actually remove the use of random on persist timmings
parent
b8c19fe1a9
commit
e642b80a79
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@ -148,13 +148,13 @@ namespace OpenSim.Region.Framework.Scenes
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m_rand = new Random(BitConverter.ToInt32(val, 0));
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m_rand = new Random(BitConverter.ToInt32(val, 0));
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}
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}
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*/
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*/
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Random m_rand = new Random();
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if (m_scene.GetRootAgentCount() == 0)
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if (m_scene.GetRootAgentCount() == 0)
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{
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{
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//If the region is empty, this change has been made by an automated process
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//If the region is empty, this change has been made by an automated process
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//and thus we delay the persist time by a random amount between 1.5 and 2.5.
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//and thus we delay the persist time by a random amount between 1.5 and 2.5.
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float factor = 1.5f + (float)(m_rand.NextDouble());
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// float factor = 1.5f + (float)(m_rand.NextDouble());
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float factor = 2.0f;
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m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
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m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
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m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
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m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
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}
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}
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@ -162,8 +162,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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//If the region is not empty, we want to obey the minimum and maximum persist times
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//If the region is not empty, we want to obey the minimum and maximum persist times
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//but add a random factor so we stagger the object persistance a little
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//but add a random factor so we stagger the object persistance a little
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m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
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// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
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m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
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// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
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m_maxPersistTime = m_scene.m_persistAfter;
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m_minPersistTime = m_scene.m_dontPersistBefore;
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}
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}
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}
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}
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}
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}
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