From 0962a35d2ff8e2d0a8cf87bfce542276dfb2c0f5 Mon Sep 17 00:00:00 2001 From: Iain Oliver Date: Wed, 14 Nov 2012 15:02:35 +0000 Subject: Fix movetotarget on mega regions. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 24 +++++++++++++++++++++--- 1 file changed, 21 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 96bca3e..342de78 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1698,8 +1698,18 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", // Name, pos, m_scene.RegionInfo.RegionName); - if (pos.X < 0 || pos.X >= Constants.RegionSize - || pos.Y < 0 || pos.Y >= Constants.RegionSize + Vector2 regionSize; + IRegionCombinerModule regionCombinerModule = m_scene.RequestModuleInterface(); + if(regionCombinerModule != null) + { + regionSize = regionCombinerModule.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); + } + else + { + regionSize = new Vector2(Constants.RegionSize); + } + if (pos.X < 0 || pos.X >= regionSize.X + || pos.Y < 0 || pos.Y >= regionSize.Y || pos.Z < 0) return; @@ -1713,7 +1723,15 @@ namespace OpenSim.Region.Framework.Scenes // pos.Z = AbsolutePosition.Z; // } - float terrainHeight = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; + int X = (int)((m_scene.RegionInfo.RegionLocX * Constants.RegionSize) + pos.X); + int Y = (int)((m_scene.RegionInfo.RegionLocY * Constants.RegionSize) + pos.Y); + UUID target_regionID = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y).RegionID; + Scene targetScene = m_scene; + if(!SceneManager.Instance.TryGetScene(target_regionID, out targetScene)) + { + targetScene = m_scene; + } + float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % Constants.RegionSize), (int)(pos.Y % Constants.RegionSize)]; pos.Z = Math.Max(terrainHeight, pos.Z); // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is -- cgit v1.1 From 597a101b9f65e2f0b67f9f2de99654f2e5979855 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 20 Nov 2012 05:09:44 +0000 Subject: Minor formatting for 0962a35d and a few one-line comments as to why that code is there --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 15 +++++++-------- 1 file changed, 7 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 342de78..6f36c0b 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1698,16 +1698,14 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", // Name, pos, m_scene.RegionInfo.RegionName); + // Allow move to another sub-region within a megaregion Vector2 regionSize; IRegionCombinerModule regionCombinerModule = m_scene.RequestModuleInterface(); - if(regionCombinerModule != null) - { + if (regionCombinerModule != null) regionSize = regionCombinerModule.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); - } else - { regionSize = new Vector2(Constants.RegionSize); - } + if (pos.X < 0 || pos.X >= regionSize.X || pos.Y < 0 || pos.Y >= regionSize.Y || pos.Z < 0) @@ -1723,14 +1721,15 @@ namespace OpenSim.Region.Framework.Scenes // pos.Z = AbsolutePosition.Z; // } + // Get terrain height for sub-region in a megaregion if necessary int X = (int)((m_scene.RegionInfo.RegionLocX * Constants.RegionSize) + pos.X); int Y = (int)((m_scene.RegionInfo.RegionLocY * Constants.RegionSize) + pos.Y); UUID target_regionID = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y).RegionID; Scene targetScene = m_scene; - if(!SceneManager.Instance.TryGetScene(target_regionID, out targetScene)) - { + + if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene)) targetScene = m_scene; - } + float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % Constants.RegionSize), (int)(pos.Y % Constants.RegionSize)]; pos.Z = Math.Max(terrainHeight, pos.Z); -- cgit v1.1