my last patch didn't actually get the sun to possition correctly, but
now we are correctly using the timezone offset. If you set day_length to 24.0 you'll get a sun progression that roughly follows your real world day on your server.0.6.0-stable
parent
552d862264
commit
e826f5808b
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@ -81,7 +81,7 @@ namespace OpenSim.Region.Environment.Modules
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private double SunSpeed; // Rate of passage in radians/second
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private double SunSpeed; // Rate of passage in radians/second
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private double SeasonSpeed; // Rate of change for seasonal effects
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private double SeasonSpeed; // Rate of change for seasonal effects
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private double HoursToRadians; // Rate of change for seasonal effects
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private double HoursToRadians; // Rate of change for seasonal effects
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private long m_offset = 0; // seconds offset from UTC
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private long TicksOffset = 0; // seconds offset from UTC
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// Calculated every update
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// Calculated every update
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private float OrbitalPosition; // Orbital placement at a point in time
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private float OrbitalPosition; // Orbital placement at a point in time
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private double HorizonShift; // Axis offset to skew day and night
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private double HorizonShift; // Axis offset to skew day and night
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@ -100,7 +100,7 @@ namespace OpenSim.Region.Environment.Modules
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private ulong CurrentTime
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private ulong CurrentTime
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{
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{
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get {
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get {
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return (ulong)(((System.DateTime.Now.Ticks)-TicksToEpoch)/10000000 + m_offset);
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return (ulong)(((System.DateTime.Now.Ticks) - TicksToEpoch + TicksOffset)/10000000);
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}
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}
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}
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}
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@ -117,7 +117,9 @@ namespace OpenSim.Region.Environment.Modules
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m_frame = 0;
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m_frame = 0;
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TimeZone local = TimeZone.CurrentTimeZone;
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TimeZone local = TimeZone.CurrentTimeZone;
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m_offset = local.GetUtcOffset(local.ToLocalTime(DateTime.Now)).Seconds;
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TicksOffset = local.GetUtcOffset(local.ToLocalTime(DateTime.Now)).Ticks;
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m_log.Debug("[SUN] localtime offset is " + TicksOffset);
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// Align ticks with Second Life
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// Align ticks with Second Life
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