fix NeighborRegions code
parent
f31f9002de
commit
b114a04ed4
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@ -1147,7 +1147,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
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// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
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// where that neighbour simulator could otherwise request a child agent create on the source which then
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// closes our existing agent which is still signalled as root.
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@ -2496,10 +2495,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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uint startY = Util.RegionToWorldLoc(pRegionLocY) + m_regionInfo.RegionSizeY / 2;
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uint endY = startY;
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startX -= dd;
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startY -= dd;
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endX += dd;
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endY += dd;
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startX -= ddX;
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startY -= ddY;
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endX += ddX;
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endY += ddY;
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neighbours
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= avatar.Scene.GridService.GetRegionRange(
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@ -1129,17 +1129,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns>True after all operations complete, throws exceptions otherwise.</returns>
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public override void OtherRegionUp(GridRegion otherRegion)
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{
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uint xcell = (uint)((int)otherRegion.RegionLocX / (int)Constants.RegionSize);
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uint ycell = (uint)((int)otherRegion.RegionLocY / (int)Constants.RegionSize);
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//m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}",
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// RegionInfo.RegionName, otherRegion.RegionName, xcell, ycell);
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if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
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{
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// If these are cast to INT because long + negative values + abs returns invalid data
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int resultX = Math.Abs((int)xcell - (int)RegionInfo.RegionLocX);
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int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY);
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if (resultX <= 1 && resultY <= 1)
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if (isNeighborRegion(otherRegion))
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{
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// Let the grid service module know, so this can be cached
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m_eventManager.TriggerOnRegionUp(otherRegion);
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@ -1174,6 +1166,21 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public bool isNeighborRegion(GridRegion otherRegion)
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{
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int tmp = otherRegion.RegionLocX - (int)RegionInfo.WorldLocX; ;
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if (tmp < -otherRegion.RegionSizeX && tmp > RegionInfo.RegionSizeX)
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return false;
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tmp = otherRegion.RegionLocY - (int)RegionInfo.WorldLocY;
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if (tmp < -otherRegion.RegionSizeY && tmp > RegionInfo.RegionSizeY)
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return false;
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return true;
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}
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public void AddNeighborRegion(RegionInfo region)
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{
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lock (m_neighbours)
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@ -1202,46 +1209,6 @@ namespace OpenSim.Region.Framework.Scenes
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return found;
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}
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/// <summary>
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/// Checks whether this region has a neighbour in the given direction.
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/// </summary>
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/// <param name="car"></param>
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/// <param name="fix"></param>
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/// <returns>
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/// An integer which represents a compass point. N == 1, going clockwise until we reach NW == 8.
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/// Returns a positive integer if there is a region in that direction, a negative integer if not.
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/// </returns>
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public int HaveNeighbor(Cardinals car, ref int[] fix)
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{
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uint neighbourx = RegionInfo.RegionLocX;
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uint neighboury = RegionInfo.RegionLocY;
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int dir = (int)car;
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if (dir > 1 && dir < 5) //Heading East
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neighbourx++;
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else if (dir > 5) // Heading West
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neighbourx--;
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if (dir < 3 || dir == 8) // Heading North
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neighboury++;
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else if (dir > 3 && dir < 7) // Heading Sout
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neighboury--;
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int x = (int)(neighbourx * Constants.RegionSize);
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int y = (int)(neighboury * Constants.RegionSize);
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GridRegion neighbourRegion = GridService.GetRegionByPosition(RegionInfo.ScopeID, x, y);
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if (neighbourRegion == null)
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{
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fix[0] = (int)(RegionInfo.RegionLocX - neighbourx);
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fix[1] = (int)(RegionInfo.RegionLocY - neighboury);
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return dir * (-1);
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}
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else
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return dir;
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}
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// Alias IncomingHelloNeighbour OtherRegionUp, for now
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public GridRegion IncomingHelloNeighbour(RegionInfo neighbour)
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{
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