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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs48
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs34
-rw-r--r--OpenSim/Region/Framework/Scenes/TerrainChannel.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/TerrainCompressor.cs2
5 files changed, 51 insertions, 39 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 64b3baf..99c7079 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1099,8 +1099,11 @@ namespace OpenSim.Region.Framework.Scenes
1099 /// <returns>True after all operations complete, throws exceptions otherwise.</returns> 1099 /// <returns>True after all operations complete, throws exceptions otherwise.</returns>
1100 public override void OtherRegionUp(GridRegion otherRegion) 1100 public override void OtherRegionUp(GridRegion otherRegion)
1101 { 1101 {
1102 uint xcell = (uint)((int)otherRegion.RegionLocX / (int)Constants.RegionSize); 1102 // uint xcell = (uint)((int)otherRegion.RegionLocX / (int)Constants.RegionSize);
1103 uint ycell = (uint)((int)otherRegion.RegionLocY / (int)Constants.RegionSize); 1103 // uint ycell = (uint)((int)otherRegion.RegionLocY / (int)Constants.RegionSize);
1104 uint xcell = Util.WorldToRegionLoc((uint)otherRegion.RegionLocX);
1105 uint ycell = Util.WorldToRegionLoc((uint)otherRegion.RegionLocY);
1106
1104 //m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}", 1107 //m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}",
1105 // RegionInfo.RegionName, otherRegion.RegionName, xcell, ycell); 1108 // RegionInfo.RegionName, otherRegion.RegionName, xcell, ycell);
1106 1109
@@ -1198,9 +1201,11 @@ namespace OpenSim.Region.Framework.Scenes
1198 else if (dir > 3 && dir < 7) // Heading Sout 1201 else if (dir > 3 && dir < 7) // Heading Sout
1199 neighboury--; 1202 neighboury--;
1200 1203
1201 int x = (int)(neighbourx * Constants.RegionSize); 1204 // int x = (int)(neighbourx * Constants.RegionSize);
1202 int y = (int)(neighboury * Constants.RegionSize); 1205 // int y = (int)(neighboury * Constants.RegionSize);
1203 GridRegion neighbourRegion = GridService.GetRegionByPosition(RegionInfo.ScopeID, x, y); 1206 uint x = Util.RegionToWorldLoc(neighbourx);
1207 uint y = Util.RegionToWorldLoc(neighboury);
1208 GridRegion neighbourRegion = GridService.GetRegionByPosition(RegionInfo.ScopeID, (int)x, (int)y);
1204 1209
1205 if (neighbourRegion == null) 1210 if (neighbourRegion == null)
1206 { 1211 {
@@ -4293,7 +4298,7 @@ namespace OpenSim.Region.Framework.Scenes
4293 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); 4298 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
4294 4299
4295 // TODO: This check should probably be in QueryAccess(). 4300 // TODO: This check should probably be in QueryAccess().
4296 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4301 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, RegionInfo.RegionSizeX / 2, RegionInfo.RegionSizeY / 2);
4297 if (nearestParcel == null) 4302 if (nearestParcel == null)
4298 { 4303 {
4299 m_log.InfoFormat( 4304 m_log.InfoFormat(
@@ -4600,13 +4605,22 @@ namespace OpenSim.Region.Framework.Scenes
4600 ScenePresence sp = GetScenePresence(remoteClient.AgentId); 4605 ScenePresence sp = GetScenePresence(remoteClient.AgentId);
4601 if (sp != null) 4606 if (sp != null)
4602 { 4607 {
4608 /*
4603 uint regionX = RegionInfo.LegacyRegionLocX; 4609 uint regionX = RegionInfo.LegacyRegionLocX;
4604 uint regionY = RegionInfo.LegacyRegionLocY; 4610 uint regionY = RegionInfo.LegacyRegionLocY;
4605 4611
4612 Util.RegionHandleToWorldLoc(regionHandle, out regionX, out regionY);
4606 Utils.LongToUInts(regionHandle, out regionX, out regionY); 4613 Utils.LongToUInts(regionHandle, out regionX, out regionY);
4607 4614
4608 int shiftx = (int) regionX - (int) RegionInfo.LegacyRegionLocX * (int)Constants.RegionSize; 4615 int shiftx = (int) regionX - (int) RegionInfo.LegacyRegionLocX * (int)Constants.RegionSize;
4609 int shifty = (int) regionY - (int) RegionInfo.LegacyRegionLocY * (int)Constants.RegionSize; 4616 int shifty = (int) regionY - (int) RegionInfo.LegacyRegionLocY * (int)Constants.RegionSize;
4617 */
4618
4619 uint regionX, regionY;
4620 Util.RegionHandleToWorldLoc(regionHandle, out regionX, out regionY);
4621
4622 int shiftx = (int) regionX - (int)RegionInfo.RegionWorldLocX;
4623 int shifty = (int) regionY - (int)RegionInfo.RegionWorldLocY;
4610 4624
4611 position.X += shiftx; 4625 position.X += shiftx;
4612 position.Y += shifty; 4626 position.Y += shifty;
@@ -4817,7 +4831,7 @@ namespace OpenSim.Region.Framework.Scenes
4817 else 4831 else
4818 { 4832 {
4819 4833
4820 if (pos.X > 0f && pos.X < Constants.RegionSize && pos.Y > 0f && pos.Y < Constants.RegionSize) 4834 if (pos.X > 0f && pos.X < RegionInfo.RegionSizeX && pos.Y > 0f && pos.Y < RegionInfo.RegionSizeY)
4821 { 4835 {
4822 // The only time parcel != null when an object is inside a region is when 4836 // The only time parcel != null when an object is inside a region is when
4823 // there is nothing behind the landchannel. IE, no land plugin loaded. 4837 // there is nothing behind the landchannel. IE, no land plugin loaded.
@@ -5478,7 +5492,7 @@ namespace OpenSim.Region.Framework.Scenes
5478 { 5492 {
5479 Vector3 unitDirection = Vector3.Normalize(direction); 5493 Vector3 unitDirection = Vector3.Normalize(direction);
5480 //Making distance to search go through some sane limit of distance 5494 //Making distance to search go through some sane limit of distance
5481 for (float distance = 0; distance < Constants.RegionSize * 2; distance += .5f) 5495 for (float distance = 0; distance < Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY) * 2; distance += .5f)
5482 { 5496 {
5483 Vector3 testPos = Vector3.Add(pos, Vector3.Multiply(unitDirection, distance)); 5497 Vector3 testPos = Vector3.Add(pos, Vector3.Multiply(unitDirection, distance));
5484 if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y)) 5498 if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y))
@@ -5532,9 +5546,9 @@ namespace OpenSim.Region.Framework.Scenes
5532 int count = 0; 5546 int count = 0;
5533 int avgx = 0; 5547 int avgx = 0;
5534 int avgy = 0; 5548 int avgy = 0;
5535 for (int x = 0; x < Constants.RegionSize; x++) 5549 for (int x = 0; x < RegionInfo.RegionSizeX; x++)
5536 { 5550 {
5537 for (int y = 0; y < Constants.RegionSize; y++) 5551 for (int y = 0; y < RegionInfo.RegionSizeY; y++)
5538 { 5552 {
5539 //Just keep a running average as we check if all the points are inside or not 5553 //Just keep a running average as we check if all the points are inside or not
5540 if (parcel.ContainsPoint(x, y)) 5554 if (parcel.ContainsPoint(x, y))
@@ -5558,31 +5572,33 @@ namespace OpenSim.Region.Framework.Scenes
5558 5572
5559 private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar) 5573 private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar)
5560 { 5574 {
5561 float xdistance = avatar.AbsolutePosition.X < Constants.RegionSize / 2 ? avatar.AbsolutePosition.X : Constants.RegionSize - avatar.AbsolutePosition.X; 5575 float xdistance = avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2
5562 float ydistance = avatar.AbsolutePosition.Y < Constants.RegionSize / 2 ? avatar.AbsolutePosition.Y : Constants.RegionSize - avatar.AbsolutePosition.Y; 5576 ? avatar.AbsolutePosition.X : RegionInfo.RegionSizeX - avatar.AbsolutePosition.X;
5577 float ydistance = avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2
5578 ? avatar.AbsolutePosition.Y : RegionInfo.RegionSizeY - avatar.AbsolutePosition.Y;
5563 5579
5564 //find out what vertical edge to go to 5580 //find out what vertical edge to go to
5565 if (xdistance < ydistance) 5581 if (xdistance < ydistance)
5566 { 5582 {
5567 if (avatar.AbsolutePosition.X < Constants.RegionSize / 2) 5583 if (avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2)
5568 { 5584 {
5569 return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.0f, avatar.AbsolutePosition.Y); 5585 return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.0f, avatar.AbsolutePosition.Y);
5570 } 5586 }
5571 else 5587 else
5572 { 5588 {
5573 return GetPositionAtAvatarHeightOrGroundHeight(avatar, Constants.RegionSize, avatar.AbsolutePosition.Y); 5589 return GetPositionAtAvatarHeightOrGroundHeight(avatar, RegionInfo.RegionSizeY, avatar.AbsolutePosition.Y);
5574 } 5590 }
5575 } 5591 }
5576 //find out what horizontal edge to go to 5592 //find out what horizontal edge to go to
5577 else 5593 else
5578 { 5594 {
5579 if (avatar.AbsolutePosition.Y < Constants.RegionSize / 2) 5595 if (avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2)
5580 { 5596 {
5581 return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, 0.0f); 5597 return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, 0.0f);
5582 } 5598 }
5583 else 5599 else
5584 { 5600 {
5585 return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, Constants.RegionSize); 5601 return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, RegionInfo.RegionSizeY);
5586 } 5602 }
5587 } 5603 }
5588 } 5604 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 77889fa..262b882 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -92,7 +92,7 @@ namespace OpenSim.Region.Framework.Scenes
92 { 92 {
93 m_log.DebugFormat( 93 m_log.DebugFormat(
94 "[SCENE COMMUNICATION SERVICE]: Region {0} successfully informed neighbour {1} at {2}-{3} that it is up", 94 "[SCENE COMMUNICATION SERVICE]: Region {0} successfully informed neighbour {1} at {2}-{3} that it is up",
95 m_scene.Name, neighbour.RegionName, x / Constants.RegionSize, y / Constants.RegionSize); 95 m_scene.Name, neighbour.RegionName, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y));
96 96
97 m_scene.EventManager.TriggerOnRegionUp(neighbour); 97 m_scene.EventManager.TriggerOnRegionUp(neighbour);
98 } 98 }
@@ -100,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes
100 { 100 {
101 m_log.WarnFormat( 101 m_log.WarnFormat(
102 "[SCENE COMMUNICATION SERVICE]: Region {0} failed to inform neighbour at {1}-{2} that it is up.", 102 "[SCENE COMMUNICATION SERVICE]: Region {0} failed to inform neighbour at {1}-{2} that it is up.",
103 m_scene.Name, x / Constants.RegionSize, y / Constants.RegionSize); 103 m_scene.Name, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y));
104 } 104 }
105 } 105 }
106 106
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 297ee5f..2c64c85 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -707,9 +707,8 @@ namespace OpenSim.Region.Framework.Scenes
707 foreach (ulong handle in seeds.Keys) 707 foreach (ulong handle in seeds.Keys)
708 { 708 {
709 uint x, y; 709 uint x, y;
710 Utils.LongToUInts(handle, out x, out y); 710 Util.RegionHandleToRegionLoc(handle, out x, out y);
711 x = x / Constants.RegionSize; 711
712 y = y / Constants.RegionSize;
713 if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.LegacyRegionLocX, y, Scene.RegionInfo.LegacyRegionLocY)) 712 if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.LegacyRegionLocX, y, Scene.RegionInfo.LegacyRegionLocY))
714 { 713 {
715 old.Add(handle); 714 old.Add(handle);
@@ -731,9 +730,7 @@ namespace OpenSim.Region.Framework.Scenes
731 foreach (KeyValuePair<ulong, string> kvp in KnownRegions) 730 foreach (KeyValuePair<ulong, string> kvp in KnownRegions)
732 { 731 {
733 uint x, y; 732 uint x, y;
734 Utils.LongToUInts(kvp.Key, out x, out y); 733 Util.RegionHandleToRegionLoc(kvp.Key, out x, out y);
735 x = x / Constants.RegionSize;
736 y = y / Constants.RegionSize;
737 m_log.Info(" >> "+x+", "+y+": "+kvp.Value); 734 m_log.Info(" >> "+x+", "+y+": "+kvp.Value);
738 } 735 }
739 } 736 }
@@ -971,7 +968,7 @@ namespace OpenSim.Region.Framework.Scenes
971 968
972 float posZLimit = 0; 969 float posZLimit = 0;
973 970
974 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 971 if (pos.X < m_scene.RegionInfo.RegionSizeX && pos.Y < m_scene.RegionInfo.RegionSizeY)
975 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 972 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
976 973
977 float newPosZ = posZLimit + localAVHeight / 2; 974 float newPosZ = posZLimit + localAVHeight / 2;
@@ -2076,7 +2073,7 @@ namespace OpenSim.Region.Framework.Scenes
2076 if (regionCombinerModule != null) 2073 if (regionCombinerModule != null)
2077 regionSize = regionCombinerModule.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); 2074 regionSize = regionCombinerModule.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID);
2078 else 2075 else
2079 regionSize = new Vector2(Constants.RegionSize); 2076 regionSize = new Vector2(m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY);
2080 2077
2081 if (pos.X < 0 || pos.X >= regionSize.X 2078 if (pos.X < 0 || pos.X >= regionSize.X
2082 || pos.Y < 0 || pos.Y >= regionSize.Y 2079 || pos.Y < 0 || pos.Y >= regionSize.Y
@@ -2106,7 +2103,7 @@ namespace OpenSim.Region.Framework.Scenes
2106 if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene)) 2103 if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene))
2107 targetScene = m_scene; 2104 targetScene = m_scene;
2108 2105
2109 float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % Constants.RegionSize), (int)(pos.Y % Constants.RegionSize)]; 2106 float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)];
2110 pos.Z = Math.Max(terrainHeight, pos.Z); 2107 pos.Z = Math.Max(terrainHeight, pos.Z);
2111 2108
2112 // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is 2109 // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
@@ -3199,11 +3196,11 @@ namespace OpenSim.Region.Framework.Scenes
3199 Vector3 pos = AbsolutePosition; 3196 Vector3 pos = AbsolutePosition;
3200 if (AbsolutePosition.X < 0) 3197 if (AbsolutePosition.X < 0)
3201 pos.X += Velocity.X * 2; 3198 pos.X += Velocity.X * 2;
3202 else if (AbsolutePosition.X > Constants.RegionSize) 3199 else if (AbsolutePosition.X > m_scene.RegionInfo.RegionSizeX)
3203 pos.X -= Velocity.X * 2; 3200 pos.X -= Velocity.X * 2;
3204 if (AbsolutePosition.Y < 0) 3201 if (AbsolutePosition.Y < 0)
3205 pos.Y += Velocity.Y * 2; 3202 pos.Y += Velocity.Y * 2;
3206 else if (AbsolutePosition.Y > Constants.RegionSize) 3203 else if (AbsolutePosition.Y > m_scene.RegionInfo.RegionSizeY)
3207 pos.Y -= Velocity.Y * 2; 3204 pos.Y -= Velocity.Y * 2;
3208 Velocity = Vector3.Zero; 3205 Velocity = Vector3.Zero;
3209 AbsolutePosition = pos; 3206 AbsolutePosition = pos;
@@ -3226,11 +3223,11 @@ namespace OpenSim.Region.Framework.Scenes
3226 Vector3 pos = AbsolutePosition; 3223 Vector3 pos = AbsolutePosition;
3227 if (AbsolutePosition.X < 0) 3224 if (AbsolutePosition.X < 0)
3228 pos.X += Velocity.X * 2; 3225 pos.X += Velocity.X * 2;
3229 else if (AbsolutePosition.X > Constants.RegionSize) 3226 else if (AbsolutePosition.X > m_scene.RegionInfo.RegionSizeX)
3230 pos.X -= Velocity.X * 2; 3227 pos.X -= Velocity.X * 2;
3231 if (AbsolutePosition.Y < 0) 3228 if (AbsolutePosition.Y < 0)
3232 pos.Y += Velocity.Y * 2; 3229 pos.Y += Velocity.Y * 2;
3233 else if (AbsolutePosition.Y > Constants.RegionSize) 3230 else if (AbsolutePosition.Y > m_scene.RegionInfo.RegionSizeY)
3234 pos.Y -= Velocity.Y * 2; 3231 pos.Y -= Velocity.Y * 2;
3235 Velocity = Vector3.Zero; 3232 Velocity = Vector3.Zero;
3236 AbsolutePosition = pos; 3233 AbsolutePosition = pos;
@@ -3279,7 +3276,7 @@ namespace OpenSim.Region.Framework.Scenes
3279 3276
3280 // Put the child agent back at the center 3277 // Put the child agent back at the center
3281 AbsolutePosition 3278 AbsolutePosition
3282 = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); 3279 = new Vector3(((float)m_scene.RegionInfo.RegionSizeX * 0.5f), ((float)m_scene.RegionInfo.RegionSizeY * 0.5f), 70);
3283 3280
3284 Animator.ResetAnimations(); 3281 Animator.ResetAnimations();
3285 } 3282 }
@@ -3306,9 +3303,7 @@ namespace OpenSim.Region.Framework.Scenes
3306 if (handle != Scene.RegionInfo.RegionHandle) 3303 if (handle != Scene.RegionInfo.RegionHandle)
3307 { 3304 {
3308 uint x, y; 3305 uint x, y;
3309 Utils.LongToUInts(handle, out x, out y); 3306 Util.RegionHandleToRegionLoc(handle, out x, out y);
3310 x = x / Constants.RegionSize;
3311 y = y / Constants.RegionSize;
3312 3307
3313// m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); 3308// m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
3314// m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); 3309// m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
@@ -3389,8 +3384,9 @@ namespace OpenSim.Region.Framework.Scenes
3389 return; 3384 return;
3390 3385
3391 //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); 3386 //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY);
3392 int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; 3387 // Find the distance (in meters) between the two regions
3393 int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; 3388 uint shiftx = Util.RegionToWorldLoc(rRegionX - tRegionX);
3389 uint shifty = Util.RegionToWorldLoc(rRegionY - tRegionY);
3394 3390
3395 Vector3 offset = new Vector3(shiftx, shifty, 0f); 3391 Vector3 offset = new Vector3(shiftx, shifty, 0f);
3396 3392
diff --git a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
index 03499e8..a5b42ff 100644
--- a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
+++ b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
@@ -264,7 +264,7 @@ namespace OpenSim.Region.Framework.Scenes
264 byte[] dataArray = (byte[])serializer.Deserialize(xmlReader); 264 byte[] dataArray = (byte[])serializer.Deserialize(xmlReader);
265 int index = 0; 265 int index = 0;
266 266
267 m_terrainData = new HeightmapTerrainData((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionHeight); 267 m_terrainData = new HeightmapTerrainData(Height, Width, (int)Constants.RegionHeight);
268 268
269 for (int y = 0; y < Height; y++) 269 for (int y = 0; y < Height; y++)
270 { 270 {
diff --git a/OpenSim/Region/Framework/Scenes/TerrainCompressor.cs b/OpenSim/Region/Framework/Scenes/TerrainCompressor.cs
index 5ecde87..ced62e2 100644
--- a/OpenSim/Region/Framework/Scenes/TerrainCompressor.cs
+++ b/OpenSim/Region/Framework/Scenes/TerrainCompressor.cs
@@ -194,7 +194,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
194 194
195 int wbits; 195 int wbits;
196 int[] patch = CompressPatch(patchData, header, 10, out wbits); 196 int[] patch = CompressPatch(patchData, header, 10, out wbits);
197 wbits = EncodePatchHeader(output, header, patch, Constants.RegionSize, Constants.RegionSize, wbits); 197 wbits = EncodePatchHeader(output, header, patch, (uint)pRegionSizeX, (uint)pRegionSizeY, wbits);
198 EncodePatch(output, patch, 0, wbits); 198 EncodePatch(output, patch, 0, wbits);
199 } 199 }
200 200