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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.CoreModules.World.Land
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{
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public class PhysicsCombiner : ISharedRegionModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public string Name { get { return "PhysicsCombiner";} }
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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public Type ReplacableInterface { get { return null; } }
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private Dictionary<UUID, RegionConnections> m_regions = new Dictionary<UUID, RegionConnections>();
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public void Initialise(IConfigSource source)
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{
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}
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public void Close()
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{
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}
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public void AddRegion(Scene scene)
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{
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/*
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RegionData regionData = new RegionData();
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regionData.Offset = Vector3.Zero;
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regionData.RegionId = scene.RegionInfo.originRegionID;
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regionData.RegionScene = scene;
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*/
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RegionConnections regionConnections = new RegionConnections();
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regionConnections.ConnectedRegions = new List<RegionData>();
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regionConnections.RegionScene = scene;
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regionConnections.RegionId = scene.RegionInfo.originRegionID;
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regionConnections.X = scene.RegionInfo.RegionLocX;
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regionConnections.Y = scene.RegionInfo.RegionLocY;
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regionConnections.XEnd = (int)Constants.RegionSize;
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regionConnections.YEnd = (int)Constants.RegionSize;
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lock (m_regions)
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{
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bool connectedYN = false;
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foreach (RegionConnections conn in m_regions.Values)
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{
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/*
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// If we're one region over +x +y
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//xxx
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//xxx
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//xxy
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if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd
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== (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
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== (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int) Constants.RegionSize)) -
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((conn.X * (int) Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int) Constants.RegionSize)) -
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((conn.Y * (int) Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd + conn.YEnd;
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extents.X = conn.XEnd + conn.XEnd;
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m_log.DebugFormat("Scene: {0} to the northwest of Scene{1}. Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName,
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offset, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
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connectedYN = true;
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break;
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}
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*/
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/*
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//If we're one region over x +y
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//xxx
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//xxx
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//xyx
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if ((((int)conn.X * (int)Constants.RegionSize)
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== (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
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== (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd + conn.YEnd;
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extents.X = conn.XEnd;
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m_log.DebugFormat("Scene: {0} to the north of Scene{1}. Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
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connectedYN = true;
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break;
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}
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*/
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/*
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// If we're one region over -x +y
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//xxx
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//xxx
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//yxx
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if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
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== (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
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== (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd + conn.YEnd;
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extents.X = conn.XEnd + conn.XEnd;
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m_log.DebugFormat("Scene: {0} to the northeast of Scene. Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
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connectedYN = true;
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break;
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}
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*/
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/*
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// If we're one region over -x y
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//xxx
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//yxx
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//xxx
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if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
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== (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize)
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== (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd;
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extents.X = conn.XEnd + conn.XEnd;
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m_log.DebugFormat("Scene: {0} to the east of Scene{1} Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
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connectedYN = true;
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break;
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}
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*/
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// If we're one region over +x y
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//xxx
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//xxy
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//xxx
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if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd
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== (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize)
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== (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd;
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extents.X = conn.XEnd + conn.XEnd;
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m_log.DebugFormat("Scene: {0} to the west of Scene{1} Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
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connectedYN = true;
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break;
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}
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// If we're one region over -x -y
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//yxx
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//xxx
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//xxx
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if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
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== (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
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== (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd + conn.YEnd;
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extents.X = conn.XEnd + conn.XEnd;
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m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
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connectedYN = true;
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break;
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}
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// If we're one region over x -y
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//xyx
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//xxx
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//xxx
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if ((((int)conn.X * (int)Constants.RegionSize)
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== (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
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== (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd + conn.YEnd;
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extents.X = conn.XEnd;
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m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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conn.RegionScene.PhysicsScene.Combine(scene.PhysicsScene,Vector3.Zero,extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
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conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
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conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south
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// Reset Terrain.. since terrain normally loads first.
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conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
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scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
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connectedYN = true;
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break;
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}
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// If we're one region over +x -y
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//xxy
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//xxx
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//xxx
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if ((((int)conn.X * (int)Constants.RegionSize) + conn.YEnd
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== (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
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== (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd + conn.YEnd;
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extents.X = conn.XEnd + conn.XEnd;
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m_log.DebugFormat("Scene: {0} to the south of Scene{1} Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
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break;
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}
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}
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if (!connectedYN)
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m_regions.Add(scene.RegionInfo.originRegionID,regionConnections);
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}
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}
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public void RemoveRegion(Scene scene)
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{
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}
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public void RegionLoaded(Scene scene)
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{
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}
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public void PostInitialise()
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{
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}
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public void OnFrame()
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{
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}
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}
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public struct RegionConnections
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{
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public UUID RegionId;
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public Scene RegionScene;
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public uint X;
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public uint Y;
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public int XEnd;
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public int YEnd;
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public List<RegionData> ConnectedRegions;
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}
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public struct RegionData
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{
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public UUID RegionId;
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public Scene RegionScene;
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public Vector3 Offset;
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}
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}
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