The map breakage is actually at 2048!

bulletsim
Diva Canto 2011-06-09 16:51:47 -07:00
parent e3e1f6308d
commit 8d3a8a0a81
1 changed files with 3 additions and 3 deletions

View File

@ -209,16 +209,16 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
// path, param, agentID.ToString());
// There is a major hack going on in this method. The viewer doesn't request
// map blocks (RequestMapBlocks) above 4096. That means that if we don't hack,
// map blocks (RequestMapBlocks) above 2048. That means that if we don't hack,
// grids above that cell don't have a map at all. So, here's the hack: we wait
// for this CAP request to come, and we inject the map blocks at this point.
// In a normal scenario, this request simply sends back the MapLayer (the blue color).
// In the hacked scenario, it also sends the map blocks via UDP.
//
// 6/8/2011 -- I'm adding an explicit 4096 check, so that we never forget that there is
// 6/8/2011 -- I'm adding an explicit 2048 check, so that we never forget that there is
// a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks.
if (m_scene.RegionInfo.RegionLocX >= 4096 || m_scene.RegionInfo.RegionLocY >= 4096)
if (m_scene.RegionInfo.RegionLocX >= 2048 || m_scene.RegionInfo.RegionLocY >= 2048)
{
ScenePresence avatarPresence = null;