diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index d20dbf2581..e4bbe6bdfd 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -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}", diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 37353c1e3b..17f630170f 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -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); }