Remove getting the object capacity from the money module. It is now set

directly from the Region Info (and the region ini file)
avinationmerge
Melanie Thielker 2010-07-14 03:59:26 +02:00
parent c5891c14c7
commit af13c80d68
3 changed files with 6 additions and 23 deletions

View File

@ -146,7 +146,7 @@ namespace OpenSim.Region.CoreModules.World.Land
else
{
// Normal Calculations
return (int)Math.Round(((float)LandData.Area / 65536.0f) * (float)m_scene.objectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus);
return (int)Math.Round(((float)LandData.Area / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus);
}
}
public int GetSimulatorMaxPrimCount(ILandObject thisObject)
@ -158,7 +158,7 @@ namespace OpenSim.Region.CoreModules.World.Land
else
{
//Normal Calculations
return m_scene.objectCapacity;
return m_scene.RegionInfo.ObjectCapacity;
}
}
#endregion

View File

@ -492,8 +492,6 @@ namespace OpenSim.Region.Framework.Scenes
set { m_sceneGraph.RestorePresences = value; }
}
public int objectCapacity = 45000;
#endregion
#region BinaryStats
@ -703,7 +701,7 @@ namespace OpenSim.Region.Framework.Scenes
StatsReporter.OnSendStatsResult += SendSimStatsPackets;
StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
StatsReporter.SetObjectCapacity(objectCapacity);
StatsReporter.SetObjectCapacity(RegionInfo.ObjectCapacity);
// Old
/*
@ -4206,20 +4204,6 @@ namespace OpenSim.Region.Framework.Scenes
#region Other Methods
public void SetObjectCapacity(int objects)
{
// Region specific config overrides global
//
if (RegionInfo.ObjectCapacity != 0)
objects = RegionInfo.ObjectCapacity;
if (StatsReporter != null)
{
StatsReporter.SetObjectCapacity(objects);
}
objectCapacity = objects;
}
#endregion
public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set)

View File

@ -138,8 +138,6 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
public void AddRegion(Scene scene)
{
// Send ObjectCapacity to Scene.. Which sends it to the SimStatsReporter.
scene.SetObjectCapacity(ObjectCapacity);
if (m_enabled)
{
scene.RegisterModuleInterface<IMoneyModule>(this);
@ -252,7 +250,6 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
if (config == "Economy" && startupConfig != null)
{
ObjectCapacity = startupConfig.GetInt("ObjectCapacity", 45000);
PriceEnergyUnit = startupConfig.GetInt("PriceEnergyUnit", 100);
PriceObjectClaim = startupConfig.GetInt("PriceObjectClaim", 10);
PricePublicObjectDecay = startupConfig.GetInt("PricePublicObjectDecay", 4);
@ -701,7 +698,9 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
if (user != null)
{
user.SendEconomyData(EnergyEfficiency, ObjectCapacity, ObjectCount, PriceEnergyUnit, PriceGroupCreate,
Scene s = LocateSceneClientIn(user.AgentId);
user.SendEconomyData(EnergyEfficiency, s.RegionInfo.ObjectCapacity, ObjectCount, PriceEnergyUnit, PriceGroupCreate,
PriceObjectClaim, PriceObjectRent, PriceObjectScaleFactor, PriceParcelClaim, PriceParcelClaimFactor,
PriceParcelRent, PricePublicObjectDecay, PricePublicObjectDelete, PriceRentLight, PriceUpload,
TeleportMinPrice, TeleportPriceExponent);