Merge branch 'master' of ssh://3dhosting.de/var/git/careminster
commit
a97a887ea4
|
@ -29,7 +29,7 @@ namespace OpenSim
|
|||
{
|
||||
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;
|
||||
|
||||
public enum Flavour
|
||||
|
|
|
@ -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 long timeFirstChanged = 0;
|
||||
private long timeLastChanged = 0;
|
||||
long m_maxPersistTime = 0;
|
||||
long m_minPersistTime = 0;
|
||||
Random m_rand;
|
||||
private long m_maxPersistTime = 0;
|
||||
private long m_minPersistTime = 0;
|
||||
private Random m_rand;
|
||||
|
||||
private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
|
||||
|
||||
|
@ -186,27 +186,31 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
timeLastChanged = DateTime.Now.Ticks;
|
||||
if (!m_hasGroupChanged)
|
||||
timeFirstChanged = DateTime.Now.Ticks;
|
||||
if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
|
||||
{
|
||||
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 (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());
|
||||
m_maxPersistTime = (long)((float)Scene.m_persistAfter * factor);
|
||||
m_minPersistTime = (long)((float)Scene.m_dontPersistBefore * factor);
|
||||
m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
|
||||
m_minPersistTime = (long)((float)m_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_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_hasGroupChanged = value;
|
||||
|
|
Loading…
Reference in New Issue