* Allow corner prim crossings. Previously this was only on a single cardinal direction
* Some leg work in getting avatar teleports into 'virtual regions' moved to the proper region.remotes/origin/0.6.7-post-fixes
parent
65dda8a795
commit
ac718843d9
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@ -216,9 +216,9 @@ namespace OpenSim.Region.CoreModules.World.Land
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//xxy
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//xxx
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if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd
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== (regionConnections.X * (int)Constants.RegionSize))
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>= (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize)
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== (regionConnections.Y * (int)Constants.RegionSize)))
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>= (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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@ -262,9 +262,9 @@ namespace OpenSim.Region.CoreModules.World.Land
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//xxx
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//xxx
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if ((((int)conn.X * (int)Constants.RegionSize)
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== (regionConnections.X * (int)Constants.RegionSize))
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>= (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
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== (regionConnections.Y * (int)Constants.RegionSize)))
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>= (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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@ -303,9 +303,9 @@ namespace OpenSim.Region.CoreModules.World.Land
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//xxx
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//xxx
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if ((((int)conn.X * (int)Constants.RegionSize) + conn.YEnd
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== (regionConnections.X * (int)Constants.RegionSize))
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>= (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
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== (regionConnections.Y * (int)Constants.RegionSize)))
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>= (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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@ -315,13 +315,58 @@ namespace OpenSim.Region.CoreModules.World.Land
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd + conn.YEnd;
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extents.X = conn.XEnd + conn.XEnd;
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extents.X = regionConnections.XEnd + conn.XEnd;
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conn.UpdateExtents(extents);
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m_log.DebugFormat("Scene: {0} to the south of Scene{1} Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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m_log.DebugFormat("Scene: {0} to the NorthEast of Scene{1} Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
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if (conn.RegionScene.NorthBorders.Count == 1)// && 2)
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{
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//compound border
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conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
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conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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}
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scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south
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if (conn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2)
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{
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conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
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conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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}
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scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West
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/*
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else
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{
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conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
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conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south
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}
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*/
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// Reset Terrain.. since terrain normally loads first.
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//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
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scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
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//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
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connectedYN = true;
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//scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
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break;
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}
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@ -34,7 +34,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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public class Border
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{
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/// <summary>
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/// Line perpendicular to the Direction Cardinal. Z value is the
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/// </summary>
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@ -125,6 +125,25 @@ namespace OpenSim.Region.Framework.Scenes
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return result;
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}
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public float Extent
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{
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get
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{
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switch (CrossDirection)
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{
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case Cardinals.N:
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break;
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case Cardinals.S:
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break;
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case Cardinals.W:
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break;
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case Cardinals.E:
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break;
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}
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return 0;
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}
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}
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}
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@ -1706,30 +1706,71 @@ namespace OpenSim.Region.Framework.Scenes
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ulong newRegionHandle = 0;
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Vector3 pos = attemptedPosition;
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if (TestBorderCross(attemptedPosition, Cardinals.E))
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if (TestBorderCross(attemptedPosition, Cardinals.W))
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{
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pos.X = ((pos.X - Constants.RegionSize));
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newRegionHandle
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= Util.UIntsToLong((uint)((thisx + 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
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// x + 1
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if (TestBorderCross(attemptedPosition, Cardinals.S))
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{
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//Border crossedBorderx = GetCrossedBorder(attemptedPosition,Cardinals.W);
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//Border crossedBordery = GetCrossedBorder(attemptedPosition, Cardinals.S);
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//(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
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pos.X = ((pos.X + Constants.RegionSize));
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pos.Y = ((pos.Y + Constants.RegionSize));
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newRegionHandle
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= Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize),
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(uint)((thisy - 1) * Constants.RegionSize));
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// x - 1
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// y - 1
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}
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else if (TestBorderCross(attemptedPosition, Cardinals.N))
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{
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pos.X = ((pos.X + Constants.RegionSize));
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pos.Y = ((pos.Y - Constants.RegionSize));
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newRegionHandle
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= Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize),
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(uint)((thisy + 1) * Constants.RegionSize));
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// x - 1
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// y + 1
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}
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else
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{
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pos.X = ((pos.X + Constants.RegionSize));
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newRegionHandle
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= Util.UIntsToLong((uint) ((thisx - 1)*Constants.RegionSize),
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(uint) (thisy*Constants.RegionSize));
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// x - 1
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}
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}
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else if (TestBorderCross(attemptedPosition, Cardinals.W))
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else if (TestBorderCross(attemptedPosition, Cardinals.E))
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{
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pos.X = ((pos.X + Constants.RegionSize));
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newRegionHandle
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= Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
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// x - 1
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}
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if (TestBorderCross(attemptedPosition, Cardinals.N))
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{
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pos.Y = ((pos.Y - Constants.RegionSize));
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newRegionHandle
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= Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + 1) * Constants.RegionSize));
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// y + 1
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}
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if (TestBorderCross(attemptedPosition, Cardinals.S))
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{
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pos.X = ((pos.X - Constants.RegionSize));
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pos.Y = ((pos.Y + Constants.RegionSize));
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newRegionHandle
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= Util.UIntsToLong((uint)((thisx + 1) * Constants.RegionSize),
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(uint)((thisy - 1) * Constants.RegionSize));
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// x + 1
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// y - 1
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}
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else if (TestBorderCross(attemptedPosition, Cardinals.N))
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{
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pos.X = ((pos.X - Constants.RegionSize));
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pos.Y = ((pos.Y - Constants.RegionSize));
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newRegionHandle
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= Util.UIntsToLong((uint)((thisx + 1) * Constants.RegionSize),
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(uint)((thisy + 1) * Constants.RegionSize));
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// x + 1
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// y + 1
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}
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else
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{
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pos.X = ((pos.X - Constants.RegionSize));
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newRegionHandle
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= Util.UIntsToLong((uint) ((thisx + 1)*Constants.RegionSize),
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(uint) (thisy*Constants.RegionSize));
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// x + 1
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}
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}
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else if (TestBorderCross(attemptedPosition, Cardinals.S))
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{
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pos.Y = ((pos.Y + Constants.RegionSize));
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@ -1737,6 +1778,14 @@ namespace OpenSim.Region.Framework.Scenes
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= Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - 1) * Constants.RegionSize));
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// y - 1
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}
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else if (TestBorderCross(attemptedPosition, Cardinals.N))
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{
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pos.Y = ((pos.Y - Constants.RegionSize));
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newRegionHandle
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= Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + 1) * Constants.RegionSize));
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// y + 1
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}
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// Offset the positions for the new region across the border
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Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
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@ -1750,6 +1799,62 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public Border GetCrossedBorder(Vector3 position, Cardinals gridline)
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{
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switch (gridline)
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{
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case Cardinals.N:
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lock (NorthBorders)
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{
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foreach (Border b in NorthBorders)
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{
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if (b.TestCross(position))
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return b;
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}
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}
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break;
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case Cardinals.S:
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lock (SouthBorders)
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{
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foreach (Border b in SouthBorders)
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{
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if (b.TestCross(position))
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return b;
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}
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}
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break;
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case Cardinals.E:
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lock (EastBorders)
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{
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foreach (Border b in EastBorders)
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{
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if (b.TestCross(position))
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return b;
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}
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}
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break;
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case Cardinals.W:
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lock (WestBorders)
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{
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foreach (Border b in WestBorders)
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{
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if (b.TestCross(position))
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return b;
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}
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}
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break;
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}
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return null;
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}
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public bool TestBorderCross(Vector3 position, Cardinals border)
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{
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switch (border)
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