From eac29396d98a4864923a69e0eb73cecdd8a225b3 Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Wed, 19 Oct 2011 15:38:25 -0700 Subject: [PATCH] Moved HaveNeighbor utility function from ScenePresence to Scene. Fixed line endings from previous commit. --- .../AvatarFactory/AvatarFactoryModule.cs | 534 +++++++++--------- .../Tests/AvatarFactoryModuleTests.cs | 2 +- .../Interfaces/IAvatarFactoryModule.cs | 4 +- OpenSim/Region/Framework/Scenes/Scene.cs | 40 ++ .../Region/Framework/Scenes/ScenePresence.cs | 56 +- 5 files changed, 318 insertions(+), 318 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index 0c7c690d96..236a47c604 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -105,143 +105,143 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory client.OnAvatarNowWearing += Client_OnAvatarNowWearing; } - #endregion - - #region IAvatarFactoryModule - - /// - /// Set appearance data (texture asset IDs and slider settings) - /// - /// - /// - /// - public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams) - { - // m_log.InfoFormat("[AVFACTORY]: start SetAppearance for {0}", client.AgentId); - - // TODO: This is probably not necessary any longer, just assume the - // textureEntry set implies that the appearance transaction is complete - bool changed = false; - - // Process the texture entry transactionally, this doesn't guarantee that Appearance is - // going to be handled correctly but it does serialize the updates to the appearance - lock (m_setAppearanceLock) - { - // Process the visual params, this may change height as well - if (visualParams != null) - { - // string[] visualParamsStrings = new string[visualParams.Length]; - // for (int i = 0; i < visualParams.Length; i++) - // visualParamsStrings[i] = visualParams[i].ToString(); - // m_log.DebugFormat( - // "[AVFACTORY]: Setting visual params for {0} to {1}", - // client.Name, string.Join(", ", visualParamsStrings)); - - float oldHeight = sp.Appearance.AvatarHeight; - changed = sp.Appearance.SetVisualParams(visualParams); - - if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0) - ((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight); - } - - // Process the baked texture array - if (textureEntry != null) - { - changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; - - m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", sp.UUID); - Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(sp, false); }); - - // This appears to be set only in the final stage of the appearance - // update transaction. In theory, we should be able to do an immediate - // appearance send and save here. - - } - // save only if there were changes, send no matter what (doesn't hurt to send twice) - if (changed) - QueueAppearanceSave(sp.ControllingClient.AgentId); - - QueueAppearanceSend(sp.ControllingClient.AgentId); - } - - // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString()); - } - - public bool SendAppearance(UUID agentId) - { - ScenePresence sp = m_scene.GetScenePresence(agentId); - if (sp == null) - { - m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId); - return false; - } - - // Send the appearance to everyone in the scene - sp.SendAppearanceToAllOtherAgents(); - - // Send animations back to the avatar as well - sp.Animator.SendAnimPack(); - - return true; - } - - public Dictionary GetBakedTextureFaces(UUID agentId) - { - ScenePresence sp = m_scene.GetScenePresence(agentId); - - if (sp == null) - return new Dictionary(); - - return GetBakedTextureFaces(sp); - } - - public bool SaveBakedTextures(UUID agentId) - { - ScenePresence sp = m_scene.GetScenePresence(agentId); - - if (sp == null) - return false; - - m_log.DebugFormat( - "[AV FACTORY]: Permanently saving baked textures for {0} in {1}", - sp.Name, m_scene.RegionInfo.RegionName); - - Dictionary bakedTextures = GetBakedTextureFaces(sp); - - if (bakedTextures.Count == 0) - return false; - - foreach (BakeType bakeType in bakedTextures.Keys) - { - Primitive.TextureEntryFace bakedTextureFace = bakedTextures[bakeType]; - - if (bakedTextureFace == null) - { - m_log.WarnFormat( - "[AV FACTORY]: No texture ID set for {0} for {1} in {2} not found when trying to save permanently", - bakeType, sp.Name, m_scene.RegionInfo.RegionName); - - continue; - } - - AssetBase asset = m_scene.AssetService.Get(bakedTextureFace.TextureID.ToString()); - - if (asset != null) - { - asset.Temporary = false; - asset.Local = false; - m_scene.AssetService.Store(asset); - } - else - { - m_log.WarnFormat( - "[AV FACTORY]: Baked texture id {0} not found for bake {1} for avatar {2} in {3} when trying to save permanently", - bakedTextureFace.TextureID, bakeType, sp.Name, m_scene.RegionInfo.RegionName); - } - } - return true; - } - + #endregion + + #region IAvatarFactoryModule + + /// + /// Set appearance data (texture asset IDs and slider settings) + /// + /// + /// + /// + public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams) + { + // m_log.InfoFormat("[AVFACTORY]: start SetAppearance for {0}", client.AgentId); + + // TODO: This is probably not necessary any longer, just assume the + // textureEntry set implies that the appearance transaction is complete + bool changed = false; + + // Process the texture entry transactionally, this doesn't guarantee that Appearance is + // going to be handled correctly but it does serialize the updates to the appearance + lock (m_setAppearanceLock) + { + // Process the visual params, this may change height as well + if (visualParams != null) + { + // string[] visualParamsStrings = new string[visualParams.Length]; + // for (int i = 0; i < visualParams.Length; i++) + // visualParamsStrings[i] = visualParams[i].ToString(); + // m_log.DebugFormat( + // "[AVFACTORY]: Setting visual params for {0} to {1}", + // client.Name, string.Join(", ", visualParamsStrings)); + + float oldHeight = sp.Appearance.AvatarHeight; + changed = sp.Appearance.SetVisualParams(visualParams); + + if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0) + ((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight); + } + + // Process the baked texture array + if (textureEntry != null) + { + changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; + + m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", sp.UUID); + Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(sp, false); }); + + // This appears to be set only in the final stage of the appearance + // update transaction. In theory, we should be able to do an immediate + // appearance send and save here. + + } + // save only if there were changes, send no matter what (doesn't hurt to send twice) + if (changed) + QueueAppearanceSave(sp.ControllingClient.AgentId); + + QueueAppearanceSend(sp.ControllingClient.AgentId); + } + + // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString()); + } + + public bool SendAppearance(UUID agentId) + { + ScenePresence sp = m_scene.GetScenePresence(agentId); + if (sp == null) + { + m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId); + return false; + } + + // Send the appearance to everyone in the scene + sp.SendAppearanceToAllOtherAgents(); + + // Send animations back to the avatar as well + sp.Animator.SendAnimPack(); + + return true; + } + + public Dictionary GetBakedTextureFaces(UUID agentId) + { + ScenePresence sp = m_scene.GetScenePresence(agentId); + + if (sp == null) + return new Dictionary(); + + return GetBakedTextureFaces(sp); + } + + public bool SaveBakedTextures(UUID agentId) + { + ScenePresence sp = m_scene.GetScenePresence(agentId); + + if (sp == null) + return false; + + m_log.DebugFormat( + "[AV FACTORY]: Permanently saving baked textures for {0} in {1}", + sp.Name, m_scene.RegionInfo.RegionName); + + Dictionary bakedTextures = GetBakedTextureFaces(sp); + + if (bakedTextures.Count == 0) + return false; + + foreach (BakeType bakeType in bakedTextures.Keys) + { + Primitive.TextureEntryFace bakedTextureFace = bakedTextures[bakeType]; + + if (bakedTextureFace == null) + { + m_log.WarnFormat( + "[AV FACTORY]: No texture ID set for {0} for {1} in {2} not found when trying to save permanently", + bakeType, sp.Name, m_scene.RegionInfo.RegionName); + + continue; + } + + AssetBase asset = m_scene.AssetService.Get(bakedTextureFace.TextureID.ToString()); + + if (asset != null) + { + asset.Temporary = false; + asset.Local = false; + m_scene.AssetService.Store(asset); + } + else + { + m_log.WarnFormat( + "[AV FACTORY]: Baked texture id {0} not found for bake {1} for avatar {2} in {3} when trying to save permanently", + bakedTextureFace.TextureID, bakeType, sp.Name, m_scene.RegionInfo.RegionName); + } + } + return true; + } + /// /// Check for the existence of the baked texture assets. /// @@ -249,42 +249,42 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory public bool ValidateBakedTextureCache(IScenePresence sp) { return ValidateBakedTextureCache(sp, true); - } - - /// - /// Queue up a request to send appearance, makes it possible to - /// accumulate changes without sending out each one separately. - /// - public void QueueAppearanceSend(UUID agentid) - { - // m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); - - // 10000 ticks per millisecond, 1000 milliseconds per second - long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000); - lock (m_sendqueue) - { - m_sendqueue[agentid] = timestamp; - m_updateTimer.Start(); - } - } - - public void QueueAppearanceSave(UUID agentid) - { - // m_log.WarnFormat("[AVFACTORY]: Queue appearance save for {0}", agentid); - - // 10000 ticks per millisecond, 1000 milliseconds per second - long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000); - lock (m_savequeue) - { - m_savequeue[agentid] = timestamp; - m_updateTimer.Start(); - } - } - - #endregion - - #region AvatarFactoryModule private methods - + } + + /// + /// Queue up a request to send appearance, makes it possible to + /// accumulate changes without sending out each one separately. + /// + public void QueueAppearanceSend(UUID agentid) + { + // m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); + + // 10000 ticks per millisecond, 1000 milliseconds per second + long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000); + lock (m_sendqueue) + { + m_sendqueue[agentid] = timestamp; + m_updateTimer.Start(); + } + } + + public void QueueAppearanceSave(UUID agentid) + { + // m_log.WarnFormat("[AVFACTORY]: Queue appearance save for {0}", agentid); + + // 10000 ticks per millisecond, 1000 milliseconds per second + long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000); + lock (m_savequeue) + { + m_savequeue[agentid] = timestamp; + m_updateTimer.Start(); + } + } + + #endregion + + #region AvatarFactoryModule private methods + /// /// Check for the existence of the baked texture assets. Request a rebake /// unless checkonly is true. @@ -416,105 +416,105 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (m_savequeue.Count == 0 && m_sendqueue.Count == 0) m_updateTimer.Stop(); - } - - private void SaveAppearance(UUID agentid) - { - // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved - // in a culture where decimal points are commas and then reloaded in a culture which just treats them as - // number seperators. - Culture.SetCurrentCulture(); - - ScenePresence sp = m_scene.GetScenePresence(agentid); - if (sp == null) - { - m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid); - return; - } - - // m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid); - - // This could take awhile since it needs to pull inventory - // We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape - // assets and item asset id changes to complete. - // I don't think we need to worry about doing this within m_setAppearanceLock since the queueing avoids - // multiple save requests. - SetAppearanceAssets(sp.UUID, sp.Appearance); - - m_scene.AvatarService.SetAppearance(agentid, sp.Appearance); - } - - private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance) - { - IInventoryService invService = m_scene.InventoryService; - - if (invService.GetRootFolder(userID) != null) - { - for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) - { - for (int j = 0; j < appearance.Wearables[j].Count; j++) - { - if (appearance.Wearables[i][j].ItemID == UUID.Zero) - continue; - - // Ignore ruth's assets - if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID) - continue; - InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID); - baseItem = invService.GetItem(baseItem); - - if (baseItem != null) - { - appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID); - } - else - { - m_log.ErrorFormat( - "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default", - appearance.Wearables[i][j].ItemID, (WearableType)i); - - appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID); - } - } - } - } - else - { - m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID); - } - } - - #endregion - - #region Client Event Handlers + } + + private void SaveAppearance(UUID agentid) + { + // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved + // in a culture where decimal points are commas and then reloaded in a culture which just treats them as + // number seperators. + Culture.SetCurrentCulture(); + + ScenePresence sp = m_scene.GetScenePresence(agentid); + if (sp == null) + { + m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid); + return; + } + + // m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid); + + // This could take awhile since it needs to pull inventory + // We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape + // assets and item asset id changes to complete. + // I don't think we need to worry about doing this within m_setAppearanceLock since the queueing avoids + // multiple save requests. + SetAppearanceAssets(sp.UUID, sp.Appearance); + + m_scene.AvatarService.SetAppearance(agentid, sp.Appearance); + } + + private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance) + { + IInventoryService invService = m_scene.InventoryService; + + if (invService.GetRootFolder(userID) != null) + { + for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) + { + for (int j = 0; j < appearance.Wearables[j].Count; j++) + { + if (appearance.Wearables[i][j].ItemID == UUID.Zero) + continue; + + // Ignore ruth's assets + if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID) + continue; + InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID); + baseItem = invService.GetItem(baseItem); + + if (baseItem != null) + { + appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID); + } + else + { + m_log.ErrorFormat( + "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default", + appearance.Wearables[i][j].ItemID, (WearableType)i); + + appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID); + } + } + } + } + else + { + m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID); + } + } + + #endregion + + #region Client Event Handlers /// /// Tell the client for this scene presence what items it should be wearing now - /// + /// /// private void Client_OnRequestWearables(IClientAPI client) - { + { // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); ScenePresence sp = m_scene.GetScenePresence(client.AgentId); - if (sp != null) + if (sp != null) client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); else m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); - } - - /// - /// Set appearance data (texture asset IDs and slider settings) received from a client - /// - /// - /// - /// - private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams) - { - // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId); - ScenePresence sp = m_scene.GetScenePresence(client.AgentId); - if (sp != null) - SetAppearance(sp, textureEntry, visualParams); - else - m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId); + } + + /// + /// Set appearance data (texture asset IDs and slider settings) received from a client + /// + /// + /// + /// + private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams) + { + // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId); + ScenePresence sp = m_scene.GetScenePresence(client.AgentId); + if (sp != null) + SetAppearance(sp, textureEntry, visualParams); + else + m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId); } /// @@ -523,7 +523,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// /// private void Client_OnAvatarNowWearing(IClientAPI client, AvatarWearingArgs e) - { + { // m_log.WarnFormat("[AVFACTORY]: Client_OnAvatarNowWearing called for {0} ({1})", client.Name, client.AgentId); ScenePresence sp = m_scene.GetScenePresence(client.AgentId); if (sp == null) @@ -558,8 +558,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // of visual param and baked texture changes. When those complete, the new appearance will be sent QueueAppearanceSave(client.AgentId); - } - } - #endregion + } + } + #endregion } } diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs index 931d52fb01..11a0a86bde 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs @@ -82,7 +82,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory AvatarFactoryModule afm = new AvatarFactoryModule(); TestScene scene = SceneHelpers.SetupScene(assetCache); - SceneHelpers.SetupSceneModules(scene, afm); + SceneHelpers.SetupSceneModules(scene, afm); ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId); // TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules diff --git a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs index 98228e4d36..26bc922748 100644 --- a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs @@ -32,8 +32,8 @@ using OpenSim.Framework; namespace OpenSim.Region.Framework.Interfaces { public interface IAvatarFactoryModule - { - + { + void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams); /// diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 724c635d02..64ed6c7bc7 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -960,6 +960,46 @@ namespace OpenSim.Region.Framework.Scenes return found; } + /// + /// Checks whether this region has a neighbour in the given direction. + /// + /// + /// + /// + /// 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. + /// + 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) { diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 464f8f05a3..8eb069f42f 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2782,17 +2782,17 @@ namespace OpenSim.Region.Framework.Scenes if (m_scene.TestBorderCross(pos2, Cardinals.S)) { needsTransit = true; - neighbor = HaveNeighbor(Cardinals.SW, ref fix); + neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix); } else if (m_scene.TestBorderCross(pos2, Cardinals.N)) { needsTransit = true; - neighbor = HaveNeighbor(Cardinals.NW, ref fix); + neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix); } else { needsTransit = true; - neighbor = HaveNeighbor(Cardinals.W, ref fix); + neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix); } } else if (m_scene.TestBorderCross(pos2, Cardinals.E)) @@ -2800,28 +2800,28 @@ namespace OpenSim.Region.Framework.Scenes if (m_scene.TestBorderCross(pos2, Cardinals.S)) { needsTransit = true; - neighbor = HaveNeighbor(Cardinals.SE, ref fix); + neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix); } else if (m_scene.TestBorderCross(pos2, Cardinals.N)) { needsTransit = true; - neighbor = HaveNeighbor(Cardinals.NE, ref fix); + neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix); } else { needsTransit = true; - neighbor = HaveNeighbor(Cardinals.E, ref fix); + neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix); } } else if (m_scene.TestBorderCross(pos2, Cardinals.S)) { needsTransit = true; - neighbor = HaveNeighbor(Cardinals.S, ref fix); + neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix); } else if (m_scene.TestBorderCross(pos2, Cardinals.N)) { needsTransit = true; - neighbor = HaveNeighbor(Cardinals.N, ref fix); + neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix); } // Makes sure avatar does not end up outside region @@ -2896,46 +2896,6 @@ namespace OpenSim.Region.Framework.Scenes } } - /// - /// Checks whether this region has a neighbour in the given direction. - /// - /// - /// - /// - /// 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. - /// - protected int HaveNeighbor(Cardinals car, ref int[] fix) - { - uint neighbourx = m_scene.RegionInfo.RegionLocX; - uint neighboury = m_scene.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 = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y); - - if (neighbourRegion == null) - { - fix[0] = (int)(m_scene.RegionInfo.RegionLocX - neighbourx); - fix[1] = (int)(m_scene.RegionInfo.RegionLocY - neighboury); - return dir * (-1); - } - else - return dir; - } - /// /// Moves the agent outside the region bounds /// Tells neighbor region that we're crossing to it