actually remove the use of random on persist timmings

avinationmerge
UbitUmarov 2012-11-02 17:49:54 +00:00
parent b8c19fe1a9
commit e642b80a79
1 changed files with 6 additions and 4 deletions

View File

@ -148,13 +148,13 @@ namespace OpenSim.Region.Framework.Scenes
m_rand = new Random(BitConverter.ToInt32(val, 0)); m_rand = new Random(BitConverter.ToInt32(val, 0));
} }
*/ */
Random m_rand = new Random();
if (m_scene.GetRootAgentCount() == 0) if (m_scene.GetRootAgentCount() == 0)
{ {
//If the region is empty, this change has been made by an automated process //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. //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_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
} }
@ -162,8 +162,10 @@ namespace OpenSim.Region.Framework.Scenes
{ {
//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)m_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)m_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_maxPersistTime = m_scene.m_persistAfter;
m_minPersistTime = m_scene.m_dontPersistBefore;
} }
} }
} }