
public class VersionInfo
|
||||||
{
|
{
|
||||||
private const string VERSION_NUMBER = "0.6.8CM";
|
private const string VERSION_NUMBER = "0.6.9CM";
|
||||||
private const Flavour VERSION_FLAVOUR = Flavour.Dev;
|
private const Flavour VERSION_FLAVOUR = Flavour.Dev;
|
||||||
|
|
||||||
public enum Flavour
|
public enum Flavour
|
||||||
{
|
{
|
||||||
Unknown,
|
Unknown,
|
||||||
Dev,
|
Dev,
|
||||||
RC1,
|
RC1,
|
||||||
|
|
|
@ -0,0 +1,11 @@
|
||||||
|
///////////////////////////////////////////////////////////////////
|
||||||
|
//
|
||||||
|
// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
|
||||||
|
//
|
||||||
|
// This file is not open source. All rights reserved
|
||||||
|
//
|
||||||
|
public interface ISnmpModule
|
||||||
|
{
|
||||||
|
void Alert(string message);
|
||||||
|
void Trap(string message);
|
||||||
|
}
|
|
@ -106,9 +106,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
private bool m_hasGroupChanged = false;
|
private bool m_hasGroupChanged = false;
|
||||||
private long timeFirstChanged = 0;
|
private long timeFirstChanged = 0;
|
||||||
private long timeLastChanged = 0;
|
private long timeLastChanged = 0;
|
||||||
long m_maxPersistTime = 0;
|
private long m_maxPersistTime = 0;
|
||||||
long m_minPersistTime = 0;
|
private long m_minPersistTime = 0;
|
||||||
Random m_rand;
|
private Random m_rand;
|
||||||
|
|
||||||
private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
|
private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
|
||||||
|
|
||||||
|
@ -186,27 +186,31 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
timeLastChanged = DateTime.Now.Ticks;
|
timeLastChanged = DateTime.Now.Ticks;
|
||||||
if (!m_hasGroupChanged)
|
if (!m_hasGroupChanged)
|
||||||
timeFirstChanged = DateTime.Now.Ticks;
|
timeFirstChanged = DateTime.Now.Ticks;
|
||||||
if (m_rand == null)
|
if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
|
||||||
{
|
{
|
||||||
byte[] val = new byte[16];
|
if (m_rand == null)
|
||||||
m_rootPart.UUID.ToBytes(val, 0);
|
{
|
||||||
m_rand = new Random(BitConverter.ToInt32(val, 0));
|
byte[] val = new byte[16];
|
||||||
}
|
m_rootPart.UUID.ToBytes(val, 0);
|
||||||
if (Scene.GetRootAgentCount() == 0)
|
m_rand = new Random(BitConverter.ToInt32(val, 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.
|
if (m_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());
|
float factor = 1.5f + (float)(m_rand.NextDouble());
|
||||||
m_maxPersistTime = (long)((float)Scene.m_persistAfter * factor);
|
m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
|
||||||
m_minPersistTime = (long)((float)Scene.m_dontPersistBefore * factor);
|
m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
//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)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)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_hasGroupChanged = value;
|
m_hasGroupChanged = value;
|
||||||
|
|
Loading…
Reference in New Issue