The map breakage is actually at 2048!
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e3e1f6308d
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8d3a8a0a81
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@ -209,16 +209,16 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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// path, param, agentID.ToString());
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// path, param, agentID.ToString());
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// There is a major hack going on in this method. The viewer doesn't request
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// There is a major hack going on in this method. The viewer doesn't request
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// map blocks (RequestMapBlocks) above 4096. That means that if we don't hack,
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// map blocks (RequestMapBlocks) above 2048. That means that if we don't hack,
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// grids above that cell don't have a map at all. So, here's the hack: we wait
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// grids above that cell don't have a map at all. So, here's the hack: we wait
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// for this CAP request to come, and we inject the map blocks at this point.
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// for this CAP request to come, and we inject the map blocks at this point.
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// In a normal scenario, this request simply sends back the MapLayer (the blue color).
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// In a normal scenario, this request simply sends back the MapLayer (the blue color).
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// In the hacked scenario, it also sends the map blocks via UDP.
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// In the hacked scenario, it also sends the map blocks via UDP.
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//
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//
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// 6/8/2011 -- I'm adding an explicit 4096 check, so that we never forget that there is
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// 6/8/2011 -- I'm adding an explicit 2048 check, so that we never forget that there is
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// a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks.
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// a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks.
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if (m_scene.RegionInfo.RegionLocX >= 4096 || m_scene.RegionInfo.RegionLocY >= 4096)
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if (m_scene.RegionInfo.RegionLocX >= 2048 || m_scene.RegionInfo.RegionLocY >= 2048)
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{
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{
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ScenePresence avatarPresence = null;
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ScenePresence avatarPresence = null;
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