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Each Region will now generate a texture image of their terrain and this will be used by the map. Note: Currently each region generates a new image every time they start; even if the terrain is read from the database. And also they don't update it when the terrain changes.
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@@ -399,7 +399,6 @@ namespace OpenSim
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{
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OnRequestMapBlocks(this, MapRequest.PositionData.MinX, MapRequest.PositionData.MinY, MapRequest.PositionData.MaxX, MapRequest.PositionData.MaxY);
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}
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//this.RequestMapBlocks(MapRequest.PositionData.MinX, MapRequest.PositionData.MinY, MapRequest.PositionData.MaxX, MapRequest.PositionData.MaxY);
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break;
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case PacketType.TeleportLandmarkRequest:
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TeleportLandmarkRequestPacket tpReq = (TeleportLandmarkRequestPacket)Pack;
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@@ -451,7 +450,7 @@ namespace OpenSim
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break;
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case PacketType.TeleportLocationRequest:
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TeleportLocationRequestPacket tpLocReq = (TeleportLocationRequestPacket)Pack;
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// Console.WriteLine(tpLocReq.ToString());
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// Console.WriteLine(tpLocReq.ToString());
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if (OnTeleportLocationRequest != null)
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{
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@@ -463,32 +462,8 @@ namespace OpenSim
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TeleportCancelPacket tpCancel = new TeleportCancelPacket();
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tpCancel.Info.SessionID = tpLocReq.AgentData.SessionID;
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tpCancel.Info.AgentID = tpLocReq.AgentData.AgentID;
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OutPacket(tpCancel);
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}
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/* if (m_regionData.RegionHandle != tpLocReq.Info.RegionHandle)
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{
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// m_gridServer.getRegion(tpLocReq.Info.RegionHandle);
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Console.WriteLine("Inter-sim teleport not yet implemented");
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TeleportCancelPacket tpCancel = new TeleportCancelPacket();
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tpCancel.Info.SessionID = tpLocReq.AgentData.SessionID;
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tpCancel.Info.AgentID = tpLocReq.AgentData.AgentID;
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OutPacket(tpCancel);
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}
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else
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{
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Console.WriteLine("Local teleport");
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TeleportLocalPacket tpLocal2 = new TeleportLocalPacket();
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tpLocal2.Info.AgentID = tpLocReq.AgentData.AgentID;
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tpLocal2.Info.TeleportFlags = tpStart.Info.TeleportFlags;
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tpLocal2.Info.LocationID = 2;
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tpLocal2.Info.LookAt = tpLocReq.Info.LookAt;
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tpLocal2.Info.Position = tpLocReq.Info.Position;
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OutPacket(tpLocal2);
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}*/
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break;
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#endregion
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