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authorDiva Canto2011-06-09 16:51:47 -0700
committerDiva Canto2011-06-09 16:51:47 -0700
commit8d3a8a0a8150e856103a152228b736ab74f821d7 (patch)
treef5fbfe52f559c5fe9f2ed347d85c76587313c010 /OpenSim/Region
parentChange the name of the newest command to "show names" so that it doesn't conf... (diff)
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The map breakage is actually at 2048!
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index 30cf1db..69d3005 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -209,16 +209,16 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
209 // path, param, agentID.ToString()); 209 // path, param, agentID.ToString());
210 210
211 // There is a major hack going on in this method. The viewer doesn't request 211 // There is a major hack going on in this method. The viewer doesn't request
212 // map blocks (RequestMapBlocks) above 4096. That means that if we don't hack, 212 // map blocks (RequestMapBlocks) above 2048. That means that if we don't hack,
213 // grids above that cell don't have a map at all. So, here's the hack: we wait 213 // grids above that cell don't have a map at all. So, here's the hack: we wait
214 // for this CAP request to come, and we inject the map blocks at this point. 214 // for this CAP request to come, and we inject the map blocks at this point.
215 // In a normal scenario, this request simply sends back the MapLayer (the blue color). 215 // In a normal scenario, this request simply sends back the MapLayer (the blue color).
216 // In the hacked scenario, it also sends the map blocks via UDP. 216 // In the hacked scenario, it also sends the map blocks via UDP.
217 // 217 //
218 // 6/8/2011 -- I'm adding an explicit 4096 check, so that we never forget that there is 218 // 6/8/2011 -- I'm adding an explicit 2048 check, so that we never forget that there is
219 // a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks. 219 // a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks.
220 220
221 if (m_scene.RegionInfo.RegionLocX >= 4096 || m_scene.RegionInfo.RegionLocY >= 4096) 221 if (m_scene.RegionInfo.RegionLocX >= 2048 || m_scene.RegionInfo.RegionLocY >= 2048)
222 { 222 {
223 ScenePresence avatarPresence = null; 223 ScenePresence avatarPresence = null;
224 224