read model upload cost parameters from config [Economy] section
parent
bf987f96d2
commit
f9c24c9414
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@ -118,6 +118,7 @@ namespace OpenSim.Region.ClientStack.Linden
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private string m_regionName;
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private int m_levelUpload = 0;
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private float m_PrimScaleMin = 0.001f;
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private bool m_enableFreeTestModelUpload = false;
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private enum FileAgentInventoryState : int
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{
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@ -142,6 +143,11 @@ namespace OpenSim.Region.ClientStack.Linden
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// m_ModelCost.ObjectLinkedPartsMax = ??
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// m_PrimScaleMin = ??
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float modelTextureUploadFactor = m_ModelCost.ModelTextureCostFactor;
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float modelUploadFactor = m_ModelCost.ModelMeshCostFactor;
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float modelMinUploadCostFactor = m_ModelCost.ModelMinCostFactor;
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IConfigSource config = m_Scene.Config;
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if (config != null)
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{
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@ -156,6 +162,20 @@ namespace OpenSim.Region.ClientStack.Linden
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{
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m_persistBakedTextures = appearanceConfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures);
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}
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// economy for model upload
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IConfig EconomyConfig = config.Configs["Economy"];
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if (EconomyConfig != null)
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{
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modelUploadFactor = EconomyConfig.GetFloat("MeshModelUploadCostFactor", modelUploadFactor);
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modelTextureUploadFactor = EconomyConfig.GetFloat("MeshModelUploadTextureCostFactor", modelTextureUploadFactor);
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modelMinUploadCostFactor = EconomyConfig.GetFloat("MeshModelMinCostFactor", modelMinUploadCostFactor);
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m_enableFreeTestModelUpload = EconomyConfig.GetBoolean("MeshModelUploadAllowFreeTest", false);
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m_ModelCost.ModelMeshCostFactor = modelUploadFactor;
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m_ModelCost.ModelTextureCostFactor = modelTextureUploadFactor;
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m_ModelCost.ModelMinCostFactor = modelMinUploadCostFactor;
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}
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}
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m_assetService = m_Scene.AssetService;
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@ -912,6 +932,7 @@ namespace OpenSim.Region.ClientStack.Linden
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{
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AddNewInventoryItem(m_HostCapsObj.AgentID, item, cost);
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}
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lock (m_ModelCost)
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m_FileAgentInventoryState = FileAgentInventoryState.idle;
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}
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@ -31,14 +31,12 @@ namespace OpenSim.Region.ClientStack.Linden
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public class ModelCost
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{
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// upload fee tunning paramenters
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// upload fee defaults
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// fees are normalized to 1.0
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// this parameters scale them to basic cost ( so 1.0 translates to 10 )
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public float ModelMeshCostFactor = 1.0f; // scale total cost relative to basic (excluding textures)
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public float ModelTextureCostFactor = 0.25f; //(2.5c$) scale textures fee to basic.
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// promote integration in a model
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// since they will not show up in inventory
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public float ModelTextureCostFactor = 1.0f; // scale textures fee to basic.
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public float ModelMinCostFactor = 0.5f; // minimum total model free excluding textures
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// itens costs in normalized values
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