From 40ae9ec554c7b8e4c27028f63f4f96bdda229cfc Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Fri, 25 Sep 2015 18:38:52 +0100 Subject: [PATCH] patch objects crossings for var regions, until region location is fully fixed --- .../Framework/EntityTransfer/EntityTransferModule.cs | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 2532b7ed28..4c241dbfed 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -2547,8 +2547,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer else y--; + // ugly + // Call the grid service to lookup the region containing the new position. + GridRegion neighbourRegion = GetRegionContainingWorldLocation( + scene.GridService, scene.RegionInfo.ScopeID, + targetPosition.X, targetPosition.Y, + Math.Max(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY)); - GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID,x,y); +// GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID,x,y); if (neighbourRegion == null) { return null;