Fix scoping for prim region crossings

avinationmerge
Melanie 2010-12-31 15:53:31 +01:00
parent 6820deed34
commit 5545b03168
2 changed files with 2 additions and 2 deletions

View File

@ -1542,7 +1542,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// If we fail to cross the border, then reset the position of the scene object on that border. // If we fail to cross the border, then reset the position of the scene object on that border.
uint x = 0, y = 0; uint x = 0, y = 0;
Utils.LongToUInts(newRegionHandle, out x, out y); Utils.LongToUInts(newRegionHandle, out x, out y);
GridRegion destination = scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
if (destination != null && !CrossPrimGroupIntoNewRegion(destination, grp, silent)) if (destination != null && !CrossPrimGroupIntoNewRegion(destination, grp, silent))
{ {
grp.OffsetForNewRegion(oldGroupPosition); grp.OffsetForNewRegion(oldGroupPosition);

View File

@ -1582,7 +1582,7 @@ namespace OpenSim.Region.CoreModules.World.Land
// most likely still cached from building the extLandData entry // most likely still cached from building the extLandData entry
uint x = 0, y = 0; uint x = 0, y = 0;
Utils.LongToUInts(data.RegionHandle, out x, out y); Utils.LongToUInts(data.RegionHandle, out x, out y);
info = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); info = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y);
} }
// we need to transfer the fake parcelID, not the one in landData, so the viewer can match it to the landmark. // we need to transfer the fake parcelID, not the one in landData, so the viewer can match it to the landmark.
m_log.DebugFormat("[LAND] got parcelinfo for parcel {0} in region {1}; sending...", m_log.DebugFormat("[LAND] got parcelinfo for parcel {0} in region {1}; sending...",