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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs48
1 files changed, 32 insertions, 16 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 64b3baf..99c7079 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1099,8 +1099,11 @@ namespace OpenSim.Region.Framework.Scenes
1099 /// <returns>True after all operations complete, throws exceptions otherwise.</returns> 1099 /// <returns>True after all operations complete, throws exceptions otherwise.</returns>
1100 public override void OtherRegionUp(GridRegion otherRegion) 1100 public override void OtherRegionUp(GridRegion otherRegion)
1101 { 1101 {
1102 uint xcell = (uint)((int)otherRegion.RegionLocX / (int)Constants.RegionSize); 1102 // uint xcell = (uint)((int)otherRegion.RegionLocX / (int)Constants.RegionSize);
1103 uint ycell = (uint)((int)otherRegion.RegionLocY / (int)Constants.RegionSize); 1103 // uint ycell = (uint)((int)otherRegion.RegionLocY / (int)Constants.RegionSize);
1104 uint xcell = Util.WorldToRegionLoc((uint)otherRegion.RegionLocX);
1105 uint ycell = Util.WorldToRegionLoc((uint)otherRegion.RegionLocY);
1106
1104 //m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}", 1107 //m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}",
1105 // RegionInfo.RegionName, otherRegion.RegionName, xcell, ycell); 1108 // RegionInfo.RegionName, otherRegion.RegionName, xcell, ycell);
1106 1109
@@ -1198,9 +1201,11 @@ namespace OpenSim.Region.Framework.Scenes
1198 else if (dir > 3 && dir < 7) // Heading Sout 1201 else if (dir > 3 && dir < 7) // Heading Sout
1199 neighboury--; 1202 neighboury--;
1200 1203
1201 int x = (int)(neighbourx * Constants.RegionSize); 1204 // int x = (int)(neighbourx * Constants.RegionSize);
1202 int y = (int)(neighboury * Constants.RegionSize); 1205 // int y = (int)(neighboury * Constants.RegionSize);
1203 GridRegion neighbourRegion = GridService.GetRegionByPosition(RegionInfo.ScopeID, x, y); 1206 uint x = Util.RegionToWorldLoc(neighbourx);
1207 uint y = Util.RegionToWorldLoc(neighboury);
1208 GridRegion neighbourRegion = GridService.GetRegionByPosition(RegionInfo.ScopeID, (int)x, (int)y);
1204 1209
1205 if (neighbourRegion == null) 1210 if (neighbourRegion == null)
1206 { 1211 {
@@ -4293,7 +4298,7 @@ namespace OpenSim.Region.Framework.Scenes
4293 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); 4298 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
4294 4299
4295 // TODO: This check should probably be in QueryAccess(). 4300 // TODO: This check should probably be in QueryAccess().
4296 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4301 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, RegionInfo.RegionSizeX / 2, RegionInfo.RegionSizeY / 2);
4297 if (nearestParcel == null) 4302 if (nearestParcel == null)
4298 { 4303 {
4299 m_log.InfoFormat( 4304 m_log.InfoFormat(
@@ -4600,13 +4605,22 @@ namespace OpenSim.Region.Framework.Scenes
4600 ScenePresence sp = GetScenePresence(remoteClient.AgentId); 4605 ScenePresence sp = GetScenePresence(remoteClient.AgentId);
4601 if (sp != null) 4606 if (sp != null)
4602 { 4607 {
4608 /*
4603 uint regionX = RegionInfo.LegacyRegionLocX; 4609 uint regionX = RegionInfo.LegacyRegionLocX;
4604 uint regionY = RegionInfo.LegacyRegionLocY; 4610 uint regionY = RegionInfo.LegacyRegionLocY;
4605 4611
4612 Util.RegionHandleToWorldLoc(regionHandle, out regionX, out regionY);
4606 Utils.LongToUInts(regionHandle, out regionX, out regionY); 4613 Utils.LongToUInts(regionHandle, out regionX, out regionY);
4607 4614
4608 int shiftx = (int) regionX - (int) RegionInfo.LegacyRegionLocX * (int)Constants.RegionSize; 4615 int shiftx = (int) regionX - (int) RegionInfo.LegacyRegionLocX * (int)Constants.RegionSize;
4609 int shifty = (int) regionY - (int) RegionInfo.LegacyRegionLocY * (int)Constants.RegionSize; 4616 int shifty = (int) regionY - (int) RegionInfo.LegacyRegionLocY * (int)Constants.RegionSize;
4617 */
4618
4619 uint regionX, regionY;
4620 Util.RegionHandleToWorldLoc(regionHandle, out regionX, out regionY);
4621
4622 int shiftx = (int) regionX - (int)RegionInfo.RegionWorldLocX;
4623 int shifty = (int) regionY - (int)RegionInfo.RegionWorldLocY;
4610 4624
4611 position.X += shiftx; 4625 position.X += shiftx;
4612 position.Y += shifty; 4626 position.Y += shifty;
@@ -4817,7 +4831,7 @@ namespace OpenSim.Region.Framework.Scenes
4817 else 4831 else
4818 { 4832 {
4819 4833
4820 if (pos.X > 0f && pos.X < Constants.RegionSize && pos.Y > 0f && pos.Y < Constants.RegionSize) 4834 if (pos.X > 0f && pos.X < RegionInfo.RegionSizeX && pos.Y > 0f && pos.Y < RegionInfo.RegionSizeY)
4821 { 4835 {
4822 // The only time parcel != null when an object is inside a region is when 4836 // The only time parcel != null when an object is inside a region is when
4823 // there is nothing behind the landchannel. IE, no land plugin loaded. 4837 // there is nothing behind the landchannel. IE, no land plugin loaded.
@@ -5478,7 +5492,7 @@ namespace OpenSim.Region.Framework.Scenes
5478 { 5492 {
5479 Vector3 unitDirection = Vector3.Normalize(direction); 5493 Vector3 unitDirection = Vector3.Normalize(direction);
5480 //Making distance to search go through some sane limit of distance 5494 //Making distance to search go through some sane limit of distance
5481 for (float distance = 0; distance < Constants.RegionSize * 2; distance += .5f) 5495 for (float distance = 0; distance < Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY) * 2; distance += .5f)
5482 { 5496 {
5483 Vector3 testPos = Vector3.Add(pos, Vector3.Multiply(unitDirection, distance)); 5497 Vector3 testPos = Vector3.Add(pos, Vector3.Multiply(unitDirection, distance));
5484 if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y)) 5498 if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y))
@@ -5532,9 +5546,9 @@ namespace OpenSim.Region.Framework.Scenes
5532 int count = 0; 5546 int count = 0;
5533 int avgx = 0; 5547 int avgx = 0;
5534 int avgy = 0; 5548 int avgy = 0;
5535 for (int x = 0; x < Constants.RegionSize; x++) 5549 for (int x = 0; x < RegionInfo.RegionSizeX; x++)
5536 { 5550 {
5537 for (int y = 0; y < Constants.RegionSize; y++) 5551 for (int y = 0; y < RegionInfo.RegionSizeY; y++)
5538 { 5552 {
5539 //Just keep a running average as we check if all the points are inside or not 5553 //Just keep a running average as we check if all the points are inside or not
5540 if (parcel.ContainsPoint(x, y)) 5554 if (parcel.ContainsPoint(x, y))
@@ -5558,31 +5572,33 @@ namespace OpenSim.Region.Framework.Scenes
5558 5572
5559 private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar) 5573 private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar)
5560 { 5574 {
5561 float xdistance = avatar.AbsolutePosition.X < Constants.RegionSize / 2 ? avatar.AbsolutePosition.X : Constants.RegionSize - avatar.AbsolutePosition.X; 5575 float xdistance = avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2
5562 float ydistance = avatar.AbsolutePosition.Y < Constants.RegionSize / 2 ? avatar.AbsolutePosition.Y : Constants.RegionSize - avatar.AbsolutePosition.Y; 5576 ? avatar.AbsolutePosition.X : RegionInfo.RegionSizeX - avatar.AbsolutePosition.X;
5577 float ydistance = avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2
5578 ? avatar.AbsolutePosition.Y : RegionInfo.RegionSizeY - avatar.AbsolutePosition.Y;
5563 5579
5564 //find out what vertical edge to go to 5580 //find out what vertical edge to go to
5565 if (xdistance < ydistance) 5581 if (xdistance < ydistance)
5566 { 5582 {
5567 if (avatar.AbsolutePosition.X < Constants.RegionSize / 2) 5583 if (avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2)
5568 { 5584 {
5569 return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.0f, avatar.AbsolutePosition.Y); 5585 return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.0f, avatar.AbsolutePosition.Y);
5570 } 5586 }
5571 else 5587 else
5572 { 5588 {
5573 return GetPositionAtAvatarHeightOrGroundHeight(avatar, Constants.RegionSize, avatar.AbsolutePosition.Y); 5589 return GetPositionAtAvatarHeightOrGroundHeight(avatar, RegionInfo.RegionSizeY, avatar.AbsolutePosition.Y);
5574 } 5590 }
5575 } 5591 }
5576 //find out what horizontal edge to go to 5592 //find out what horizontal edge to go to
5577 else 5593 else
5578 { 5594 {
5579 if (avatar.AbsolutePosition.Y < Constants.RegionSize / 2) 5595 if (avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2)
5580 { 5596 {
5581 return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, 0.0f); 5597 return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, 0.0f);
5582 } 5598 }
5583 else 5599 else
5584 { 5600 {
5585 return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, Constants.RegionSize); 5601 return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, RegionInfo.RegionSizeY);
5586 } 5602 }
5587 } 5603 }
5588 } 5604 }