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Merge branch 'master' of ssh://MyConnection/var/git/opensim
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@@ -356,8 +356,6 @@ namespace OpenSim.Region.Framework.Scenes
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neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; });
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return neighbours;
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//SimpleRegionInfo regionData = m_commsProvider.GridService.RequestNeighbourInfo()
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//return m_commsProvider.GridService.RequestNeighbours(pRegionLocX, pRegionLocY);
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}
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}
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@@ -367,20 +365,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void EnableNeighbourChildAgents(ScenePresence avatar, List<RegionInfo> lstneighbours)
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{
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//List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
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List<GridRegion> neighbours = new List<GridRegion>();
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////m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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//for (int i = 0; i < lstneighbours.Count; i++)
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//{
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// // We don't want to keep sending to regions that consistently fail on comms.
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// if (!(lstneighbours[i].commFailTF))
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// {
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// neighbours.Add(new SimpleRegionInfo(lstneighbours[i]));
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// }
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//}
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// we're going to be using the above code once neighbour cache is correct. Currently it doesn't appear to be
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// So we're temporarily going back to the old method of grabbing it from the Grid Server Every time :/
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if (m_regionInfo != null)
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{
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neighbours = RequestNeighbours(avatar.Scene,m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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@@ -431,7 +417,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// Create the necessary child agents
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List<AgentCircuitData> cagents = new List<AgentCircuitData>();
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//foreach (SimpleRegionInfo neighbour in neighbours)
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foreach (GridRegion neighbour in neighbours)
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{
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if (neighbour.RegionHandle != avatar.Scene.RegionInfo.RegionHandle)
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@@ -583,7 +568,9 @@ namespace OpenSim.Region.Framework.Scenes
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//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
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for (int x = (int)region.RegionLocX - 1; x <= region.RegionLocX + 1; x++)
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{
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for (int y = (int)region.RegionLocY - 1; y <= region.RegionLocY + 1; y++)
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{
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if (!((x == region.RegionLocX) && (y == region.RegionLocY))) // skip this region
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{
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ulong handle = Utils.UIntsToLong((uint)x * Constants.RegionSize, (uint)y * Constants.RegionSize);
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@@ -593,24 +580,8 @@ namespace OpenSim.Region.Framework.Scenes
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InformNeighborsThatRegionisUpCompleted,
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d);
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}
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//List<GridRegion> neighbours = new List<GridRegion>();
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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_scene.GridService.GetNeighbours(m_regionInfo.ScopeID, m_regionInfo.RegionID);
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//if (neighbours != null)
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//{
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// for (int i = 0; i < neighbours.Count; i++)
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// {
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// InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
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// d.BeginInvoke(neighbourService, region, neighbours[i].RegionHandle,
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// InformNeighborsThatRegionisUpCompleted,
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// d);
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// }
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//}
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//bool val = m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region));
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}
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}
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}
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