fix NeighborRegions code

avinationmerge
UbitUmarov 2015-08-29 03:41:43 +01:00
parent f31f9002de
commit b114a04ed4
2 changed files with 21 additions and 55 deletions

View File

@ -1147,7 +1147,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
// where that neighbour simulator could otherwise request a child agent create on the source which then
// closes our existing agent which is still signalled as root.
@ -2496,10 +2495,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
uint startY = Util.RegionToWorldLoc(pRegionLocY) + m_regionInfo.RegionSizeY / 2;
uint endY = startY;
startX -= dd;
startY -= dd;
endX += dd;
endY += dd;
startX -= ddX;
startY -= ddY;
endX += ddX;
endY += ddY;
neighbours
= avatar.Scene.GridService.GetRegionRange(

View File

@ -1129,17 +1129,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>True after all operations complete, throws exceptions otherwise.</returns>
public override void OtherRegionUp(GridRegion otherRegion)
{
uint xcell = (uint)((int)otherRegion.RegionLocX / (int)Constants.RegionSize);
uint ycell = (uint)((int)otherRegion.RegionLocY / (int)Constants.RegionSize);
//m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}",
// RegionInfo.RegionName, otherRegion.RegionName, xcell, ycell);
if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
{
// If these are cast to INT because long + negative values + abs returns invalid data
int resultX = Math.Abs((int)xcell - (int)RegionInfo.RegionLocX);
int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY);
if (resultX <= 1 && resultY <= 1)
if (isNeighborRegion(otherRegion))
{
// Let the grid service module know, so this can be cached
m_eventManager.TriggerOnRegionUp(otherRegion);
@ -1174,6 +1166,21 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public bool isNeighborRegion(GridRegion otherRegion)
{
int tmp = otherRegion.RegionLocX - (int)RegionInfo.WorldLocX; ;
if (tmp < -otherRegion.RegionSizeX && tmp > RegionInfo.RegionSizeX)
return false;
tmp = otherRegion.RegionLocY - (int)RegionInfo.WorldLocY;
if (tmp < -otherRegion.RegionSizeY && tmp > RegionInfo.RegionSizeY)
return false;
return true;
}
public void AddNeighborRegion(RegionInfo region)
{
lock (m_neighbours)
@ -1202,46 +1209,6 @@ namespace OpenSim.Region.Framework.Scenes
return found;
}
/// <summary>
/// Checks whether this region has a neighbour in the given direction.
/// </summary>
/// <param name="car"></param>
/// <param name="fix"></param>
/// <returns>
/// An integer which represents a compass point. N == 1, going clockwise until we reach NW == 8.
/// Returns a positive integer if there is a region in that direction, a negative integer if not.
/// </returns>
public int HaveNeighbor(Cardinals car, ref int[] fix)
{
uint neighbourx = RegionInfo.RegionLocX;
uint neighboury = RegionInfo.RegionLocY;
int dir = (int)car;
if (dir > 1 && dir < 5) //Heading East
neighbourx++;
else if (dir > 5) // Heading West
neighbourx--;
if (dir < 3 || dir == 8) // Heading North
neighboury++;
else if (dir > 3 && dir < 7) // Heading Sout
neighboury--;
int x = (int)(neighbourx * Constants.RegionSize);
int y = (int)(neighboury * Constants.RegionSize);
GridRegion neighbourRegion = GridService.GetRegionByPosition(RegionInfo.ScopeID, x, y);
if (neighbourRegion == null)
{
fix[0] = (int)(RegionInfo.RegionLocX - neighbourx);
fix[1] = (int)(RegionInfo.RegionLocY - neighboury);
return dir * (-1);
}
else
return dir;
}
// Alias IncomingHelloNeighbour OtherRegionUp, for now
public GridRegion IncomingHelloNeighbour(RegionInfo neighbour)
{