It turns out that child agent management has had a bug for a while: there was an inconsistency in the scope between opening and closing child agents in neighboring regions. For opening (in EnableChildAgents), the region's DrawDistance was being used; for closing (in IsOUtsideView) , the viewer's (SP) DrawDistance was being used. This fixes this inconsistency, therefore eliminating bugs observed in TPs between, at least, neighboring varregions.

0.8.0.3
Diva Canto 2014-07-04 10:13:53 -07:00 committed by Justin Clark-Casey
parent e9447cc836
commit 4e3a2d3a64
2 changed files with 22 additions and 1 deletions

View File

@ -821,7 +821,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
agentCircuit.Id0 = currentAgentCircuit.Id0;
}
<<<<<<< HEAD
if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
=======
// if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
float dist = (float)Math.Max(sp.Scene.DefaultDrawDistance,
(float)Math.Max(sp.Scene.RegionInfo.RegionSizeX, sp.Scene.RegionInfo.RegionSizeY));
if (NeedsNewAgent(dist, oldRegionX, newRegionX, oldRegionY, newRegionY))
>>>>>>> d99c8e6... It turns out that child agent management has had a bug for a while: there was an inconsistency in the scope between opening and closing child agents in neighboring regions. For opening (in EnableChildAgents), the region's DrawDistance was being used; for closing (in IsOUtsideView) , the viewer's (SP) DrawDistance was being used. This fixes this inconsistency, therefore eliminating bugs observed in TPs between, at least, neighboring varregions.
{
// brand new agent, let's create a new caps seed
agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
@ -895,7 +902,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
IClientIPEndpoint ipepClient;
string capsPath = String.Empty;
<<<<<<< HEAD
if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
=======
float dist = (float)Math.Max(sp.Scene.DefaultDrawDistance,
(float)Math.Max(sp.Scene.RegionInfo.RegionSizeX, sp.Scene.RegionInfo.RegionSizeY));
if (NeedsNewAgent(dist, oldRegionX, newRegionX, oldRegionY, newRegionY))
>>>>>>> d99c8e6... It turns out that child agent management has had a bug for a while: there was an inconsistency in the scope between opening and closing child agents in neighboring regions. For opening (in EnableChildAgents), the region's DrawDistance was being used; for closing (in IsOUtsideView) , the viewer's (SP) DrawDistance was being used. This fixes this inconsistency, therefore eliminating bugs observed in TPs between, at least, neighboring varregions.
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for incoming agent {3} from {4}",
@ -1141,7 +1154,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
IClientIPEndpoint ipepClient;
string capsPath = String.Empty;
<<<<<<< HEAD
if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
=======
float dist = (float)Math.Max(sp.Scene.DefaultDrawDistance,
(float)Math.Max(sp.Scene.RegionInfo.RegionSizeX, sp.Scene.RegionInfo.RegionSizeY));
if (NeedsNewAgent(dist, oldRegionX, newRegionX, oldRegionY, newRegionY))
>>>>>>> d99c8e6... It turns out that child agent management has had a bug for a while: there was an inconsistency in the scope between opening and closing child agents in neighboring regions. For opening (in EnableChildAgents), the region's DrawDistance was being used; for closing (in IsOUtsideView) , the viewer's (SP) DrawDistance was being used. This fixes this inconsistency, therefore eliminating bugs observed in TPs between, at least, neighboring varregions.
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for agent {3} from {4}",

View File

@ -3733,7 +3733,9 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
// m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
if (Util.IsOutsideView(DrawDistance, x, newRegionX, y, newRegionY))
float dist = (float)Math.Max(Scene.DefaultDrawDistance,
(float)Math.Max(Scene.RegionInfo.RegionSizeX, Scene.RegionInfo.RegionSizeY));
if (Util.IsOutsideView(dist, x, newRegionX, y, newRegionY))
{
byebyeRegions.Add(handle);
}