remove the RegionCombinerModule (mega regions), references still all over the place. runprebuild maybe needed after this

LSLKeyTest
UbitUmarov 2016-07-28 00:12:07 +01:00
parent 01289b9c2d
commit a8e19b7831
8 changed files with 0 additions and 1762 deletions

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/*
* 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 OpenMetaverse;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.RegionCombinerModule
{
public class RegionCombinerClientEventForwarder
{
private Scene m_rootScene;
private Dictionary<UUID, Scene> m_virtScene = new Dictionary<UUID, Scene>();
private Dictionary<UUID,RegionCombinerIndividualEventForwarder> m_forwarders = new Dictionary<UUID,
RegionCombinerIndividualEventForwarder>();
public RegionCombinerClientEventForwarder(RegionConnections rootScene)
{
m_rootScene = rootScene.RegionScene;
}
public void AddSceneToEventForwarding(Scene virtualScene)
{
lock (m_virtScene)
{
if (m_virtScene.ContainsKey(virtualScene.RegionInfo.originRegionID))
{
m_virtScene[virtualScene.RegionInfo.originRegionID] = virtualScene;
}
else
{
m_virtScene.Add(virtualScene.RegionInfo.originRegionID, virtualScene);
}
}
lock (m_forwarders)
{
// TODO: Fix this to unregister if this happens
if (m_forwarders.ContainsKey(virtualScene.RegionInfo.originRegionID))
m_forwarders.Remove(virtualScene.RegionInfo.originRegionID);
RegionCombinerIndividualEventForwarder forwarder =
new RegionCombinerIndividualEventForwarder(m_rootScene, virtualScene);
m_forwarders.Add(virtualScene.RegionInfo.originRegionID, forwarder);
virtualScene.EventManager.OnNewClient += forwarder.ClientConnect;
virtualScene.EventManager.OnClientClosed += forwarder.ClientClosed;
}
}
public void RemoveSceneFromEventForwarding (Scene virtualScene)
{
lock (m_forwarders)
{
RegionCombinerIndividualEventForwarder forwarder = m_forwarders[virtualScene.RegionInfo.originRegionID];
virtualScene.EventManager.OnNewClient -= forwarder.ClientConnect;
virtualScene.EventManager.OnClientClosed -= forwarder.ClientClosed;
m_forwarders.Remove(virtualScene.RegionInfo.originRegionID);
}
lock (m_virtScene)
{
if (m_virtScene.ContainsKey(virtualScene.RegionInfo.originRegionID))
{
m_virtScene.Remove(virtualScene.RegionInfo.originRegionID);
}
}
}
}
}

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/*
* 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 OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Avatar.Attachments;
using OpenSim.Region.CoreModules.Avatar.Gods;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.RegionCombinerModule
{
public class RegionCombinerIndividualEventForwarder
{
private Scene m_rootScene;
private Scene m_virtScene;
public RegionCombinerIndividualEventForwarder(Scene rootScene, Scene virtScene)
{
m_rootScene = rootScene;
m_virtScene = virtScene;
}
public void ClientConnect(IClientAPI client)
{
m_virtScene.UnSubscribeToClientPrimEvents(client);
m_virtScene.UnSubscribeToClientPrimRezEvents(client);
m_virtScene.UnSubscribeToClientInventoryEvents(client);
if(m_virtScene.AttachmentsModule != null)
((AttachmentsModule)m_virtScene.AttachmentsModule).UnsubscribeFromClientEvents(client);
//m_virtScene.UnSubscribeToClientTeleportEvents(client);
m_virtScene.UnSubscribeToClientScriptEvents(client);
IGodsModule virtGodsModule = m_virtScene.RequestModuleInterface<IGodsModule>();
if (virtGodsModule != null)
((GodsModule)virtGodsModule).UnsubscribeFromClientEvents(client);
m_virtScene.UnSubscribeToClientNetworkEvents(client);
m_rootScene.SubscribeToClientPrimEvents(client);
client.OnAddPrim += LocalAddNewPrim;
client.OnRezObject += LocalRezObject;
m_rootScene.SubscribeToClientInventoryEvents(client);
if (m_rootScene.AttachmentsModule != null)
((AttachmentsModule)m_rootScene.AttachmentsModule).SubscribeToClientEvents(client);
//m_rootScene.SubscribeToClientTeleportEvents(client);
m_rootScene.SubscribeToClientScriptEvents(client);
IGodsModule rootGodsModule = m_virtScene.RequestModuleInterface<IGodsModule>();
if (rootGodsModule != null)
((GodsModule)rootGodsModule).UnsubscribeFromClientEvents(client);
m_rootScene.SubscribeToClientNetworkEvents(client);
}
public void ClientClosed(UUID clientid, Scene scene)
{
}
/// <summary>
/// Fixes position based on the region the Rez event came in on
/// </summary>
/// <param name="remoteclient"></param>
/// <param name="itemid"></param>
/// <param name="rayend"></param>
/// <param name="raystart"></param>
/// <param name="raytargetid"></param>
/// <param name="bypassraycast"></param>
/// <param name="rayendisintersection"></param>
/// <param name="rezselected"></param>
/// <param name="removeitem"></param>
/// <param name="fromtaskid"></param>
private void LocalRezObject(IClientAPI remoteclient, UUID itemid, Vector3 rayend, Vector3 raystart,
UUID raytargetid, byte bypassraycast, bool rayendisintersection, bool rezselected, bool removeitem,
UUID fromtaskid)
{
int differenceX = (int)m_virtScene.RegionInfo.RegionLocX - (int)m_rootScene.RegionInfo.RegionLocX;
int differenceY = (int)m_virtScene.RegionInfo.RegionLocY - (int)m_rootScene.RegionInfo.RegionLocY;
rayend.X += differenceX * (int)Constants.RegionSize;
rayend.Y += differenceY * (int)Constants.RegionSize;
raystart.X += differenceX * (int)Constants.RegionSize;
raystart.Y += differenceY * (int)Constants.RegionSize;
m_rootScene.RezObject(remoteclient, itemid, rayend, raystart, raytargetid, bypassraycast,
rayendisintersection, rezselected, removeitem, fromtaskid);
}
/// <summary>
/// Fixes position based on the region the AddPrimShape event came in on
/// </summary>
/// <param name="ownerid"></param>
/// <param name="groupid"></param>
/// <param name="rayend"></param>
/// <param name="rot"></param>
/// <param name="shape"></param>
/// <param name="bypassraycast"></param>
/// <param name="raystart"></param>
/// <param name="raytargetid"></param>
/// <param name="rayendisintersection"></param>
private void LocalAddNewPrim(UUID ownerid, UUID groupid, Vector3 rayend, Quaternion rot,
PrimitiveBaseShape shape, byte bypassraycast, Vector3 raystart, UUID raytargetid,
byte rayendisintersection)
{
int differenceX = (int)m_virtScene.RegionInfo.RegionLocX - (int)m_rootScene.RegionInfo.RegionLocX;
int differenceY = (int)m_virtScene.RegionInfo.RegionLocY - (int)m_rootScene.RegionInfo.RegionLocY;
rayend.X += differenceX * (int)Constants.RegionSize;
rayend.Y += differenceY * (int)Constants.RegionSize;
raystart.X += differenceX * (int)Constants.RegionSize;
raystart.Y += differenceY * (int)Constants.RegionSize;
m_rootScene.AddNewPrim(ownerid, groupid, rayend, rot, shape, bypassraycast, raystart, raytargetid,
rayendisintersection);
}
}
}

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/*
* 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.Reflection;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.CoreModules.World.Land;
namespace OpenSim.Region.RegionCombinerModule
{
public class RegionCombinerLargeLandChannel : ILandChannel
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private RegionData RegData;
private ILandChannel RootRegionLandChannel;
private readonly List<RegionData> RegionConnections;
#region ILandChannel Members
public RegionCombinerLargeLandChannel(RegionData regData, ILandChannel rootRegionLandChannel,
List<RegionData> regionConnections)
{
RegData = regData;
RootRegionLandChannel = rootRegionLandChannel;
RegionConnections = regionConnections;
}
public List<ILandObject> ParcelsNearPoint(Vector3 position)
{
//m_log.DebugFormat("[LANDPARCELNEARPOINT]: {0}>", position);
return RootRegionLandChannel.ParcelsNearPoint(position - RegData.Offset);
}
public List<ILandObject> AllParcels()
{
return RootRegionLandChannel.AllParcels();
}
public void Clear(bool setupDefaultParcel)
{
RootRegionLandChannel.Clear(setupDefaultParcel);
}
public ILandObject GetLandObject(Vector3 position)
{
return GetLandObject(position.X, position.Y);
}
public ILandObject GetLandObject(int x, int y)
{
return GetLandObject((float)x, (float)y);
// m_log.DebugFormat("[BIGLANDTESTINT]: <{0},{1}>", x, y);
//
// if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize)
// {
// return RootRegionLandChannel.GetLandObject(x, y);
// }
// else
// {
// int offsetX = (x / (int)Constants.RegionSize);
// int offsetY = (y / (int)Constants.RegionSize);
// offsetX *= (int)Constants.RegionSize;
// offsetY *= (int)Constants.RegionSize;
//
// foreach (RegionData regionData in RegionConnections)
// {
// if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY)
// {
// m_log.DebugFormat(
// "[REGION COMBINER LARGE LAND CHANNEL]: Found region {0} at offset {1},{2}",
// regionData.RegionScene.Name, offsetX, offsetY);
//
// return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY);
// }
// }
// //ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene);
// //obj.LandData.Name = "NO LAND";
// //return obj;
// }
//
// m_log.DebugFormat("[REGION COMBINER LARGE LAND CHANNEL]: No region found at {0},{1}, returning null", x, y);
//
// return null;
}
public ILandObject GetLandObject(int localID)
{
// XXX: Possibly should be looking in every land channel, not just the root.
return RootRegionLandChannel.GetLandObject(localID);
}
public ILandObject GetLandObject(float x, float y)
{
// m_log.DebugFormat("[BIGLANDTESTFLOAT]: <{0},{1}>", x, y);
if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize)
{
return RootRegionLandChannel.GetLandObject(x, y);
}
else
{
int offsetX = (int)(x/(int) Constants.RegionSize);
int offsetY = (int)(y/(int) Constants.RegionSize);
offsetX *= (int) Constants.RegionSize;
offsetY *= (int) Constants.RegionSize;
foreach (RegionData regionData in RegionConnections)
{
if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY)
{
// m_log.DebugFormat(
// "[REGION COMBINER LARGE LAND CHANNEL]: Found region {0} at offset {1},{2}",
// regionData.RegionScene.Name, offsetX, offsetY);
return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY);
}
}
// ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene);
// obj.LandData.Name = "NO LAND";
// return obj;
}
// m_log.DebugFormat("[REGION COMBINER LARGE LAND CHANNEL]: No region found at {0},{1}, returning null", x, y);
return null;
}
public bool IsForcefulBansAllowed()
{
return RootRegionLandChannel.IsForcefulBansAllowed();
}
public void UpdateLandObject(int localID, LandData data)
{
RootRegionLandChannel.UpdateLandObject(localID, data);
}
public void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
{
RootRegionLandChannel.Join(start_x, start_y, end_x, end_y, attempting_user_id);
}
public void Subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
{
RootRegionLandChannel.Subdivide(start_x, start_y, end_x, end_y, attempting_user_id);
}
public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
{
RootRegionLandChannel.ReturnObjectsInParcel(localID, returnType, agentIDs, taskIDs, remoteClient);
}
public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
{
RootRegionLandChannel.setParcelObjectMaxOverride(overrideDel);
}
public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
{
RootRegionLandChannel.setSimulatorObjectMaxOverride(overrideDel);
}
public void SetParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime)
{
RootRegionLandChannel.SetParcelOtherCleanTime(remoteClient, localID, otherCleanTime);
}
public void sendClientInitialLandInfo(IClientAPI remoteClient) { }
#endregion
}
}

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/*
* 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.Reflection;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Client;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Framework.Console;
using OpenSim.Region.PhysicsModules.SharedBase;
using Mono.Addins;
namespace OpenSim.Region.RegionCombinerModule
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "RegionCombinerModule")]
public class RegionCombinerModule : ISharedRegionModule, IRegionCombinerModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// private static string LogHeader = "[REGION COMBINER MODULE]";
public string Name
{
get { return "RegionCombinerModule"; }
}
public Type ReplaceableInterface
{
get { return null; }
}
/// <summary>
/// Is this module enabled?
/// </summary>
private bool m_combineContiguousRegions = false;
/// <summary>
/// This holds the root regions for the megaregions.
/// </summary>
/// <remarks>
/// Usually there is only ever one megaregion (and hence only one entry here).
/// </remarks>
private Dictionary<UUID, RegionConnections> m_regions = new Dictionary<UUID, RegionConnections>();
/// <summary>
/// The scenes that comprise the megaregion.
/// </summary>
private Dictionary<UUID, Scene> m_startingScenes = new Dictionary<UUID, Scene>();
public void Initialise(IConfigSource source)
{
IConfig myConfig = source.Configs["Startup"];
m_combineContiguousRegions = myConfig.GetBoolean("CombineContiguousRegions", false);
if (m_combineContiguousRegions)
m_log.ErrorFormat("[REGION COMBINER MODULE]: THIS MODULE IS BEING MARKED OBSOLETE AND MAY SOON BE REMOVED. PLEASE USE VARREGIONS INSTEAD.");
MainConsole.Instance.Commands.AddCommand(
"RegionCombinerModule", false, "fix-phantoms", "fix-phantoms",
"Fixes phantom objects after an import to a megaregion or a change from a megaregion back to normal regions",
FixPhantoms);
}
public void Close()
{
}
public void AddRegion(Scene scene)
{
if (m_combineContiguousRegions)
scene.RegisterModuleInterface<IRegionCombinerModule>(this);
}
public void RemoveRegion(Scene scene)
{
lock (m_startingScenes)
m_startingScenes.Remove(scene.RegionInfo.originRegionID);
}
public void RegionLoaded(Scene scene)
{
lock (m_startingScenes)
m_startingScenes.Add(scene.RegionInfo.originRegionID, scene);
if (m_combineContiguousRegions)
{
RegionLoadedDoWork(scene);
scene.EventManager.OnNewPresence += NewPresence;
}
}
public bool IsRootForMegaregion(UUID regionId)
{
lock (m_regions)
return m_regions.ContainsKey(regionId);
}
public Vector2 GetSizeOfMegaregion(UUID regionId)
{
lock (m_regions)
{
if (m_regions.ContainsKey(regionId))
{
RegionConnections rootConn = m_regions[regionId];
return new Vector2((float)rootConn.XEnd, (float)rootConn.YEnd);
}
}
throw new Exception(string.Format("Region with id {0} not found", regionId));
}
// Test to see if this postiion (relative to the region) is within the area covered
// by this megaregion.
public bool PositionIsInMegaregion(UUID currentRegion, int xx, int yy)
{
bool ret = false;
if (xx < 0 || yy < 0)
return ret;
foreach (RegionConnections rootRegion in m_regions.Values)
{
if (currentRegion == rootRegion.RegionId)
{
// The caller is in the root region so this is an easy test
if (xx < rootRegion.XEnd && yy < rootRegion.YEnd)
{
ret = true;
}
break;
}
else
{
// Maybe the caller is in one of the sub-regions
foreach (RegionData childRegion in rootRegion.ConnectedRegions)
{
if (currentRegion == childRegion.RegionId)
{
// This is a child. Diddle the offsets and check if in
Vector3 positionInMegaregion = childRegion.Offset;
positionInMegaregion.X += xx;
positionInMegaregion.Y += yy;
if (positionInMegaregion.X < rootRegion.XEnd && positionInMegaregion.Y < rootRegion.YEnd)
{
ret = true;
}
break;
}
}
}
}
return ret;
}
private void NewPresence(ScenePresence presence)
{
if (presence.IsChildAgent)
{
byte[] throttleData;
try
{
throttleData = presence.ControllingClient.GetThrottlesPacked(1);
}
catch (NotImplementedException)
{
return;
}
if (throttleData == null)
return;
if (throttleData.Length == 0)
return;
if (throttleData.Length != 28)
return;
byte[] adjData;
int pos = 0;
if (!BitConverter.IsLittleEndian)
{
byte[] newData = new byte[7 * 4];
Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
for (int i = 0; i < 7; i++)
Array.Reverse(newData, i * 4, 4);
adjData = newData;
}
else
{
adjData = throttleData;
}
// 0.125f converts from bits to bytes
int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
// State is a subcategory of task that we allocate a percentage to
//int total = resend + land + wind + cloud + task + texture + asset;
byte[] data = new byte[7 * 4];
int ii = 0;
Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
try
{
presence.ControllingClient.SetChildAgentThrottle(data);
}
catch (NotImplementedException)
{
return;
}
}
}
private void RegionLoadedDoWork(Scene scene)
{
/*
// For testing on a single instance
if (scene.RegionInfo.RegionLocX == 1004 && scene.RegionInfo.RegionLocY == 1000)
return;
//
*/
RegionConnections newConn = new RegionConnections();
newConn.ConnectedRegions = new List<RegionData>();
newConn.RegionScene = scene;
newConn.RegionLandChannel = scene.LandChannel;
newConn.RegionId = scene.RegionInfo.originRegionID;
newConn.X = scene.RegionInfo.RegionLocX;
newConn.Y = scene.RegionInfo.RegionLocY;
newConn.XEnd = scene.RegionInfo.RegionSizeX;
newConn.YEnd = scene.RegionInfo.RegionSizeX;
lock (m_regions)
{
bool connectedYN = false;
foreach (RegionConnections rootConn in m_regions.Values)
{
#region commented
/*
// If we're one region over +x +y
//xxy
//xxx
//xxx
if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd
== (regionConnections.X * (int)Constants.RegionSize))
&& (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
== (regionConnections.Y * (int)Constants.RegionSize)))
{
Vector3 offset = Vector3.Zero;
offset.X = (((regionConnections.X * (int) Constants.RegionSize)) -
((conn.X * (int) Constants.RegionSize)));
offset.Y = (((regionConnections.Y * (int) Constants.RegionSize)) -
((conn.Y * (int) Constants.RegionSize)));
Vector3 extents = Vector3.Zero;
extents.Y = regionConnections.YEnd + conn.YEnd;
extents.X = conn.XEnd + conn.XEnd;
m_log.DebugFormat("Scene: {0} to the northwest of Scene{1}. Offset: {2}. Extents:{3}",
conn.RegionScene.RegionInfo.RegionName,
regionConnections.RegionScene.RegionInfo.RegionName,
offset, extents);
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
connectedYN = true;
break;
}
*/
/*
//If we're one region over x +y
//xxx
//xxx
//xyx
if ((((int)conn.X * (int)Constants.RegionSize)
== (regionConnections.X * (int)Constants.RegionSize))
&& (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
== (regionConnections.Y * (int)Constants.RegionSize)))
{
Vector3 offset = Vector3.Zero;
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
((conn.X * (int)Constants.RegionSize)));
offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
((conn.Y * (int)Constants.RegionSize)));
Vector3 extents = Vector3.Zero;
extents.Y = regionConnections.YEnd + conn.YEnd;
extents.X = conn.XEnd;
m_log.DebugFormat("Scene: {0} to the north of Scene{1}. Offset: {2}. Extents:{3}",
conn.RegionScene.RegionInfo.RegionName,
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
connectedYN = true;
break;
}
*/
/*
// If we're one region over -x +y
//xxx
//xxx
//yxx
if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
== (regionConnections.X * (int)Constants.RegionSize))
&& (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
== (regionConnections.Y * (int)Constants.RegionSize)))
{
Vector3 offset = Vector3.Zero;
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
((conn.X * (int)Constants.RegionSize)));
offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
((conn.Y * (int)Constants.RegionSize)));
Vector3 extents = Vector3.Zero;
extents.Y = regionConnections.YEnd + conn.YEnd;
extents.X = conn.XEnd + conn.XEnd;
m_log.DebugFormat("Scene: {0} to the northeast of Scene. Offset: {2}. Extents:{3}",
conn.RegionScene.RegionInfo.RegionName,
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
connectedYN = true;
break;
}
*/
/*
// If we're one region over -x y
//xxx
//yxx
//xxx
if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
== (regionConnections.X * (int)Constants.RegionSize))
&& (((int)conn.Y * (int)Constants.RegionSize)
== (regionConnections.Y * (int)Constants.RegionSize)))
{
Vector3 offset = Vector3.Zero;
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
((conn.X * (int)Constants.RegionSize)));
offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
((conn.Y * (int)Constants.RegionSize)));
Vector3 extents = Vector3.Zero;
extents.Y = regionConnections.YEnd;
extents.X = conn.XEnd + conn.XEnd;
m_log.DebugFormat("Scene: {0} to the east of Scene{1} Offset: {2}. Extents:{3}",
conn.RegionScene.RegionInfo.RegionName,
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
connectedYN = true;
break;
}
*/
/*
// If we're one region over -x -y
//yxx
//xxx
//xxx
if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
== (regionConnections.X * (int)Constants.RegionSize))
&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
== (regionConnections.Y * (int)Constants.RegionSize)))
{
Vector3 offset = Vector3.Zero;
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
((conn.X * (int)Constants.RegionSize)));
offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
((conn.Y * (int)Constants.RegionSize)));
Vector3 extents = Vector3.Zero;
extents.Y = regionConnections.YEnd + conn.YEnd;
extents.X = conn.XEnd + conn.XEnd;
m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}",
conn.RegionScene.RegionInfo.RegionName,
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
connectedYN = true;
break;
}
*/
#endregion
// Check to see if this new region is adjacent to the root region.
// Note that we expect the regions to be combined from the root region outward
// thus the requirement for the ordering in the configuration files.
// If we're one region over +x y (i.e. root region is to the west)
//xxx
//xxy
//xxx
if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY >= newConn.PosY)
{
connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
break;
}
// If we're one region over x +y (i.e. root region is to the south)
//xyx
//xxx
//xxx
if (rootConn.PosX >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY)
{
connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
break;
}
// If we're one region over +x +y (i.e. root region is to the south-west)
//xxy
//xxx
//xxx
if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY)
{
connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
break;
}
}
// If !connectYN means that this region is a root region
if (!connectedYN)
{
DoWorkForRootRegion(newConn, scene);
}
}
}
private bool DoWorkForOneRegionOverPlusXY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
{
// Offset (in meters) from the base of this region to the base of the root region.
Vector3 offset = Vector3.Zero;
offset.X = newConn.PosX - rootConn.PosX;
offset.Y = newConn.PosY - rootConn.PosY;
// The new total size of the region (in meters)
// We just extend the X and Y dimensions so the extent might temporarily include areas without regions.
Vector3 extents = Vector3.Zero;
extents.X = Math.Max(rootConn.XEnd, offset.X + newConn.RegionScene.RegionInfo.RegionSizeX);
extents.Y = Math.Max(rootConn.YEnd, offset.Y + newConn.RegionScene.RegionInfo.RegionSizeY);
rootConn.UpdateExtents(extents);
m_log.DebugFormat(
"[REGION COMBINER MODULE]: Root region {0} is to the west of region {1}, Offset: {2}, Extents: {3}",
rootConn.RegionScene.RegionInfo.RegionName,
newConn.RegionScene.RegionInfo.RegionName, offset, extents);
RegionData ConnectedRegion = new RegionData();
ConnectedRegion.Offset = offset;
ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
ConnectedRegion.RegionScene = scene;
rootConn.ConnectedRegions.Add(ConnectedRegion);
// Inform root region Physics about the extents of this region
rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
// Inform Child region that it needs to forward it's terrain to the root region
scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
// Reset Terrain.. since terrain loads before we get here, we need to load
// it again so it loads in the root region
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
// Create a client event forwarder and add this region's events to the root region.
if (rootConn.ClientEventForwarder != null)
rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
return true;
}
/*
* 20140215 radams1: The border stuff was removed and the addition of regions to the mega-regions
* was generalized. These functions are not needed for the generalized solution but left for reference.
private bool DoWorkForOneRegionOverXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
{
Vector3 offset = Vector3.Zero;
offset.X = newConn.PosX - rootConn.PosX;
offset.Y = newConn.PosY - rootConn.PosY;
Vector3 extents = Vector3.Zero;
extents.Y = newConn.YEnd + rootConn.YEnd;
extents.X = rootConn.XEnd;
rootConn.UpdateExtents(extents);
RegionData ConnectedRegion = new RegionData();
ConnectedRegion.Offset = offset;
ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
ConnectedRegion.RegionScene = scene;
rootConn.ConnectedRegions.Add(ConnectedRegion);
m_log.DebugFormat(
"[REGION COMBINER MODULE]: Root region {0} is to the south of region {1}, Offset: {2}, Extents: {3}",
rootConn.RegionScene.RegionInfo.RegionName,
newConn.RegionScene.RegionInfo.RegionName, offset, extents);
rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
// Reset Terrain.. since terrain normally loads first.
//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
if (rootConn.ClientEventForwarder != null)
rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
return true;
}
private bool DoWorkForOneRegionOverPlusXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
{
Vector3 offset = Vector3.Zero;
offset.X = newConn.PosX - rootConn.PosX;
offset.Y = newConn.PosY - rootConn.PosY;
Vector3 extents = Vector3.Zero;
// We do not want to inflate the extents for regions strictly to the NE of the root region, since this
// would double count regions strictly to the north and east that have already been added.
// extents.Y = regionConnections.YEnd + conn.YEnd;
// extents.X = regionConnections.XEnd + conn.XEnd;
// conn.UpdateExtents(extents);
extents.Y = rootConn.YEnd;
extents.X = rootConn.XEnd;
RegionData ConnectedRegion = new RegionData();
ConnectedRegion.Offset = offset;
ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
ConnectedRegion.RegionScene = scene;
rootConn.ConnectedRegions.Add(ConnectedRegion);
m_log.DebugFormat(
"[REGION COMBINER MODULE]: Region {0} is to the southwest of Scene {1}, Offset: {2}, Extents: {3}",
rootConn.RegionScene.RegionInfo.RegionName,
newConn.RegionScene.RegionInfo.RegionName, offset, extents);
rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
// Reset Terrain.. since terrain normally loads first.
//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
if (rootConn.ClientEventForwarder != null)
rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
return true;
//scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
}
*/
private void DoWorkForRootRegion(RegionConnections rootConn, Scene scene)
{
m_log.DebugFormat("[REGION COMBINER MODULE]: Adding root region {0}", scene.RegionInfo.RegionName);
RegionData rdata = new RegionData();
rdata.Offset = Vector3.Zero;
rdata.RegionId = scene.RegionInfo.originRegionID;
rdata.RegionScene = scene;
// save it's land channel
rootConn.RegionLandChannel = scene.LandChannel;
// Substitue our landchannel
RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel,
rootConn.ConnectedRegions);
scene.LandChannel = lnd;
// Forward the permissions modules of each of the connected regions to the root region
lock (m_regions)
{
foreach (RegionData r in rootConn.ConnectedRegions)
{
ForwardPermissionRequests(rootConn, r.RegionScene);
}
// Create the root region's Client Event Forwarder
rootConn.ClientEventForwarder = new RegionCombinerClientEventForwarder(rootConn);
// Sets up the CoarseLocationUpdate forwarder for this root region
scene.EventManager.OnNewPresence += SetCoarseLocationDelegate;
// Adds this root region to a dictionary of regions that are connectable
m_regions.Add(scene.RegionInfo.originRegionID, rootConn);
}
}
private void SetCoarseLocationDelegate(ScenePresence presence)
{
presence.SetSendCoarseLocationMethod(SendCoarseLocationUpdates);
}
// This delegate was refactored for non-combined regions.
// This combined region version will not use the pre-compiled lists of locations and ids
private void SendCoarseLocationUpdates(UUID sceneId, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
{
RegionConnections connectiondata = null;
lock (m_regions)
{
if (m_regions.ContainsKey(sceneId))
connectiondata = m_regions[sceneId];
else
return;
}
List<Vector3> CoarseLocations = new List<Vector3>();
List<UUID> AvatarUUIDs = new List<UUID>();
connectiondata.RegionScene.ForEachRootScenePresence(delegate(ScenePresence sp)
{
if (sp.UUID != presence.UUID)
{
CoarseLocations.Add(sp.AbsolutePosition);
AvatarUUIDs.Add(sp.UUID);
}
});
DistributeCoarseLocationUpdates(CoarseLocations, AvatarUUIDs, connectiondata, presence);
}
private void DistributeCoarseLocationUpdates(List<Vector3> locations, List<UUID> uuids,
RegionConnections connectiondata, ScenePresence rootPresence)
{
RegionData[] rdata = connectiondata.ConnectedRegions.ToArray();
//List<IClientAPI> clients = new List<IClientAPI>();
Dictionary<Vector2, RegionCoarseLocationStruct> updates = new Dictionary<Vector2, RegionCoarseLocationStruct>();
// Root Region entry
RegionCoarseLocationStruct rootupdatedata = new RegionCoarseLocationStruct();
rootupdatedata.Locations = new List<Vector3>();
rootupdatedata.Uuids = new List<UUID>();
rootupdatedata.Offset = Vector2.Zero;
rootupdatedata.UserAPI = rootPresence.ControllingClient;
if (rootupdatedata.UserAPI != null)
updates.Add(Vector2.Zero, rootupdatedata);
//Each Region needs an entry or we will end up with dead minimap dots
foreach (RegionData regiondata in rdata)
{
Vector2 offset = new Vector2(regiondata.Offset.X, regiondata.Offset.Y);
RegionCoarseLocationStruct updatedata = new RegionCoarseLocationStruct();
updatedata.Locations = new List<Vector3>();
updatedata.Uuids = new List<UUID>();
updatedata.Offset = offset;
if (offset == Vector2.Zero)
updatedata.UserAPI = rootPresence.ControllingClient;
else
updatedata.UserAPI = LocateUsersChildAgentIClientAPI(offset, rootPresence.UUID, rdata);
if (updatedata.UserAPI != null)
updates.Add(offset, updatedata);
}
// go over the locations and assign them to an IClientAPI
for (int i = 0; i < locations.Count; i++)
//{locations[i]/(int) Constants.RegionSize;
{
Vector3 pPosition = new Vector3((int)locations[i].X / (int)Constants.RegionSize,
(int)locations[i].Y / (int)Constants.RegionSize, locations[i].Z);
Vector2 offset = new Vector2(pPosition.X*(int) Constants.RegionSize,
pPosition.Y*(int) Constants.RegionSize);
if (!updates.ContainsKey(offset))
{
// This shouldn't happen
RegionCoarseLocationStruct updatedata = new RegionCoarseLocationStruct();
updatedata.Locations = new List<Vector3>();
updatedata.Uuids = new List<UUID>();
updatedata.Offset = offset;
if (offset == Vector2.Zero)
updatedata.UserAPI = rootPresence.ControllingClient;
else
updatedata.UserAPI = LocateUsersChildAgentIClientAPI(offset, rootPresence.UUID, rdata);
updates.Add(offset,updatedata);
}
updates[offset].Locations.Add(locations[i]);
updates[offset].Uuids.Add(uuids[i]);
}
// Send out the CoarseLocationupdates from their respective client connection based on where the avatar is
foreach (Vector2 offset in updates.Keys)
{
if (updates[offset].UserAPI != null)
{
updates[offset].UserAPI.SendCoarseLocationUpdate(updates[offset].Uuids,updates[offset].Locations);
}
}
}
/// <summary>
/// Locates a the Client of a particular region in an Array of RegionData based on offset
/// </summary>
/// <param name="offset"></param>
/// <param name="uUID"></param>
/// <param name="rdata"></param>
/// <returns>IClientAPI or null</returns>
private IClientAPI LocateUsersChildAgentIClientAPI(Vector2 offset, UUID uUID, RegionData[] rdata)
{
IClientAPI returnclient = null;
foreach (RegionData r in rdata)
{
if (r.Offset.X == offset.X && r.Offset.Y == offset.Y)
{
return r.RegionScene.SceneGraph.GetControllingClient(uUID);
}
}
return returnclient;
}
public void PostInitialise()
{
}
// /// <summary>
// /// TODO:
// /// </summary>
// /// <param name="rdata"></param>
// public void UnCombineRegion(RegionData rdata)
// {
// lock (m_regions)
// {
// if (m_regions.ContainsKey(rdata.RegionId))
// {
// // uncombine root region and virtual regions
// }
// else
// {
// foreach (RegionConnections r in m_regions.Values)
// {
// foreach (RegionData rd in r.ConnectedRegions)
// {
// if (rd.RegionId == rdata.RegionId)
// {
// // uncombine virtual region
// }
// }
// }
// }
// }
// }
public void ForwardPermissionRequests(RegionConnections BigRegion, Scene VirtualRegion)
{
if (BigRegion.PermissionModule == null)
BigRegion.PermissionModule = new RegionCombinerPermissionModule(BigRegion.RegionScene);
VirtualRegion.Permissions.OnBypassPermissions += BigRegion.PermissionModule.BypassPermissions;
VirtualRegion.Permissions.OnSetBypassPermissions += BigRegion.PermissionModule.SetBypassPermissions;
VirtualRegion.Permissions.OnPropagatePermissions += BigRegion.PermissionModule.PropagatePermissions;
VirtualRegion.Permissions.OnGenerateClientFlags += BigRegion.PermissionModule.GenerateClientFlags;
VirtualRegion.Permissions.OnAbandonParcel += BigRegion.PermissionModule.CanAbandonParcel;
VirtualRegion.Permissions.OnReclaimParcel += BigRegion.PermissionModule.CanReclaimParcel;
VirtualRegion.Permissions.OnDeedParcel += BigRegion.PermissionModule.CanDeedParcel;
VirtualRegion.Permissions.OnDeedObject += BigRegion.PermissionModule.CanDeedObject;
VirtualRegion.Permissions.OnIsGod += BigRegion.PermissionModule.IsGod;
VirtualRegion.Permissions.OnDuplicateObject += BigRegion.PermissionModule.CanDuplicateObject;
VirtualRegion.Permissions.OnDeleteObject += BigRegion.PermissionModule.CanDeleteObject; //MAYBE FULLY IMPLEMENTED
VirtualRegion.Permissions.OnEditObject += BigRegion.PermissionModule.CanEditObject; //MAYBE FULLY IMPLEMENTED
VirtualRegion.Permissions.OnEditParcelProperties += BigRegion.PermissionModule.CanEditParcelProperties; //MAYBE FULLY IMPLEMENTED
VirtualRegion.Permissions.OnInstantMessage += BigRegion.PermissionModule.CanInstantMessage;
VirtualRegion.Permissions.OnInventoryTransfer += BigRegion.PermissionModule.CanInventoryTransfer; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnIssueEstateCommand += BigRegion.PermissionModule.CanIssueEstateCommand; //FULLY IMPLEMENTED
VirtualRegion.Permissions.OnMoveObject += BigRegion.PermissionModule.CanMoveObject; //MAYBE FULLY IMPLEMENTED
VirtualRegion.Permissions.OnObjectEntry += BigRegion.PermissionModule.CanObjectEntry;
VirtualRegion.Permissions.OnReturnObjects += BigRegion.PermissionModule.CanReturnObjects; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnRezObject += BigRegion.PermissionModule.CanRezObject; //MAYBE FULLY IMPLEMENTED
VirtualRegion.Permissions.OnRunConsoleCommand += BigRegion.PermissionModule.CanRunConsoleCommand;
VirtualRegion.Permissions.OnRunScript += BigRegion.PermissionModule.CanRunScript; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnCompileScript += BigRegion.PermissionModule.CanCompileScript;
VirtualRegion.Permissions.OnSellParcel += BigRegion.PermissionModule.CanSellParcel;
VirtualRegion.Permissions.OnTakeObject += BigRegion.PermissionModule.CanTakeObject;
VirtualRegion.Permissions.OnTakeCopyObject += BigRegion.PermissionModule.CanTakeCopyObject;
VirtualRegion.Permissions.OnTerraformLand += BigRegion.PermissionModule.CanTerraformLand;
VirtualRegion.Permissions.OnLinkObject += BigRegion.PermissionModule.CanLinkObject; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnDelinkObject += BigRegion.PermissionModule.CanDelinkObject; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnBuyLand += BigRegion.PermissionModule.CanBuyLand; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnViewNotecard += BigRegion.PermissionModule.CanViewNotecard; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnViewScript += BigRegion.PermissionModule.CanViewScript; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnEditNotecard += BigRegion.PermissionModule.CanEditNotecard; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnEditScript += BigRegion.PermissionModule.CanEditScript; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnCreateObjectInventory += BigRegion.PermissionModule.CanCreateObjectInventory; //NOT IMPLEMENTED HERE
VirtualRegion.Permissions.OnEditObjectInventory += BigRegion.PermissionModule.CanEditObjectInventory;//MAYBE FULLY IMPLEMENTED
VirtualRegion.Permissions.OnCopyObjectInventory += BigRegion.PermissionModule.CanCopyObjectInventory; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnDeleteObjectInventory += BigRegion.PermissionModule.CanDeleteObjectInventory; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnResetScript += BigRegion.PermissionModule.CanResetScript;
VirtualRegion.Permissions.OnCreateUserInventory += BigRegion.PermissionModule.CanCreateUserInventory; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnCopyUserInventory += BigRegion.PermissionModule.CanCopyUserInventory; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnEditUserInventory += BigRegion.PermissionModule.CanEditUserInventory; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnDeleteUserInventory += BigRegion.PermissionModule.CanDeleteUserInventory; //NOT YET IMPLEMENTED
VirtualRegion.Permissions.OnTeleport += BigRegion.PermissionModule.CanTeleport; //NOT YET IMPLEMENTED
}
#region console commands
public void FixPhantoms(string module, string[] cmdparams)
{
List<Scene> scenes = new List<Scene>(m_startingScenes.Values);
foreach (Scene s in scenes)
{
MainConsole.Instance.OutputFormat("Fixing phantoms for {0}", s.RegionInfo.RegionName);
s.ForEachSOG(so => so.AbsolutePosition = so.AbsolutePosition);
}
}
#endregion
}
}

View File

@ -1,270 +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 OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.RegionCombinerModule
{
public class RegionCombinerPermissionModule
{
private Scene m_rootScene;
public RegionCombinerPermissionModule(Scene RootScene)
{
m_rootScene = RootScene;
}
#region Permission Override
public bool BypassPermissions()
{
return m_rootScene.Permissions.BypassPermissions();
}
public void SetBypassPermissions(bool value)
{
m_rootScene.Permissions.SetBypassPermissions(value);
}
public bool PropagatePermissions()
{
return m_rootScene.Permissions.PropagatePermissions();
}
public uint GenerateClientFlags(UUID userid, UUID objectidid)
{
return m_rootScene.Permissions.GenerateClientFlags(userid,objectidid);
}
public bool CanAbandonParcel(UUID user, ILandObject parcel, Scene scene)
{
return m_rootScene.Permissions.CanAbandonParcel(user,parcel);
}
public bool CanReclaimParcel(UUID user, ILandObject parcel, Scene scene)
{
return m_rootScene.Permissions.CanReclaimParcel(user, parcel);
}
public bool CanDeedParcel(UUID user, ILandObject parcel, Scene scene)
{
return m_rootScene.Permissions.CanDeedParcel(user, parcel);
}
public bool CanDeedObject(UUID user, UUID @group, Scene scene)
{
return m_rootScene.Permissions.CanDeedObject(user,@group);
}
public bool IsGod(UUID user, Scene requestfromscene)
{
return m_rootScene.Permissions.IsGod(user);
}
public bool CanDuplicateObject(int objectcount, UUID objectid, UUID owner, Scene scene, Vector3 objectposition)
{
return m_rootScene.Permissions.CanDuplicateObject(objectcount, objectid, owner, objectposition);
}
public bool CanDeleteObject(UUID objectid, UUID deleter, Scene scene)
{
return m_rootScene.Permissions.CanDeleteObject(objectid, deleter);
}
public bool CanEditObject(UUID objectid, UUID editorid, Scene scene)
{
return m_rootScene.Permissions.CanEditObject(objectid, editorid);
}
public bool CanEditParcelProperties(UUID user, ILandObject parcel, GroupPowers g, Scene scene, bool allowManager)
{
return m_rootScene.Permissions.CanEditParcelProperties(user, parcel, g, allowManager);
}
public bool CanInstantMessage(UUID user, UUID target, Scene startscene)
{
return m_rootScene.Permissions.CanInstantMessage(user, target);
}
public bool CanInventoryTransfer(UUID user, UUID target, Scene startscene)
{
return m_rootScene.Permissions.CanInventoryTransfer(user, target);
}
public bool CanIssueEstateCommand(UUID user, Scene requestfromscene, bool ownercommand)
{
return m_rootScene.Permissions.CanIssueEstateCommand(user, ownercommand);
}
public bool CanMoveObject(UUID objectid, UUID moverid, Scene scene)
{
return m_rootScene.Permissions.CanMoveObject(objectid, moverid);
}
public bool CanObjectEntry(UUID objectid, bool enteringregion, Vector3 newpoint, Scene scene)
{
return m_rootScene.Permissions.CanObjectEntry(objectid, enteringregion, newpoint);
}
public bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene)
{
return m_rootScene.Permissions.CanReturnObjects(land, user, objects);
}
public bool CanRezObject(int objectcount, UUID owner, Vector3 objectposition, Scene scene)
{
return m_rootScene.Permissions.CanRezObject(objectcount, owner, objectposition);
}
public bool CanRunConsoleCommand(UUID user, Scene requestfromscene)
{
return m_rootScene.Permissions.CanRunConsoleCommand(user);
}
public bool CanRunScript(UUID script, UUID objectid, UUID user, Scene scene)
{
return m_rootScene.Permissions.CanRunScript(script, objectid, user);
}
public bool CanCompileScript(UUID owneruuid, int scripttype, Scene scene)
{
return m_rootScene.Permissions.CanCompileScript(owneruuid, scripttype);
}
public bool CanSellParcel(UUID user, ILandObject parcel, Scene scene)
{
return m_rootScene.Permissions.CanSellParcel(user, parcel);
}
public bool CanTakeObject(UUID objectid, UUID stealer, Scene scene)
{
return m_rootScene.Permissions.CanTakeObject(objectid, stealer);
}
public bool CanTakeCopyObject(UUID objectid, UUID userid, Scene inscene)
{
return m_rootScene.Permissions.CanTakeObject(objectid, userid);
}
public bool CanTerraformLand(UUID user, Vector3 position, Scene requestfromscene)
{
return m_rootScene.Permissions.CanTerraformLand(user, position);
}
public bool CanLinkObject(UUID user, UUID objectid)
{
return m_rootScene.Permissions.CanLinkObject(user, objectid);
}
public bool CanDelinkObject(UUID user, UUID objectid)
{
return m_rootScene.Permissions.CanDelinkObject(user, objectid);
}
public bool CanBuyLand(UUID user, ILandObject parcel, Scene scene)
{
return m_rootScene.Permissions.CanBuyLand(user, parcel);
}
public bool CanViewNotecard(UUID script, UUID objectid, UUID user, Scene scene)
{
return m_rootScene.Permissions.CanViewNotecard(script, objectid, user);
}
public bool CanViewScript(UUID script, UUID objectid, UUID user, Scene scene)
{
return m_rootScene.Permissions.CanViewScript(script, objectid, user);
}
public bool CanEditNotecard(UUID notecard, UUID objectid, UUID user, Scene scene)
{
return m_rootScene.Permissions.CanEditNotecard(notecard, objectid, user);
}
public bool CanEditScript(UUID script, UUID objectid, UUID user, Scene scene)
{
return m_rootScene.Permissions.CanEditScript(script, objectid, user);
}
public bool CanCreateObjectInventory(int invtype, UUID objectid, UUID userid)
{
return m_rootScene.Permissions.CanCreateObjectInventory(invtype, objectid, userid);
}
public bool CanEditObjectInventory(UUID objectid, UUID editorid, Scene scene)
{
return m_rootScene.Permissions.CanEditObjectInventory(objectid, editorid);
}
public bool CanCopyObjectInventory(UUID itemid, UUID objectid, UUID userid)
{
return m_rootScene.Permissions.CanCopyObjectInventory(itemid, objectid, userid);
}
public bool CanDeleteObjectInventory(UUID itemid, UUID objectid, UUID userid)
{
return m_rootScene.Permissions.CanDeleteObjectInventory(itemid, objectid, userid);
}
public bool CanResetScript(UUID prim, UUID script, UUID user, Scene scene)
{
return m_rootScene.Permissions.CanResetScript(prim, script, user);
}
public bool CanCreateUserInventory(int invtype, UUID userid)
{
return m_rootScene.Permissions.CanCreateUserInventory(invtype, userid);
}
public bool CanCopyUserInventory(UUID itemid, UUID userid)
{
return m_rootScene.Permissions.CanCopyUserInventory(itemid, userid);
}
public bool CanEditUserInventory(UUID itemid, UUID userid)
{
return m_rootScene.Permissions.CanEditUserInventory(itemid, userid);
}
public bool CanDeleteUserInventory(UUID itemid, UUID userid)
{
return m_rootScene.Permissions.CanDeleteUserInventory(itemid, userid);
}
public bool CanTeleport(UUID userid, Scene scene)
{
return m_rootScene.Permissions.CanTeleport(userid);
}
#endregion
}
}

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/*
* 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 OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.RegionCombinerModule
{
public class RegionConnections
{
/// <summary>
/// Root Region ID
/// </summary>
public UUID RegionId;
/// <summary>
/// Root Region Scene
/// </summary>
public Scene RegionScene;
/// <summary>
/// LargeLandChannel for combined region
/// </summary>
public ILandChannel RegionLandChannel;
/// <summary>
/// The x map co-ordinate for this region (where each co-ordinate is a Constants.RegionSize block).
/// </summary>
public uint X;
/// <summary>
/// The y co-ordinate for this region (where each cor-odinate is a Constants.RegionSize block).
/// </summary>
public uint Y;
/// <summary>
/// The X meters position of this connection.
/// </summary>
public uint PosX { get { return Util.RegionToWorldLoc(X); } }
/// <summary>
/// The Y meters co-ordinate of this connection.
/// </summary>
public uint PosY { get { return Util.RegionToWorldLoc(Y); } }
/// <summary>
/// The size of the megaregion in meters.
/// </summary>
public uint XEnd;
/// <summary>
/// The size of the megaregion in meters.
/// </summary>
public uint YEnd;
public List<RegionData> ConnectedRegions;
public RegionCombinerPermissionModule PermissionModule;
public RegionCombinerClientEventForwarder ClientEventForwarder;
public void UpdateExtents(Vector3 extents)
{
XEnd = (uint)extents.X;
YEnd = (uint)extents.Y;
}
}
}

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@ -1,43 +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 OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Region.RegionCombinerModule
{
struct RegionCoarseLocationStruct
{
public List<Vector3> Locations;
public List<UUID> Uuids;
public IClientAPI UserAPI;
public Vector2 Offset;
}
}

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/*
* 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 OpenMetaverse;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.RegionCombinerModule
{
public class RegionData
{
public UUID RegionId;
public Scene RegionScene;
// Offset of this region from the base of the root region.
public Vector3 Offset;
}
}