Fix scoping for prim region crossings
parent
6820deed34
commit
5545b03168
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@ -1542,7 +1542,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// If we fail to cross the border, then reset the position of the scene object on that border.
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// If we fail to cross the border, then reset the position of the scene object on that border.
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uint x = 0, y = 0;
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uint x = 0, y = 0;
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Utils.LongToUInts(newRegionHandle, out x, out y);
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Utils.LongToUInts(newRegionHandle, out x, out y);
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GridRegion destination = scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
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GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
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if (destination != null && !CrossPrimGroupIntoNewRegion(destination, grp, silent))
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if (destination != null && !CrossPrimGroupIntoNewRegion(destination, grp, silent))
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{
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{
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grp.OffsetForNewRegion(oldGroupPosition);
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grp.OffsetForNewRegion(oldGroupPosition);
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@ -1582,7 +1582,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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// most likely still cached from building the extLandData entry
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// most likely still cached from building the extLandData entry
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uint x = 0, y = 0;
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uint x = 0, y = 0;
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Utils.LongToUInts(data.RegionHandle, out x, out y);
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Utils.LongToUInts(data.RegionHandle, out x, out y);
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info = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
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info = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y);
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}
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}
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// we need to transfer the fake parcelID, not the one in landData, so the viewer can match it to the landmark.
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// we need to transfer the fake parcelID, not the one in landData, so the viewer can match it to the landmark.
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m_log.DebugFormat("[LAND] got parcelinfo for parcel {0} in region {1}; sending...",
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m_log.DebugFormat("[LAND] got parcelinfo for parcel {0} in region {1}; sending...",
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