remove more code related to Mega regions

LSLKeyTest
UbitUmarov 2016-07-28 00:48:12 +01:00
parent ec8101a24a
commit 7a69b7d20d
4 changed files with 31 additions and 524 deletions

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@ -1,148 +0,0 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Text;
using OpenMetaverse;
namespace OpenSim.Region.Framework.Scenes
{
public class Border
{
/// <summary>
/// Line perpendicular to the Direction Cardinal. Z value is the
/// </summary>
public Vector3 BorderLine = Vector3.Zero;
/// <summary>
/// Direction cardinal of the border, think, 'which side of the region this is'. EX South border: Cardinal.S
/// </summary>
public Cardinals CrossDirection = Cardinals.N;
public uint TriggerRegionX = 0;
public uint TriggerRegionY = 0;
public Border()
{
}
/// <summary>
/// Creates a Border. The line is perpendicular to the direction cardinal.
/// IE: if the direction cardinal is South, the line is West->East
/// </summary>
/// <param name="lineStart">The starting point for the line of the border.
/// The position of an object must be greater then this for this border to trigger.
/// Perpendicular to the direction cardinal</param>
/// <param name="lineEnd">The ending point for the line of the border.
/// The position of an object must be less then this for this border to trigger.
/// Perpendicular to the direction cardinal</param>
/// <param name="triggerCoordinate">The position that triggers border the border
/// cross parallel to the direction cardinal. On the North cardinal, this
/// normally 256. On the South cardinal, it's normally 0. Any position past this
/// point on the cartesian coordinate will trigger the border cross as long as it
/// falls within the line start and the line end.</param>
/// <param name="triggerRegionX">When this border triggers, teleport to this regionX
/// in the grid</param>
/// <param name="triggerRegionY">When this border triggers, teleport to this regionY
/// in the grid</param>
/// <param name="direction">Cardinal for border direction. Think, 'which side of the
/// region is this'</param>
public Border(float lineStart, float lineEnd, float triggerCoordinate, uint triggerRegionX,
uint triggerRegionY, Cardinals direction)
{
BorderLine = new Vector3(lineStart,lineEnd,triggerCoordinate);
CrossDirection = direction;
TriggerRegionX = triggerRegionX;
TriggerRegionY = triggerRegionY;
}
/// <summary>
/// Tests to see if the given position would cross this border.
/// </summary>
/// <returns></returns>
public bool TestCross(Vector3 position)
{
bool result = false;
switch (CrossDirection)
{
case Cardinals.N: // x+0, y+1
if (position.X >= BorderLine.X && position.X <= BorderLine.Y && position.Y > BorderLine.Z)
{
return true;
}
break;
case Cardinals.NE: // x+1, y+1
break;
case Cardinals.E: // x+1, y+0
if (position.Y >= BorderLine.X && position.Y <= BorderLine.Y && position.X > BorderLine.Z)
{
return true;
}
break;
case Cardinals.SE: // x+1, y-1
break;
case Cardinals.S: // x+0, y-1
if (position.X >= BorderLine.X && position.X <= BorderLine.Y && position.Y < BorderLine.Z)
{
return true;
}
break;
case Cardinals.SW: // x-1, y-1
break;
case Cardinals.W: // x-1, y+0
if (position.Y >= BorderLine.X && position.Y <= BorderLine.Y && position.X < BorderLine.Z)
{
return true;
}
break;
case Cardinals.NW: // x-1, y+1
break;
}
return result;
}
public float Extent
{
get
{
switch (CrossDirection)
{
case Cardinals.N:
break;
case Cardinals.S:
break;
case Cardinals.W:
break;
case Cardinals.E:
break;
}
return 0;
}
}
}
}

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@ -430,7 +430,6 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
private int m_lastFrameTick;
public bool CombineRegions = false;
/// <summary>
/// Tick at which the last maintenance run occurred.
/// </summary>
@ -1060,7 +1059,6 @@ namespace OpenSim.Region.Framework.Scenes
m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
string[] possibleMapConfigSections = new string[] { "Map", "Startup" };

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@ -298,45 +298,42 @@ namespace OpenSim.Region.Framework.Scenes
protected internal bool AddRestoredSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
{
if (!m_parentScene.CombineRegions)
// temporary checks to remove after varsize suport
float regionSizeX = m_parentScene.RegionInfo.RegionSizeX;
if (regionSizeX == 0)
regionSizeX = Constants.RegionSize;
float regionSizeY = m_parentScene.RegionInfo.RegionSizeY;
if (regionSizeY == 0)
regionSizeY = Constants.RegionSize;
// KF: Check for out-of-region, move inside and make static.
Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
sceneObject.RootPart.GroupPosition.Y,
sceneObject.RootPart.GroupPosition.Z);
bool clampZ = m_parentScene.ClampNegativeZ;
if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || (npos.Z < 0.0 && clampZ) ||
npos.X > regionSizeX ||
npos.Y > regionSizeY))
{
// temporary checks to remove after varsize suport
float regionSizeX = m_parentScene.RegionInfo.RegionSizeX;
if (regionSizeX == 0)
regionSizeX = Constants.RegionSize;
float regionSizeY = m_parentScene.RegionInfo.RegionSizeY;
if (regionSizeY == 0)
regionSizeY = Constants.RegionSize;
if (npos.X < 0.0) npos.X = 1.0f;
if (npos.Y < 0.0) npos.Y = 1.0f;
if (npos.Z < 0.0 && clampZ) npos.Z = 0.0f;
if (npos.X > regionSizeX) npos.X = regionSizeX - 1.0f;
if (npos.Y > regionSizeY) npos.Y = regionSizeY - 1.0f;
// KF: Check for out-of-region, move inside and make static.
Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
sceneObject.RootPart.GroupPosition.Y,
sceneObject.RootPart.GroupPosition.Z);
bool clampZ = m_parentScene.ClampNegativeZ;
SceneObjectPart rootpart = sceneObject.RootPart;
rootpart.GroupPosition = npos;
if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || (npos.Z < 0.0 && clampZ) ||
npos.X > regionSizeX ||
npos.Y > regionSizeY))
foreach (SceneObjectPart part in sceneObject.Parts)
{
if (npos.X < 0.0) npos.X = 1.0f;
if (npos.Y < 0.0) npos.Y = 1.0f;
if (npos.Z < 0.0 && clampZ) npos.Z = 0.0f;
if (npos.X > regionSizeX) npos.X = regionSizeX - 1.0f;
if (npos.Y > regionSizeY) npos.Y = regionSizeY - 1.0f;
SceneObjectPart rootpart = sceneObject.RootPart;
rootpart.GroupPosition = npos;
foreach (SceneObjectPart part in sceneObject.Parts)
{
if (part == rootpart)
continue;
part.GroupPosition = npos;
}
rootpart.Velocity = Vector3.Zero;
rootpart.AngularVelocity = Vector3.Zero;
rootpart.Acceleration = Vector3.Zero;
if (part == rootpart)
continue;
part.GroupPosition = npos;
}
rootpart.Velocity = Vector3.Zero;
rootpart.AngularVelocity = Vector3.Zero;
rootpart.Acceleration = Vector3.Zero;
}
bool ret = AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);

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@ -1,340 +0,0 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Tests.Common;
namespace OpenSim.Region.Framework.Scenes.Tests
{
[TestFixture]
public class BorderTests : OpenSimTestCase
{
[Test]
public void TestCross()
{
TestHelpers.InMethod();
List<Border> testborders = new List<Border>();
Border NorthBorder = new Border();
NorthBorder.BorderLine = new Vector3(0, 256, 256); //<---
NorthBorder.CrossDirection = Cardinals.N;
testborders.Add(NorthBorder);
Border SouthBorder = new Border();
SouthBorder.BorderLine = new Vector3(0, 256, 0); //--->
SouthBorder.CrossDirection = Cardinals.S;
testborders.Add(SouthBorder);
Border EastBorder = new Border();
EastBorder.BorderLine = new Vector3(0, 256, 256); //<---
EastBorder.CrossDirection = Cardinals.E;
testborders.Add(EastBorder);
Border WestBorder = new Border();
WestBorder.BorderLine = new Vector3(0, 256, 0); //--->
WestBorder.CrossDirection = Cardinals.W;
testborders.Add(WestBorder);
Vector3 position = new Vector3(200,200,21);
foreach (Border b in testborders)
Assert.That(!b.TestCross(position));
position = new Vector3(200,280,21);
Assert.That(NorthBorder.TestCross(position));
// Test automatic border crossing
// by setting the border crossing aabb to be the whole region
position = new Vector3(25,25,21); // safely within one 256m region
// The Z value of the BorderLine is reversed, making all positions within the region
// trigger bordercross
SouthBorder.BorderLine = new Vector3(0,256,256); // automatic border cross in the region
Assert.That(SouthBorder.TestCross(position));
NorthBorder.BorderLine = new Vector3(0, 256, 0); // automatic border cross in the region
Assert.That(NorthBorder.TestCross(position));
EastBorder.BorderLine = new Vector3(0, 256, 0); // automatic border cross in the region
Assert.That(EastBorder.TestCross(position));
WestBorder.BorderLine = new Vector3(0, 256, 255); // automatic border cross in the region
Assert.That(WestBorder.TestCross(position));
}
[Test]
public void TestCrossSquare512()
{
TestHelpers.InMethod();
List<Border> testborders = new List<Border>();
Border NorthBorder = new Border();
NorthBorder.BorderLine = new Vector3(0, 512, 512);
NorthBorder.CrossDirection = Cardinals.N;
testborders.Add(NorthBorder);
Border SouthBorder = new Border();
SouthBorder.BorderLine = new Vector3(0, 512, 0);
SouthBorder.CrossDirection = Cardinals.S;
testborders.Add(SouthBorder);
Border EastBorder = new Border();
EastBorder.BorderLine = new Vector3(0, 512, 512);
EastBorder.CrossDirection = Cardinals.E;
testborders.Add(EastBorder);
Border WestBorder = new Border();
WestBorder.BorderLine = new Vector3(0, 512, 0);
WestBorder.CrossDirection = Cardinals.W;
testborders.Add(WestBorder);
Vector3 position = new Vector3(450,220,21);
foreach (Border b in testborders)
{
Assert.That(!b.TestCross(position));
}
//Trigger east border
position = new Vector3(513,220,21);
foreach (Border b in testborders)
{
if (b.CrossDirection == Cardinals.E)
Assert.That(b.TestCross(position));
else
Assert.That(!b.TestCross(position));
}
//Trigger west border
position = new Vector3(-1, 220, 21);
foreach (Border b in testborders)
{
if (b.CrossDirection == Cardinals.W)
Assert.That(b.TestCross(position));
else
Assert.That(!b.TestCross(position));
}
//Trigger north border
position = new Vector3(220, 513, 21);
foreach (Border b in testborders)
{
if (b.CrossDirection == Cardinals.N)
Assert.That(b.TestCross(position));
else
Assert.That(!b.TestCross(position));
}
//Trigger south border
position = new Vector3(220, -1, 21);
foreach (Border b in testborders)
{
if (b.CrossDirection == Cardinals.S)
Assert.That(b.TestCross(position));
else
Assert.That(!b.TestCross(position));
}
}
[Test]
public void TestCrossRectangle512x256()
{
TestHelpers.InMethod();
List<Border> testborders = new List<Border>();
Border NorthBorder = new Border();
NorthBorder.BorderLine = new Vector3(0, 512, 256);
NorthBorder.CrossDirection = Cardinals.N;
testborders.Add(NorthBorder);
Border SouthBorder = new Border();
SouthBorder.BorderLine = new Vector3(0, 512, 0);
SouthBorder.CrossDirection = Cardinals.S;
testborders.Add(SouthBorder);
Border EastBorder = new Border();
EastBorder.BorderLine = new Vector3(0, 256, 512);
EastBorder.CrossDirection = Cardinals.E;
testborders.Add(EastBorder);
Border WestBorder = new Border();
WestBorder.BorderLine = new Vector3(0, 256, 0);
WestBorder.CrossDirection = Cardinals.W;
testborders.Add(WestBorder);
Vector3 position = new Vector3(450, 220, 21);
foreach (Border b in testborders)
{
Assert.That(!b.TestCross(position));
}
//Trigger east border
position = new Vector3(513, 220, 21);
foreach (Border b in testborders)
{
if (b.CrossDirection == Cardinals.E)
Assert.That(b.TestCross(position));
else
Assert.That(!b.TestCross(position));
}
//Trigger west border
position = new Vector3(-1, 220, 21);
foreach (Border b in testborders)
{
if (b.CrossDirection == Cardinals.W)
Assert.That(b.TestCross(position));
else
Assert.That(!b.TestCross(position));
}
//Trigger north border
position = new Vector3(220, 257, 21);
foreach (Border b in testborders)
{
if (b.CrossDirection == Cardinals.N)
Assert.That(b.TestCross(position));
else
Assert.That(!b.TestCross(position));
}
//Trigger south border
position = new Vector3(220, -1, 21);
foreach (Border b in testborders)
{
if (b.CrossDirection == Cardinals.S)
Assert.That(b.TestCross(position));
else
Assert.That(!b.TestCross(position));
}
}
[Test]
public void TestCrossOdd512x512w256hole()
{
TestHelpers.InMethod();
List<Border> testborders = new List<Border>();
// 512____
// | |
// 256__| |___
// | |
// |______|
// 0 | 512
// 256
// Compound North border since the hole is at the top
Border NorthBorder1 = new Border();
NorthBorder1.BorderLine = new Vector3(0, 256, 512);
NorthBorder1.CrossDirection = Cardinals.N;
testborders.Add(NorthBorder1);
Border NorthBorder2 = new Border();
NorthBorder2.BorderLine = new Vector3(256, 512, 256);
NorthBorder2.CrossDirection = Cardinals.N;
testborders.Add(NorthBorder2);
Border SouthBorder = new Border();
SouthBorder.BorderLine = new Vector3(0, 512, 0);
SouthBorder.CrossDirection = Cardinals.S;
testborders.Add(SouthBorder);
//Compound East border
Border EastBorder1 = new Border();
EastBorder1.BorderLine = new Vector3(0, 256, 512);
EastBorder1.CrossDirection = Cardinals.E;
testborders.Add(EastBorder1);
Border EastBorder2 = new Border();
EastBorder2.BorderLine = new Vector3(257, 512, 256);
EastBorder2.CrossDirection = Cardinals.E;
testborders.Add(EastBorder2);
Border WestBorder = new Border();
WestBorder.BorderLine = new Vector3(0, 512, 0);
WestBorder.CrossDirection = Cardinals.W;
testborders.Add(WestBorder);
Vector3 position = new Vector3(450, 220, 21);
foreach (Border b in testborders)
{
Assert.That(!b.TestCross(position));
}
position = new Vector3(220, 450, 21);
foreach (Border b in testborders)
{
Assert.That(!b.TestCross(position));
}
bool result = false;
int bordersTriggered = 0;
position = new Vector3(450, 450, 21);
foreach (Border b in testborders)
{
if (b.TestCross(position))
{
bordersTriggered++;
result = true;
}
}
Assert.That(result);
Assert.That(bordersTriggered == 2);
}
}
}