diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index ee61de6505..e94eceeb6c 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -112,7 +112,7 @@ namespace OpenSim.Region.Framework.Scenes private long timeLastChanged = 0; private long m_maxPersistTime = 0; private long m_minPersistTime = 0; - private Random m_rand; +// private Random m_rand; private List m_linkedAvatars = new List(); /// @@ -130,6 +130,7 @@ namespace OpenSim.Region.Framework.Scenes { if (value) { + if (m_isBackedUp) { m_scene.SceneGraph.FireChangeBackup(this); @@ -139,19 +140,21 @@ namespace OpenSim.Region.Framework.Scenes 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 (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()); + float factor = 2.0f; m_maxPersistTime = (long)((float)m_scene.m_persistAfter * 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 //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_minPersistTime = (long)((float)m_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_maxPersistTime = m_scene.m_persistAfter; + m_minPersistTime = m_scene.m_dontPersistBefore; } } }