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Moved RegionUp to REST/LocalComms. The original functionality has been entirely maintained, although it will have to be revisited soon, because it's buggy.
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@@ -459,7 +459,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// This informs a single neighboring region about agent "avatar".
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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public void InformNeighborChildAgent(ScenePresence avatar, SimpleRegionInfo region, List<RegionInfo> neighbours)
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public void InformNeighborChildAgent(ScenePresence avatar, SimpleRegionInfo region)
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{
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AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
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agent.BaseFolder = UUID.Zero;
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@@ -493,8 +493,10 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.Info("[INTERGRID]: Starting to inform neighbors that I'm here");
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//RegionUpData regiondata = new RegionUpData(region.RegionLocX, region.RegionLocY, region.ExternalHostName, region.InternalEndPoint.Port);
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bool regionAccepted =
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m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region), regionhandle);
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//bool regionAccepted =
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// m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region), regionhandle);
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bool regionAccepted = m_interregionCommsOut.SendHelloNeighbour(regionhandle, region);
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if (regionAccepted)
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{
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@@ -519,7 +521,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
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List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
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// This stays uncached because we don't already know about our neighbors at this point.
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neighbours = m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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