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-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs5
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs26
2 files changed, 2 insertions, 29 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 44386c9..bd0f5ca 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -1543,10 +1543,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1543 mapReply.Data[i].Access = mapBlocks2[i].Access; 1543 mapReply.Data[i].Access = mapBlocks2[i].Access;
1544 mapReply.Data[i].Agents = mapBlocks2[i].Agents; 1544 mapReply.Data[i].Agents = mapBlocks2[i].Agents;
1545 1545
1546 // TODO: hookup varregion sim size here
1547 mapReply.Size[i] = new MapBlockReplyPacket.SizeBlock(); 1546 mapReply.Size[i] = new MapBlockReplyPacket.SizeBlock();
1548 mapReply.Size[i].SizeX = 256; 1547 mapReply.Size[i].SizeX = mapBlocks2[i].SizeX;
1549 mapReply.Size[i].SizeY = 256; 1548 mapReply.Size[i].SizeY = mapBlocks2[i].SizeY;
1550 } 1549 }
1551 OutPacket(mapReply, ThrottleOutPacketType.Land); 1550 OutPacket(mapReply, ThrottleOutPacketType.Land);
1552 } 1551 }
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index e4977cf..2d28d6e 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1121,32 +1121,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1121 block.SizeX = (ushort)r.RegionSizeX; 1121 block.SizeX = (ushort)r.RegionSizeX;
1122 block.SizeY = (ushort)r.RegionSizeY; 1122 block.SizeY = (ushort)r.RegionSizeY;
1123 blocks.Add(block); 1123 blocks.Add(block);
1124 // If these are larger than legacy regions, create fake map entries for the covered
1125 // regions. The map system only does legacy sized regions so we have to fake map
1126 // entries for all the covered regions.
1127 if (r.RegionSizeX > Constants.RegionSize || r.RegionSizeY > Constants.RegionSize)
1128 {
1129 for (int x = 0; x < r.RegionSizeX / Constants.RegionSize; x++)
1130 {
1131 for (int y = 0; y < r.RegionSizeY / Constants.RegionSize; y++)
1132 {
1133 if (x == 0 && y == 0)
1134 continue;
1135 block = new MapBlockData
1136 {
1137 Access = r.Access,
1138 MapImageId = r.TerrainImage,
1139 Name = r.RegionName,
1140 X = (ushort)((r.RegionLocX / Constants.RegionSize) + x),
1141 Y = (ushort)((r.RegionLocY / Constants.RegionSize) + y),
1142 SizeX = (ushort)r.RegionSizeX,
1143 SizeY = (ushort)r.RegionSizeY
1144 };
1145 //Child piece, so ignore it
1146 blocks.Add(block);
1147 }
1148 }
1149 }
1150 } 1124 }
1151 return blocks; 1125 return blocks;
1152 } 1126 }