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varregion: rename 'LegacyRegionLocX' back to 'RegionLocX' and same for Y and Z.
Rename 'RegionWorldLocX' to 'WorldLocX' and same for Y and Z. This keeps the downward compatibility and follows the scheme of 'region' and 'world' location naming that is happening in the Util module.
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@@ -1110,8 +1110,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
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{
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// If these are cast to INT because long + negative values + abs returns invalid data
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int resultX = Math.Abs((int)xcell - (int)RegionInfo.LegacyRegionLocX);
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int resultY = Math.Abs((int)ycell - (int)RegionInfo.LegacyRegionLocY);
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int resultX = Math.Abs((int)xcell - (int)RegionInfo.RegionLocX);
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int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY);
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if (resultX <= 1 && resultY <= 1)
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{
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// Let the grid service module know, so this can be cached
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@@ -1186,8 +1186,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// </returns>
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public int HaveNeighbor(Cardinals car, ref int[] fix)
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{
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uint neighbourx = RegionInfo.LegacyRegionLocX;
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uint neighboury = RegionInfo.LegacyRegionLocY;
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uint neighbourx = RegionInfo.RegionLocX;
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uint neighboury = RegionInfo.RegionLocY;
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int dir = (int)car;
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@@ -1209,8 +1209,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (neighbourRegion == null)
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{
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fix[0] = (int)(RegionInfo.LegacyRegionLocX - neighbourx);
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fix[1] = (int)(RegionInfo.LegacyRegionLocY - neighboury);
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fix[0] = (int)(RegionInfo.RegionLocX - neighbourx);
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fix[1] = (int)(RegionInfo.RegionLocY - neighboury);
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return dir * (-1);
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}
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else
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@@ -4393,8 +4393,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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uint rRegionX = (uint)(cAgentData.RegionHandle >> 40);
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uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8);
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uint tRegionX = RegionInfo.LegacyRegionLocX;
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uint tRegionY = RegionInfo.LegacyRegionLocY;
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uint tRegionX = RegionInfo.RegionLocX;
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uint tRegionY = RegionInfo.RegionLocY;
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//Send Data to ScenePresence
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childAgentUpdate.UpdateChildAgent(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
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// Not Implemented:
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@@ -4636,8 +4636,8 @@ namespace OpenSim.Region.Framework.Scenes
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uint regionX, regionY;
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Util.RegionHandleToWorldLoc(regionHandle, out regionX, out regionY);
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int shiftx = (int) regionX - (int)RegionInfo.RegionWorldLocX;
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int shifty = (int) regionY - (int)RegionInfo.RegionWorldLocY;
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int shiftx = (int) regionX - (int)RegionInfo.WorldLocX;
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int shifty = (int) regionY - (int)RegionInfo.WorldLocY;
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position.X += shiftx;
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position.Y += shifty;
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@@ -445,8 +445,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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foreach (Scene mscene in m_localScenes)
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{
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if (mscene.RegionInfo.LegacyRegionLocX == locX &&
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mscene.RegionInfo.LegacyRegionLocY == locY)
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if (mscene.RegionInfo.RegionLocX == locX &&
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mscene.RegionInfo.RegionLocY == locY)
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{
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scene = mscene;
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return true;
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@@ -702,7 +702,7 @@ namespace OpenSim.Region.Framework.Scenes
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uint x, y;
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Util.RegionHandleToRegionLoc(handle, out x, out y);
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if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.LegacyRegionLocX, y, Scene.RegionInfo.LegacyRegionLocY))
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if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY))
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{
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old.Add(handle);
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}
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@@ -2115,8 +2115,8 @@ namespace OpenSim.Region.Framework.Scenes
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// }
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// Get terrain height for sub-region in a megaregion if necessary
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int X = (int)((m_scene.RegionInfo.RegionWorldLocX) + pos.X);
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int Y = (int)((m_scene.RegionInfo.RegionWorldLocY) + pos.Y);
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int X = (int)((m_scene.RegionInfo.WorldLocX) + pos.X);
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int Y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y);
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GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y);
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// If X and Y is NaN, target_region will be null
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if (target_region == null)
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@@ -437,7 +437,7 @@ namespace OpenSim.Region.Framework.Scenes
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SimStats simStats
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= new SimStats(
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ReportingRegion.LegacyRegionLocX, ReportingRegion.LegacyRegionLocY, regionFlags, (uint)m_objectCapacity,
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ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity,
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rb, sb, m_scene.RegionInfo.originRegionID);
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handlerSendStatResult = OnSendStatsResult;
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