Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

bulletsim
Justin Clark-Casey (justincc) 2011-06-10 02:29:30 +01:00
commit d780500c58
2 changed files with 5 additions and 5 deletions

View File

@ -82,8 +82,8 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
// } // }
//} //}
MainConsole.Instance.Commands.AddCommand("grid", true, MainConsole.Instance.Commands.AddCommand("grid", true,
"show user-names", "show names",
"show user-names", "show names",
"Show the bindings between user UUIDs and user names", "Show the bindings between user UUIDs and user names",
String.Empty, String.Empty,
HandleShowUsers); HandleShowUsers);

View File

@ -209,16 +209,16 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
// path, param, agentID.ToString()); // path, param, agentID.ToString());
// There is a major hack going on in this method. The viewer doesn't request // There is a major hack going on in this method. The viewer doesn't request
// map blocks (RequestMapBlocks) above 4096. That means that if we don't hack, // map blocks (RequestMapBlocks) above 2048. That means that if we don't hack,
// grids above that cell don't have a map at all. So, here's the hack: we wait // grids above that cell don't have a map at all. So, here's the hack: we wait
// for this CAP request to come, and we inject the map blocks at this point. // for this CAP request to come, and we inject the map blocks at this point.
// In a normal scenario, this request simply sends back the MapLayer (the blue color). // In a normal scenario, this request simply sends back the MapLayer (the blue color).
// In the hacked scenario, it also sends the map blocks via UDP. // In the hacked scenario, it also sends the map blocks via UDP.
// //
// 6/8/2011 -- I'm adding an explicit 4096 check, so that we never forget that there is // 6/8/2011 -- I'm adding an explicit 2048 check, so that we never forget that there is
// a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks. // a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks.
if (m_scene.RegionInfo.RegionLocX >= 4096 || m_scene.RegionInfo.RegionLocY >= 4096) if (m_scene.RegionInfo.RegionLocX >= 2048 || m_scene.RegionInfo.RegionLocY >= 2048)
{ {
ScenePresence avatarPresence = null; ScenePresence avatarPresence = null;