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author | Diva Canto | 2011-06-09 16:51:47 -0700 |
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committer | Diva Canto | 2011-06-09 16:51:47 -0700 |
commit | 8d3a8a0a8150e856103a152228b736ab74f821d7 (patch) | |
tree | f5fbfe52f559c5fe9f2ed347d85c76587313c010 | |
parent | Change the name of the newest command to "show names" so that it doesn't conf... (diff) | |
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The map breakage is actually at 2048!
-rw-r--r-- | OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs index 30cf1db..69d3005 100644 --- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs +++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs | |||
@@ -209,16 +209,16 @@ namespace OpenSim.Region.CoreModules.World.WorldMap | |||
209 | // path, param, agentID.ToString()); | 209 | // path, param, agentID.ToString()); |
210 | 210 | ||
211 | // There is a major hack going on in this method. The viewer doesn't request | 211 | // There is a major hack going on in this method. The viewer doesn't request |
212 | // map blocks (RequestMapBlocks) above 4096. That means that if we don't hack, | 212 | // map blocks (RequestMapBlocks) above 2048. That means that if we don't hack, |
213 | // grids above that cell don't have a map at all. So, here's the hack: we wait | 213 | // grids above that cell don't have a map at all. So, here's the hack: we wait |
214 | // for this CAP request to come, and we inject the map blocks at this point. | 214 | // for this CAP request to come, and we inject the map blocks at this point. |
215 | // In a normal scenario, this request simply sends back the MapLayer (the blue color). | 215 | // In a normal scenario, this request simply sends back the MapLayer (the blue color). |
216 | // In the hacked scenario, it also sends the map blocks via UDP. | 216 | // In the hacked scenario, it also sends the map blocks via UDP. |
217 | // | 217 | // |
218 | // 6/8/2011 -- I'm adding an explicit 4096 check, so that we never forget that there is | 218 | // 6/8/2011 -- I'm adding an explicit 2048 check, so that we never forget that there is |
219 | // a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks. | 219 | // a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks. |
220 | 220 | ||
221 | if (m_scene.RegionInfo.RegionLocX >= 4096 || m_scene.RegionInfo.RegionLocY >= 4096) | 221 | if (m_scene.RegionInfo.RegionLocX >= 2048 || m_scene.RegionInfo.RegionLocY >= 2048) |
222 | { | 222 | { |
223 | ScenePresence avatarPresence = null; | 223 | ScenePresence avatarPresence = null; |
224 | 224 | ||