minor cleanup
parent
76a82ba5de
commit
ba193fc606
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@ -1479,9 +1479,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Given a position relative to the current region and outside of it
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// find the new region that the point is actually in.
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// returns 'null' if new region not found or if information
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// and new position relative to it
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// find the new region that the point is actually in
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// returns 'null' if new region not found or if agent as no access
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// else also returns new target position in the new region local coords
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// now only works for crossings
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public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos,
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@ -1500,8 +1500,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Call the grid service to lookup the region containing the new position.
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GridRegion neighbourRegion = GetRegionContainingWorldLocation(
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scene.GridService, scene.RegionInfo.ScopeID,
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presenceWorldX, presenceWorldY,
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Math.Max(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY));
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presenceWorldX, presenceWorldY);
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if (neighbourRegion == null)
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return null;
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@ -2277,68 +2276,46 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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protected GridRegion GetRegionContainingWorldLocation(IGridService pGridService, UUID pScopeID, double px, double py)
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{
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// Since we don't know how big the regions could be, we have to search a very large area
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// to find possible regions.
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return GetRegionContainingWorldLocation(pGridService, pScopeID, px, py, Constants.MaximumRegionSize);
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}
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// Given a world position, get the GridRegion info for
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// the region containing that point.
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// for compatibility with old grids it does a scan to find large regions
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// 0.9 grids to that
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protected GridRegion GetRegionContainingWorldLocation(IGridService pGridService, UUID pScopeID,
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double px, double py, uint pSizeHint)
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{
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// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: call, XY=<{1},{2}>", LogHeader, px, py);
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GridRegion ret = null;
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// check if we already found it does not exist
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if (m_notFoundLocationCache.Contains(px, py))
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{
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// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Not found via cache. loc=<{1},{2}>", LogHeader, px, py);
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return null;
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}
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// As an optimization, since most regions will be legacy sized regions (256x256), first try to get
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// the region at the appropriate legacy region location.
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// reduce to next grid corner
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// this is all that is needed on 0.9 grids
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uint possibleX = (uint)px & 0xffffff00u;
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uint possibleY = (uint)py & 0xffffff00u;
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ret = pGridService.GetRegionByPosition(pScopeID, (int)possibleX, (int)possibleY);
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if (ret != null)
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{
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// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Found region using legacy size. rloc=<{1},{2}>. Rname={3}",
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// LogHeader, possibleX, possibleY, ret.RegionName);
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return ret;
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}
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// for 0.8 regions just make a BIG area request. old code whould do it plus 4 more smaller on region open edges
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// this is what 0.9 grids now do internally
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List<GridRegion> possibleRegions = pGridService.GetRegionRange(pScopeID,
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(int)(px - Constants.MaximumRegionSize), (int)(px + 1), // +1 bc left mb not part of range
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(int)(py - Constants.MaximumRegionSize), (int)(py + 1));
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// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: possibleRegions cnt={1}, range={2}",
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// LogHeader, possibleRegions.Count, range);
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if (possibleRegions != null && possibleRegions.Count > 0)
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{
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// If we found some regions, check to see if the point is within
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foreach (GridRegion gr in possibleRegions)
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{
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// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: possibleRegion nm={1}, regionLoc=<{2},{3}>, regionSize=<{4},{5}>",
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// LogHeader, gr.RegionName, gr.RegionLocX, gr.RegionLocY, gr.RegionSizeX, gr.RegionSizeY);
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if (px >= (double)gr.RegionLocX && px < (double)(gr.RegionLocX + gr.RegionSizeX)
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&& py >= (double)gr.RegionLocY && py < (double)(gr.RegionLocY + gr.RegionSizeY))
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{
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// Found a region that contains the point
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return gr;
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// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: found. RegionName={1}", LogHeader, ret.RegionName);
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}
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}
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}
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// remember this location was not found so we can quickly not find it next time
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m_notFoundLocationCache.Add(px, py);
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// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Not found. Remembering loc=<{1},{2}>", LogHeader, px, py);
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return null;
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}
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@ -2362,7 +2339,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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private void InformClientOfNeighbourAsync(ScenePresence sp, AgentCircuitData agentCircData, GridRegion reg,
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IPEndPoint endPoint, bool newAgent)
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{
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if (newAgent)
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{
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// we may already had lost this sp
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@ -2435,7 +2411,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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uint dd = (uint)avatar.RegionViewDistance;
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// until avatar movement updates client connections, we need to seend at least this current region imediate neighbors
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// until avatar movement updates client connections, we need to send at least this current region immediate neighbors
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uint ddX = Math.Max(dd, Constants.RegionSize);
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uint ddY = Math.Max(dd, Constants.RegionSize);
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