Merge branch 'master' of ssh://MyConnection/var/git/opensim

This commit is contained in:
Teravus Ovares (Dan Olivares)
2009-12-12 01:24:25 -05:00
22 changed files with 247 additions and 1842 deletions

View File

@@ -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
/// </summary>
public void EnableNeighbourChildAgents(ScenePresence avatar, List<RegionInfo> lstneighbours)
{
//List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
List<GridRegion> neighbours = new List<GridRegion>();
////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<AgentCircuitData> cagents = new List<AgentCircuitData>();
//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<GridRegion> neighbours = new List<GridRegion>();
//// 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));
}
}
}