From d89f3e98111c7d228ab6196093eb308445429b72 Mon Sep 17 00:00:00 2001 From: Kunnis Date: Fri, 11 Dec 2009 23:14:01 -0600 Subject: Getting rid of SimpleRegionInfo and SerializableRegionInfo per Mel Signed-off-by: Melanie --- .../Framework/Scenes/SceneCommunicationService.cs | 37 +++------------------- 1 file changed, 4 insertions(+), 33 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs index 3892769..e649139 100644 --- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs @@ -356,8 +356,6 @@ namespace OpenSim.Region.Framework.Scenes neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; }); return neighbours; - //SimpleRegionInfo regionData = m_commsProvider.GridService.RequestNeighbourInfo() - //return m_commsProvider.GridService.RequestNeighbours(pRegionLocX, pRegionLocY); } } @@ -367,20 +365,8 @@ namespace OpenSim.Region.Framework.Scenes /// public void EnableNeighbourChildAgents(ScenePresence avatar, List lstneighbours) { - //List neighbours = new List(); List neighbours = new List(); - ////m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); - //for (int i = 0; i < lstneighbours.Count; i++) - //{ - // // We don't want to keep sending to regions that consistently fail on comms. - // if (!(lstneighbours[i].commFailTF)) - // { - // neighbours.Add(new SimpleRegionInfo(lstneighbours[i])); - // } - //} - // we're going to be using the above code once neighbour cache is correct. Currently it doesn't appear to be - // So we're temporarily going back to the old method of grabbing it from the Grid Server Every time :/ if (m_regionInfo != null) { neighbours = RequestNeighbours(avatar.Scene,m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); @@ -431,7 +417,6 @@ namespace OpenSim.Region.Framework.Scenes /// Create the necessary child agents List cagents = new List(); - //foreach (SimpleRegionInfo neighbour in neighbours) foreach (GridRegion neighbour in neighbours) { if (neighbour.RegionHandle != avatar.Scene.RegionInfo.RegionHandle) @@ -583,7 +568,9 @@ namespace OpenSim.Region.Framework.Scenes //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); for (int x = (int)region.RegionLocX - 1; x <= region.RegionLocX + 1; x++) + { for (int y = (int)region.RegionLocY - 1; y <= region.RegionLocY + 1; y++) + { if (!((x == region.RegionLocX) && (y == region.RegionLocY))) // skip this region { ulong handle = Utils.UIntsToLong((uint)x * Constants.RegionSize, (uint)y * Constants.RegionSize); @@ -593,24 +580,8 @@ namespace OpenSim.Region.Framework.Scenes InformNeighborsThatRegionisUpCompleted, d); } - - //List neighbours = new List(); - //// This stays uncached because we don't already know about our neighbors at this point. - - //neighbours = m_scene.GridService.GetNeighbours(m_regionInfo.ScopeID, m_regionInfo.RegionID); - //if (neighbours != null) - //{ - // for (int i = 0; i < neighbours.Count; i++) - // { - // InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; - - // d.BeginInvoke(neighbourService, region, neighbours[i].RegionHandle, - // InformNeighborsThatRegionisUpCompleted, - // d); - // } - //} - - //bool val = m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region)); + } + } } -- cgit v1.1