diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs | 19 |
1 files changed, 4 insertions, 15 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs index c36c5ba..2b638e3 100644 --- a/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs | |||
@@ -675,7 +675,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
675 | 675 | ||
676 | // the avatar.Close below will clear the child region list. We need this below for (possibly) | 676 | // the avatar.Close below will clear the child region list. We need this below for (possibly) |
677 | // closing the child agents, so save it here (we need a copy as it is Clear()-ed). | 677 | // closing the child agents, so save it here (we need a copy as it is Clear()-ed). |
678 | //List<ulong> childRegions = new List<ulong>(avatar.GetKnownRegionList()); | 678 | List<ulong> childRegions = new List<ulong>(avatar.GetKnownRegionList()); |
679 | // Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport | 679 | // Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport |
680 | // failure at this point (unlike a border crossing failure). So perhaps this can never fail | 680 | // failure at this point (unlike a border crossing failure). So perhaps this can never fail |
681 | // once we reach here... | 681 | // once we reach here... |
@@ -727,28 +727,17 @@ namespace OpenSim.Region.Environment.Scenes | |||
727 | KiPrimitive(avatar.LocalId); | 727 | KiPrimitive(avatar.LocalId); |
728 | } | 728 | } |
729 | 729 | ||
730 | avatar.Close(); | ||
730 | 731 | ||
731 | uint newRegionX = (uint)(reg.RegionHandle >> 40); | 732 | uint newRegionX = (uint)(reg.RegionHandle >> 40); |
732 | uint newRegionY = (((uint)(reg.RegionHandle)) >> 8); | 733 | uint newRegionY = (((uint)(reg.RegionHandle)) >> 8); |
733 | uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40); | 734 | uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40); |
734 | uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8); | 735 | uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8); |
735 | 736 | ||
736 | // Let's close some children agents | 737 | if (Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3) |
737 | avatar.CloseChildAgents(newRegionX, newRegionY); | ||
738 | |||
739 | avatar.Close(); | ||
740 | |||
741 | // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone | ||
742 | |||
743 | // This is a little too fast of a distance computation... it's not consistent with the rule | ||
744 | // of having child agents in exactly the adjacent regions. Some topologies result in orphan | ||
745 | // children | ||
746 | //if (Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3) | ||
747 | //if (((int)Math.Abs((int)(newRegionX - oldRegionX)) > 1) || ((int)Math.Abs((int)(newRegionY - oldRegionY)) > 1)) | ||
748 | if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY)) | ||
749 | { | 738 | { |
750 | //SendCloseChildAgentConnections(avatar.UUID,avatar.GetKnownRegionList()); | 739 | //SendCloseChildAgentConnections(avatar.UUID,avatar.GetKnownRegionList()); |
751 | //SendCloseChildAgentConnections(avatar.UUID, childRegions); | 740 | SendCloseChildAgentConnections(avatar.UUID, childRegions); |
752 | CloseConnection(avatar.UUID); | 741 | CloseConnection(avatar.UUID); |
753 | } | 742 | } |
754 | 743 | ||