do not send parceloverlay on crossings (may be bad, or not)
parent
1c6be0fae3
commit
182977a872
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@ -98,6 +98,6 @@ namespace OpenSim.Region.Framework.Interfaces
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void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id);
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void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id);
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void Subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id);
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void Subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id);
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void sendClientInitialLandInfo(IClientAPI remoteClient);
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void sendClientInitialLandInfo(IClientAPI remoteClient, bool overlay = true);
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}
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}
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}
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}
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@ -247,11 +247,11 @@ namespace OpenSim.Region.CoreModules.World.Land
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m_landManagementModule.setParcelOtherCleanTime(remoteClient, localID, otherCleanTime);
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m_landManagementModule.setParcelOtherCleanTime(remoteClient, localID, otherCleanTime);
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}
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}
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}
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}
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public void sendClientInitialLandInfo(IClientAPI remoteClient)
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public void sendClientInitialLandInfo(IClientAPI remoteClient, bool overlay = true)
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{
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{
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if (m_landManagementModule != null)
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if (m_landManagementModule != null)
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{
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{
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m_landManagementModule.sendClientInitialLandInfo(remoteClient);
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m_landManagementModule.sendClientInitialLandInfo(remoteClient, overlay);
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}
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}
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}
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}
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#endregion
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#endregion
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@ -491,7 +491,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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return;
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return;
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}
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}
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public void sendClientInitialLandInfo(IClientAPI remoteClient)
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public void sendClientInitialLandInfo(IClientAPI remoteClient, bool overlay = true)
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{
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{
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ScenePresence avatar;
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ScenePresence avatar;
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@ -507,6 +507,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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avatar.currentParcelUUID = over.LandData.GlobalID;
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avatar.currentParcelUUID = over.LandData.GlobalID;
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over.SendLandUpdateToClient(avatar.ControllingClient);
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over.SendLandUpdateToClient(avatar.ControllingClient);
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}
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}
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if(overlay)
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SendParcelOverlay(remoteClient);
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SendParcelOverlay(remoteClient);
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}
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}
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@ -2244,11 +2244,12 @@ namespace OpenSim.Region.Framework.Scenes
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// start sending terrain patchs
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// start sending terrain patchs
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if (!gotCrossUpdate)
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if (!gotCrossUpdate)
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Scene.SendLayerData(ControllingClient);
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Scene.SendLayerData(ControllingClient);
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}
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// send initial land overlay and parcel
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// send initial land overlay and parcel
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ILandChannel landch = m_scene.LandChannel;
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ILandChannel landch = m_scene.LandChannel;
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if (landch != null)
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if (landch != null)
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landch.sendClientInitialLandInfo(client);
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landch.sendClientInitialLandInfo(client, !gotCrossUpdate);
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}
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if (!IsChildAgent)
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if (!IsChildAgent)
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{
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{
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@ -119,6 +119,6 @@ namespace OpenSim.Tests.Common
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public void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id) {}
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public void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id) {}
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public void Subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id) {}
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public void Subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id) {}
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public void sendClientInitialLandInfo(IClientAPI remoteClient) { }
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public void sendClientInitialLandInfo(IClientAPI remoteClient, bool overlay = true) { }
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}
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}
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}
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}
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