From eac29396d98a4864923a69e0eb73cecdd8a225b3 Mon Sep 17 00:00:00 2001
From: Dan Lake
Date: Wed, 19 Oct 2011 15:38:25 -0700
Subject: Moved HaveNeighbor utility function from ScenePresence to Scene.
Fixed line endings from previous commit.
---
.../Avatar/AvatarFactory/AvatarFactoryModule.cs | 534 ++++++++++-----------
.../Tests/AvatarFactoryModuleTests.cs | 2 +-
.../Framework/Interfaces/IAvatarFactoryModule.cs | 4 +-
OpenSim/Region/Framework/Scenes/Scene.cs | 40 ++
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 56 +--
5 files changed, 318 insertions(+), 318 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 0c7c690..236a47c 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -105,143 +105,143 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
client.OnAvatarNowWearing += Client_OnAvatarNowWearing;
}
- #endregion
-
- #region IAvatarFactoryModule
-
- ///
- /// Set appearance data (texture asset IDs and slider settings)
- ///
- ///
- ///
- ///
- public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams)
- {
- // m_log.InfoFormat("[AVFACTORY]: start SetAppearance for {0}", client.AgentId);
-
- // TODO: This is probably not necessary any longer, just assume the
- // textureEntry set implies that the appearance transaction is complete
- bool changed = false;
-
- // Process the texture entry transactionally, this doesn't guarantee that Appearance is
- // going to be handled correctly but it does serialize the updates to the appearance
- lock (m_setAppearanceLock)
- {
- // Process the visual params, this may change height as well
- if (visualParams != null)
- {
- // string[] visualParamsStrings = new string[visualParams.Length];
- // for (int i = 0; i < visualParams.Length; i++)
- // visualParamsStrings[i] = visualParams[i].ToString();
- // m_log.DebugFormat(
- // "[AVFACTORY]: Setting visual params for {0} to {1}",
- // client.Name, string.Join(", ", visualParamsStrings));
-
- float oldHeight = sp.Appearance.AvatarHeight;
- changed = sp.Appearance.SetVisualParams(visualParams);
-
- if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0)
- ((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight);
- }
-
- // Process the baked texture array
- if (textureEntry != null)
- {
- changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
-
- m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", sp.UUID);
- Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(sp, false); });
-
- // This appears to be set only in the final stage of the appearance
- // update transaction. In theory, we should be able to do an immediate
- // appearance send and save here.
-
- }
- // save only if there were changes, send no matter what (doesn't hurt to send twice)
- if (changed)
- QueueAppearanceSave(sp.ControllingClient.AgentId);
-
- QueueAppearanceSend(sp.ControllingClient.AgentId);
- }
-
- // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
- }
-
- public bool SendAppearance(UUID agentId)
- {
- ScenePresence sp = m_scene.GetScenePresence(agentId);
- if (sp == null)
- {
- m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId);
- return false;
- }
-
- // Send the appearance to everyone in the scene
- sp.SendAppearanceToAllOtherAgents();
-
- // Send animations back to the avatar as well
- sp.Animator.SendAnimPack();
-
- return true;
- }
-
- public Dictionary GetBakedTextureFaces(UUID agentId)
- {
- ScenePresence sp = m_scene.GetScenePresence(agentId);
-
- if (sp == null)
- return new Dictionary();
-
- return GetBakedTextureFaces(sp);
- }
-
- public bool SaveBakedTextures(UUID agentId)
- {
- ScenePresence sp = m_scene.GetScenePresence(agentId);
-
- if (sp == null)
- return false;
-
- m_log.DebugFormat(
- "[AV FACTORY]: Permanently saving baked textures for {0} in {1}",
- sp.Name, m_scene.RegionInfo.RegionName);
-
- Dictionary bakedTextures = GetBakedTextureFaces(sp);
-
- if (bakedTextures.Count == 0)
- return false;
-
- foreach (BakeType bakeType in bakedTextures.Keys)
- {
- Primitive.TextureEntryFace bakedTextureFace = bakedTextures[bakeType];
-
- if (bakedTextureFace == null)
- {
- m_log.WarnFormat(
- "[AV FACTORY]: No texture ID set for {0} for {1} in {2} not found when trying to save permanently",
- bakeType, sp.Name, m_scene.RegionInfo.RegionName);
-
- continue;
- }
-
- AssetBase asset = m_scene.AssetService.Get(bakedTextureFace.TextureID.ToString());
-
- if (asset != null)
- {
- asset.Temporary = false;
- asset.Local = false;
- m_scene.AssetService.Store(asset);
- }
- else
- {
- m_log.WarnFormat(
- "[AV FACTORY]: Baked texture id {0} not found for bake {1} for avatar {2} in {3} when trying to save permanently",
- bakedTextureFace.TextureID, bakeType, sp.Name, m_scene.RegionInfo.RegionName);
- }
- }
- return true;
- }
-
+ #endregion
+
+ #region IAvatarFactoryModule
+
+ ///
+ /// Set appearance data (texture asset IDs and slider settings)
+ ///
+ ///
+ ///
+ ///
+ public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams)
+ {
+ // m_log.InfoFormat("[AVFACTORY]: start SetAppearance for {0}", client.AgentId);
+
+ // TODO: This is probably not necessary any longer, just assume the
+ // textureEntry set implies that the appearance transaction is complete
+ bool changed = false;
+
+ // Process the texture entry transactionally, this doesn't guarantee that Appearance is
+ // going to be handled correctly but it does serialize the updates to the appearance
+ lock (m_setAppearanceLock)
+ {
+ // Process the visual params, this may change height as well
+ if (visualParams != null)
+ {
+ // string[] visualParamsStrings = new string[visualParams.Length];
+ // for (int i = 0; i < visualParams.Length; i++)
+ // visualParamsStrings[i] = visualParams[i].ToString();
+ // m_log.DebugFormat(
+ // "[AVFACTORY]: Setting visual params for {0} to {1}",
+ // client.Name, string.Join(", ", visualParamsStrings));
+
+ float oldHeight = sp.Appearance.AvatarHeight;
+ changed = sp.Appearance.SetVisualParams(visualParams);
+
+ if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0)
+ ((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight);
+ }
+
+ // Process the baked texture array
+ if (textureEntry != null)
+ {
+ changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
+
+ m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", sp.UUID);
+ Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(sp, false); });
+
+ // This appears to be set only in the final stage of the appearance
+ // update transaction. In theory, we should be able to do an immediate
+ // appearance send and save here.
+
+ }
+ // save only if there were changes, send no matter what (doesn't hurt to send twice)
+ if (changed)
+ QueueAppearanceSave(sp.ControllingClient.AgentId);
+
+ QueueAppearanceSend(sp.ControllingClient.AgentId);
+ }
+
+ // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
+ }
+
+ public bool SendAppearance(UUID agentId)
+ {
+ ScenePresence sp = m_scene.GetScenePresence(agentId);
+ if (sp == null)
+ {
+ m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId);
+ return false;
+ }
+
+ // Send the appearance to everyone in the scene
+ sp.SendAppearanceToAllOtherAgents();
+
+ // Send animations back to the avatar as well
+ sp.Animator.SendAnimPack();
+
+ return true;
+ }
+
+ public Dictionary GetBakedTextureFaces(UUID agentId)
+ {
+ ScenePresence sp = m_scene.GetScenePresence(agentId);
+
+ if (sp == null)
+ return new Dictionary();
+
+ return GetBakedTextureFaces(sp);
+ }
+
+ public bool SaveBakedTextures(UUID agentId)
+ {
+ ScenePresence sp = m_scene.GetScenePresence(agentId);
+
+ if (sp == null)
+ return false;
+
+ m_log.DebugFormat(
+ "[AV FACTORY]: Permanently saving baked textures for {0} in {1}",
+ sp.Name, m_scene.RegionInfo.RegionName);
+
+ Dictionary bakedTextures = GetBakedTextureFaces(sp);
+
+ if (bakedTextures.Count == 0)
+ return false;
+
+ foreach (BakeType bakeType in bakedTextures.Keys)
+ {
+ Primitive.TextureEntryFace bakedTextureFace = bakedTextures[bakeType];
+
+ if (bakedTextureFace == null)
+ {
+ m_log.WarnFormat(
+ "[AV FACTORY]: No texture ID set for {0} for {1} in {2} not found when trying to save permanently",
+ bakeType, sp.Name, m_scene.RegionInfo.RegionName);
+
+ continue;
+ }
+
+ AssetBase asset = m_scene.AssetService.Get(bakedTextureFace.TextureID.ToString());
+
+ if (asset != null)
+ {
+ asset.Temporary = false;
+ asset.Local = false;
+ m_scene.AssetService.Store(asset);
+ }
+ else
+ {
+ m_log.WarnFormat(
+ "[AV FACTORY]: Baked texture id {0} not found for bake {1} for avatar {2} in {3} when trying to save permanently",
+ bakedTextureFace.TextureID, bakeType, sp.Name, m_scene.RegionInfo.RegionName);
+ }
+ }
+ return true;
+ }
+
///
/// Check for the existence of the baked texture assets.
///
@@ -249,42 +249,42 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public bool ValidateBakedTextureCache(IScenePresence sp)
{
return ValidateBakedTextureCache(sp, true);
- }
-
- ///
- /// Queue up a request to send appearance, makes it possible to
- /// accumulate changes without sending out each one separately.
- ///
- public void QueueAppearanceSend(UUID agentid)
- {
- // m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
-
- // 10000 ticks per millisecond, 1000 milliseconds per second
- long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000);
- lock (m_sendqueue)
- {
- m_sendqueue[agentid] = timestamp;
- m_updateTimer.Start();
- }
- }
-
- public void QueueAppearanceSave(UUID agentid)
- {
- // m_log.WarnFormat("[AVFACTORY]: Queue appearance save for {0}", agentid);
-
- // 10000 ticks per millisecond, 1000 milliseconds per second
- long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000);
- lock (m_savequeue)
- {
- m_savequeue[agentid] = timestamp;
- m_updateTimer.Start();
- }
- }
-
- #endregion
-
- #region AvatarFactoryModule private methods
-
+ }
+
+ ///
+ /// Queue up a request to send appearance, makes it possible to
+ /// accumulate changes without sending out each one separately.
+ ///
+ public void QueueAppearanceSend(UUID agentid)
+ {
+ // m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
+
+ // 10000 ticks per millisecond, 1000 milliseconds per second
+ long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000);
+ lock (m_sendqueue)
+ {
+ m_sendqueue[agentid] = timestamp;
+ m_updateTimer.Start();
+ }
+ }
+
+ public void QueueAppearanceSave(UUID agentid)
+ {
+ // m_log.WarnFormat("[AVFACTORY]: Queue appearance save for {0}", agentid);
+
+ // 10000 ticks per millisecond, 1000 milliseconds per second
+ long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000);
+ lock (m_savequeue)
+ {
+ m_savequeue[agentid] = timestamp;
+ m_updateTimer.Start();
+ }
+ }
+
+ #endregion
+
+ #region AvatarFactoryModule private methods
+
///
/// Check for the existence of the baked texture assets. Request a rebake
/// unless checkonly is true.
@@ -416,105 +416,105 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
if (m_savequeue.Count == 0 && m_sendqueue.Count == 0)
m_updateTimer.Stop();
- }
-
- private void SaveAppearance(UUID agentid)
- {
- // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved
- // in a culture where decimal points are commas and then reloaded in a culture which just treats them as
- // number seperators.
- Culture.SetCurrentCulture();
-
- ScenePresence sp = m_scene.GetScenePresence(agentid);
- if (sp == null)
- {
- m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid);
- return;
- }
-
- // m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid);
-
- // This could take awhile since it needs to pull inventory
- // We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape
- // assets and item asset id changes to complete.
- // I don't think we need to worry about doing this within m_setAppearanceLock since the queueing avoids
- // multiple save requests.
- SetAppearanceAssets(sp.UUID, sp.Appearance);
-
- m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
- }
-
- private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
- {
- IInventoryService invService = m_scene.InventoryService;
-
- if (invService.GetRootFolder(userID) != null)
- {
- for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
- {
- for (int j = 0; j < appearance.Wearables[j].Count; j++)
- {
- if (appearance.Wearables[i][j].ItemID == UUID.Zero)
- continue;
-
- // Ignore ruth's assets
- if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
- continue;
- InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
- baseItem = invService.GetItem(baseItem);
-
- if (baseItem != null)
- {
- appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID);
- }
- else
- {
- m_log.ErrorFormat(
- "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
- appearance.Wearables[i][j].ItemID, (WearableType)i);
-
- appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID);
- }
- }
- }
- }
- else
- {
- m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
- }
- }
-
- #endregion
-
- #region Client Event Handlers
+ }
+
+ private void SaveAppearance(UUID agentid)
+ {
+ // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved
+ // in a culture where decimal points are commas and then reloaded in a culture which just treats them as
+ // number seperators.
+ Culture.SetCurrentCulture();
+
+ ScenePresence sp = m_scene.GetScenePresence(agentid);
+ if (sp == null)
+ {
+ m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid);
+ return;
+ }
+
+ // m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid);
+
+ // This could take awhile since it needs to pull inventory
+ // We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape
+ // assets and item asset id changes to complete.
+ // I don't think we need to worry about doing this within m_setAppearanceLock since the queueing avoids
+ // multiple save requests.
+ SetAppearanceAssets(sp.UUID, sp.Appearance);
+
+ m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
+ }
+
+ private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
+ {
+ IInventoryService invService = m_scene.InventoryService;
+
+ if (invService.GetRootFolder(userID) != null)
+ {
+ for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
+ {
+ for (int j = 0; j < appearance.Wearables[j].Count; j++)
+ {
+ if (appearance.Wearables[i][j].ItemID == UUID.Zero)
+ continue;
+
+ // Ignore ruth's assets
+ if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
+ continue;
+ InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
+ baseItem = invService.GetItem(baseItem);
+
+ if (baseItem != null)
+ {
+ appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID);
+ }
+ else
+ {
+ m_log.ErrorFormat(
+ "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
+ appearance.Wearables[i][j].ItemID, (WearableType)i);
+
+ appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID);
+ }
+ }
+ }
+ }
+ else
+ {
+ m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
+ }
+ }
+
+ #endregion
+
+ #region Client Event Handlers
///
/// Tell the client for this scene presence what items it should be wearing now
- ///
+ ///
///
private void Client_OnRequestWearables(IClientAPI client)
- {
+ {
// m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
- if (sp != null)
+ if (sp != null)
client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
else
m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
- }
-
- ///
- /// Set appearance data (texture asset IDs and slider settings) received from a client
- ///
- ///
- ///
- ///
- private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams)
- {
- // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId);
- ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
- if (sp != null)
- SetAppearance(sp, textureEntry, visualParams);
- else
- m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId);
+ }
+
+ ///
+ /// Set appearance data (texture asset IDs and slider settings) received from a client
+ ///
+ ///
+ ///
+ ///
+ private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams)
+ {
+ // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId);
+ ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
+ if (sp != null)
+ SetAppearance(sp, textureEntry, visualParams);
+ else
+ m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId);
}
///
@@ -523,7 +523,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
///
///
private void Client_OnAvatarNowWearing(IClientAPI client, AvatarWearingArgs e)
- {
+ {
// m_log.WarnFormat("[AVFACTORY]: Client_OnAvatarNowWearing called for {0} ({1})", client.Name, client.AgentId);
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null)
@@ -558,8 +558,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// of visual param and baked texture changes. When those complete, the new appearance will be sent
QueueAppearanceSave(client.AgentId);
- }
- }
- #endregion
+ }
+ }
+ #endregion
}
}
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
index 931d52f..11a0a86 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
@@ -82,7 +82,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
AvatarFactoryModule afm = new AvatarFactoryModule();
TestScene scene = SceneHelpers.SetupScene(assetCache);
- SceneHelpers.SetupSceneModules(scene, afm);
+ SceneHelpers.SetupSceneModules(scene, afm);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
// TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules
diff --git a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs
index 98228e4..26bc922 100644
--- a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs
@@ -32,8 +32,8 @@ using OpenSim.Framework;
namespace OpenSim.Region.Framework.Interfaces
{
public interface IAvatarFactoryModule
- {
-
+ {
+
void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams);
///
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 724c635..64ed6c7 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -960,6 +960,46 @@ 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)
{
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 464f8f0..8eb069f 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2782,17 +2782,17 @@ namespace OpenSim.Region.Framework.Scenes
if (m_scene.TestBorderCross(pos2, Cardinals.S))
{
needsTransit = true;
- neighbor = HaveNeighbor(Cardinals.SW, ref fix);
+ neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix);
}
else if (m_scene.TestBorderCross(pos2, Cardinals.N))
{
needsTransit = true;
- neighbor = HaveNeighbor(Cardinals.NW, ref fix);
+ neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix);
}
else
{
needsTransit = true;
- neighbor = HaveNeighbor(Cardinals.W, ref fix);
+ neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix);
}
}
else if (m_scene.TestBorderCross(pos2, Cardinals.E))
@@ -2800,28 +2800,28 @@ namespace OpenSim.Region.Framework.Scenes
if (m_scene.TestBorderCross(pos2, Cardinals.S))
{
needsTransit = true;
- neighbor = HaveNeighbor(Cardinals.SE, ref fix);
+ neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix);
}
else if (m_scene.TestBorderCross(pos2, Cardinals.N))
{
needsTransit = true;
- neighbor = HaveNeighbor(Cardinals.NE, ref fix);
+ neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix);
}
else
{
needsTransit = true;
- neighbor = HaveNeighbor(Cardinals.E, ref fix);
+ neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix);
}
}
else if (m_scene.TestBorderCross(pos2, Cardinals.S))
{
needsTransit = true;
- neighbor = HaveNeighbor(Cardinals.S, ref fix);
+ neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix);
}
else if (m_scene.TestBorderCross(pos2, Cardinals.N))
{
needsTransit = true;
- neighbor = HaveNeighbor(Cardinals.N, ref fix);
+ neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix);
}
// Makes sure avatar does not end up outside region
@@ -2897,46 +2897,6 @@ namespace OpenSim.Region.Framework.Scenes
}
///
- /// 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.
- ///
- protected int HaveNeighbor(Cardinals car, ref int[] fix)
- {
- uint neighbourx = m_scene.RegionInfo.RegionLocX;
- uint neighboury = m_scene.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 = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y);
-
- if (neighbourRegion == null)
- {
- fix[0] = (int)(m_scene.RegionInfo.RegionLocX - neighbourx);
- fix[1] = (int)(m_scene.RegionInfo.RegionLocY - neighboury);
- return dir * (-1);
- }
- else
- return dir;
- }
-
- ///
/// Moves the agent outside the region bounds
/// Tells neighbor region that we're crossing to it
/// If the neighbor accepts, remove the agent's viewable avatar from this scene
--
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