Merge commit 'eac29396d98a4864923a69e0eb73cecdd8a225b3' into bigmerge
commit
d1028b3647
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@ -987,6 +987,46 @@ 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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@ -3134,17 +3134,17 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = HaveNeighbor(Cardinals.SW, ref fix);
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neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = HaveNeighbor(Cardinals.NW, ref fix);
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neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix);
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}
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else
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{
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needsTransit = true;
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neighbor = HaveNeighbor(Cardinals.W, ref fix);
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neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix);
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}
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.E))
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@ -3152,28 +3152,28 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = HaveNeighbor(Cardinals.SE, ref fix);
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neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = HaveNeighbor(Cardinals.NE, ref fix);
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neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix);
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}
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else
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{
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needsTransit = true;
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neighbor = HaveNeighbor(Cardinals.E, ref fix);
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neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix);
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}
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = HaveNeighbor(Cardinals.S, ref fix);
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neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = HaveNeighbor(Cardinals.N, ref fix);
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neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix);
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}
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// Makes sure avatar does not end up outside region
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@ -3248,46 +3248,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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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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protected int HaveNeighbor(Cardinals car, ref int[] fix)
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{
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uint neighbourx = m_scene.RegionInfo.RegionLocX;
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uint neighboury = m_scene.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 = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y);
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if (neighbourRegion == null)
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{
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fix[0] = (int)(m_scene.RegionInfo.RegionLocX - neighbourx);
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fix[1] = (int)(m_scene.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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/// <summary>
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/// Moves the agent outside the region bounds
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/// Tells neighbor region that we're crossing to it
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