From b114a04ed4f06afbdf673c28374e6e3cb9065096 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Sat, 29 Aug 2015 03:41:43 +0100 Subject: fix NeighborRegions code --- .../EntityTransfer/EntityTransferModule.cs | 11 ++-- OpenSim/Region/Framework/Scenes/Scene.cs | 65 ++++++---------------- 2 files changed, 21 insertions(+), 55 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index e3cf43c..7861a54 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1147,7 +1147,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Past this point we have to attempt clean up if the teleport fails, so update transfer state. m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring); - // We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator, // where that neighbour simulator could otherwise request a child agent create on the source which then // closes our existing agent which is still signalled as root. @@ -2184,7 +2183,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer int shifty = (rRegionY - tRegionY) * (int)Constants.RegionSize; return new Vector3(shiftx, shifty, 0f); */ - return new Vector3( sp.Scene.RegionInfo.WorldLocX - neighbour.RegionLocX, + return new Vector3(sp.Scene.RegionInfo.WorldLocX - neighbour.RegionLocX, sp.Scene.RegionInfo.WorldLocY - neighbour.RegionLocY, 0f); } @@ -2496,10 +2495,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer uint startY = Util.RegionToWorldLoc(pRegionLocY) + m_regionInfo.RegionSizeY / 2; uint endY = startY; - startX -= dd; - startY -= dd; - endX += dd; - endY += dd; + startX -= ddX; + startY -= ddY; + endX += ddX; + endY += ddY; neighbours = avatar.Scene.GridService.GetRegionRange( diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 41f8871..605c788 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1129,17 +1129,9 @@ namespace OpenSim.Region.Framework.Scenes /// True after all operations complete, throws exceptions otherwise. public override void OtherRegionUp(GridRegion otherRegion) { - uint xcell = (uint)((int)otherRegion.RegionLocX / (int)Constants.RegionSize); - uint ycell = (uint)((int)otherRegion.RegionLocY / (int)Constants.RegionSize); - //m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}", - // RegionInfo.RegionName, otherRegion.RegionName, xcell, ycell); - if (RegionInfo.RegionHandle != otherRegion.RegionHandle) { - // If these are cast to INT because long + negative values + abs returns invalid data - int resultX = Math.Abs((int)xcell - (int)RegionInfo.RegionLocX); - int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY); - if (resultX <= 1 && resultY <= 1) + if (isNeighborRegion(otherRegion)) { // Let the grid service module know, so this can be cached m_eventManager.TriggerOnRegionUp(otherRegion); @@ -1174,6 +1166,21 @@ namespace OpenSim.Region.Framework.Scenes } } + public bool isNeighborRegion(GridRegion otherRegion) + { + int tmp = otherRegion.RegionLocX - (int)RegionInfo.WorldLocX; ; + + if (tmp < -otherRegion.RegionSizeX && tmp > RegionInfo.RegionSizeX) + return false; + + tmp = otherRegion.RegionLocY - (int)RegionInfo.WorldLocY; + + if (tmp < -otherRegion.RegionSizeY && tmp > RegionInfo.RegionSizeY) + return false; + + return true; + } + public void AddNeighborRegion(RegionInfo region) { lock (m_neighbours) @@ -1202,46 +1209,6 @@ namespace OpenSim.Region.Framework.Scenes return found; } - /// - /// Checks whether this region has a neighbour in the given direction. - /// - /// - /// - /// - /// An integer which represents a compass point. N == 1, going clockwise until we reach NW == 8. - /// Returns a positive integer if there is a region in that direction, a negative integer if not. - /// - public int HaveNeighbor(Cardinals car, ref int[] fix) - { - uint neighbourx = RegionInfo.RegionLocX; - uint neighboury = RegionInfo.RegionLocY; - - int dir = (int)car; - - if (dir > 1 && dir < 5) //Heading East - neighbourx++; - else if (dir > 5) // Heading West - neighbourx--; - - if (dir < 3 || dir == 8) // Heading North - neighboury++; - else if (dir > 3 && dir < 7) // Heading Sout - neighboury--; - - int x = (int)(neighbourx * Constants.RegionSize); - int y = (int)(neighboury * Constants.RegionSize); - GridRegion neighbourRegion = GridService.GetRegionByPosition(RegionInfo.ScopeID, x, y); - - if (neighbourRegion == null) - { - fix[0] = (int)(RegionInfo.RegionLocX - neighbourx); - fix[1] = (int)(RegionInfo.RegionLocY - neighboury); - return dir * (-1); - } - else - return dir; - } - // Alias IncomingHelloNeighbour OtherRegionUp, for now public GridRegion IncomingHelloNeighbour(RegionInfo neighbour) { -- cgit v1.1