varregion: many more updates removing the constant RegionSize and replacing

with a passed region size. This time in the map code and grid services code.
This commit is contained in:
Robert Adams
2013-12-26 22:45:59 -08:00
parent e5f7c8b6e8
commit 2d2bea4aa7
32 changed files with 224 additions and 239 deletions

View File

@@ -1099,8 +1099,6 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>True after all operations complete, throws exceptions otherwise.</returns>
public override void OtherRegionUp(GridRegion otherRegion)
{
// uint xcell = (uint)((int)otherRegion.RegionLocX / (int)Constants.RegionSize);
// uint ycell = (uint)((int)otherRegion.RegionLocY / (int)Constants.RegionSize);
uint xcell = Util.WorldToRegionLoc((uint)otherRegion.RegionLocX);
uint ycell = Util.WorldToRegionLoc((uint)otherRegion.RegionLocY);
@@ -2450,9 +2448,9 @@ namespace OpenSim.Region.Framework.Scenes
int xx = (int)Math.Floor(pos.X);
int yy = (int)Math.Floor(pos.Y);
if (xx < 0
|| xx > RegionInfo.RegionSizeX
|| xx >= RegionInfo.RegionSizeX
|| yy < 0
|| yy > RegionInfo.RegionSizeY)
|| yy >= RegionInfo.RegionSizeY)
ret = false;
return ret;
@@ -4581,53 +4579,6 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence sp = GetScenePresence(remoteClient.AgentId);
if (sp != null)
{
/*
uint regionX = RegionInfo.LegacyRegionLocX;
uint regionY = RegionInfo.LegacyRegionLocY;
Util.RegionHandleToWorldLoc(regionHandle, out regionX, out regionY);
Utils.LongToUInts(regionHandle, out regionX, out regionY);
int shiftx = (int) regionX - (int) RegionInfo.LegacyRegionLocX * (int)Constants.RegionSize;
int shifty = (int) regionY - (int) RegionInfo.LegacyRegionLocY * (int)Constants.RegionSize;
*/
uint regionX, regionY;
Util.RegionHandleToWorldLoc(regionHandle, out regionX, out regionY);
int shiftx = (int) regionX - (int)RegionInfo.WorldLocX;
int shifty = (int) regionY - (int)RegionInfo.WorldLocY;
position.X += shiftx;
position.Y += shifty;
bool result = false;
if (TestBorderCross(position,Cardinals.N))
result = true;
if (TestBorderCross(position, Cardinals.S))
result = true;
if (TestBorderCross(position, Cardinals.E))
result = true;
if (TestBorderCross(position, Cardinals.W))
result = true;
// bordercross if position is outside of region
if (!result)
{
regionHandle = RegionInfo.RegionHandle;
}
else
{
// not in this region, undo the shift!
position.X -= shiftx;
position.Y -= shifty;
}
if (EntityTransferModule != null)
{
EntityTransferModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags);

View File

@@ -42,7 +42,7 @@ namespace OpenSim.Region.Framework.Scenes
{
public abstract class SceneBase : IScene
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[SCENE]";
#region Events

View File

@@ -331,7 +331,7 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
Vector3 minScale = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionSize);
Vector3 minScale = new Vector3(Constants.MaximumRegionSize, Constants.MaximumRegionSize, Constants.MaximumRegionSize);
Vector3 maxScale = Vector3.Zero;
Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
@@ -517,14 +517,14 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
// Normalize
if (val.X >= Constants.RegionSize)
val.X -= Constants.RegionSize;
if (val.Y >= Constants.RegionSize)
val.Y -= Constants.RegionSize;
if (val.X >= m_scene.RegionInfo.RegionSizeX)
val.X -= m_scene.RegionInfo.RegionSizeX;
if (val.Y >= m_scene.RegionInfo.RegionSizeY)
val.Y -= m_scene.RegionInfo.RegionSizeY;
if (val.X < 0)
val.X += Constants.RegionSize;
val.X += m_scene.RegionInfo.RegionSizeX;
if (val.Y < 0)
val.Y += Constants.RegionSize;
val.Y += m_scene.RegionInfo.RegionSizeY;
// If it's deleted, crossing was successful
if (IsDeleted)
@@ -572,9 +572,9 @@ namespace OpenSim.Region.Framework.Scenes
}
}
Vector3 oldp = AbsolutePosition;
val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)m_scene.RegionInfo.RegionSizeX - 0.5f);
val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)m_scene.RegionInfo.RegionSizeY - 0.5f);
val.Z = Util.Clamp<float>(oldp.Z, 0.5f, Constants.RegionHeight);
}
}