* Only lock the Borders when they're being changed, otherwise one avatar's movement could hinder another avatar's movement.
parent
9eb8c14e87
commit
d45f871d8f
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@ -237,19 +237,30 @@ namespace OpenSim.Region.CoreModules.World.Land
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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scene.BordersLocked = true;
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conn.RegionScene.BordersLocked = true;
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conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
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conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
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conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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lock (conn.RegionScene.EastBorders)
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conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
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scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West
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lock (conn.RegionScene.NorthBorders)
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conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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lock (conn.RegionScene.SouthBorders)
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conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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lock (scene.WestBorders)
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scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West
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// Reset Terrain.. since terrain normally loads first.
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//
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scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
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//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
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conn.RegionScene.BordersLocked = false;
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scene.BordersLocked = false;
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connectedYN = true;
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break;
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@ -277,23 +288,33 @@ namespace OpenSim.Region.CoreModules.World.Land
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extents.X = conn.XEnd;
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conn.UpdateExtents(extents);
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scene.BordersLocked = true;
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conn.RegionScene.BordersLocked = true;
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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(null,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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lock(conn.RegionScene.NorthBorders)
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conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
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lock(conn.RegionScene.EastBorders)
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conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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lock(conn.RegionScene.WestBorders)
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conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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lock(scene.SouthBorders)
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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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//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
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scene.BordersLocked = false;
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conn.RegionScene.BordersLocked = false;
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connectedYN = true;
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break;
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}
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@ -318,36 +339,48 @@ namespace OpenSim.Region.CoreModules.World.Land
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extents.X = regionConnections.XEnd + conn.XEnd;
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conn.UpdateExtents(extents);
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scene.BordersLocked = true;
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conn.RegionScene.BordersLocked = true;
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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(null, Vector3.Zero, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
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lock(conn.RegionScene.NorthBorders)
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if (conn.RegionScene.NorthBorders.Count == 1)// && 2)
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{
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//compound border
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// already locked above
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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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lock(conn.RegionScene.EastBorders)
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conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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lock(conn.RegionScene.WestBorders)
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conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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}
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lock(scene.SouthBorders)
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scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south
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scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south
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lock(conn.RegionScene.EastBorders)
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if (conn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2)
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{
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conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
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conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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lock(conn.RegionScene.NorthBorders)
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conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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lock(conn.RegionScene.SouthBorders)
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conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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}
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scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West
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lock (scene.WestBorders)
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scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West
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/*
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else
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{
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@ -363,6 +396,8 @@ namespace OpenSim.Region.CoreModules.World.Land
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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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//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
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scene.BordersLocked = false;
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conn.RegionScene.BordersLocked = false;
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connectedYN = true;
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@ -81,6 +81,8 @@ namespace OpenSim.Region.Framework.Scenes
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protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
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protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
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public volatile bool BordersLocked = false;
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public List<Border> NorthBorders = new List<Border>();
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public List<Border> EastBorders = new List<Border>();
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public List<Border> SouthBorders = new List<Border>();
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@ -332,6 +334,8 @@ namespace OpenSim.Region.Framework.Scenes
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Random random = new Random();
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BordersLocked = true;
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Border northBorder = new Border();
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northBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<---
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northBorder.CrossDirection = Cardinals.N;
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@ -352,6 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
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westBorder.CrossDirection = Cardinals.W;
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WestBorders.Add(westBorder);
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BordersLocked = false;
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m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue/2))+(uint)(uint.MaxValue/4);
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m_moduleLoader = moduleLoader;
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@ -482,6 +487,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="regInfo"></param>
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public Scene(RegionInfo regInfo)
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{
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BordersLocked = true;
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Border northBorder = new Border();
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northBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<---
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northBorder.CrossDirection = Cardinals.N;
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@ -501,6 +507,7 @@ namespace OpenSim.Region.Framework.Scenes
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westBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //--->
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westBorder.CrossDirection = Cardinals.W;
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WestBorders.Add(westBorder);
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BordersLocked = false;
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m_regInfo = regInfo;
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m_eventManager = new EventManager();
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@ -1801,105 +1808,179 @@ namespace OpenSim.Region.Framework.Scenes
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public Border GetCrossedBorder(Vector3 position, Cardinals gridline)
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{
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switch (gridline)
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if (BordersLocked)
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{
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case Cardinals.N:
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lock (NorthBorders)
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{
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switch (gridline)
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{
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case Cardinals.N:
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lock (NorthBorders)
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{
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foreach (Border b in NorthBorders)
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{
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if (b.TestCross(position))
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return b;
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}
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}
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break;
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case Cardinals.S:
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lock (SouthBorders)
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{
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foreach (Border b in SouthBorders)
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{
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if (b.TestCross(position))
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return b;
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}
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}
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break;
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case Cardinals.E:
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lock (EastBorders)
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{
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foreach (Border b in EastBorders)
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{
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if (b.TestCross(position))
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return b;
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}
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}
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break;
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case Cardinals.W:
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lock (WestBorders)
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{
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foreach (Border b in WestBorders)
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{
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if (b.TestCross(position))
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return b;
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}
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}
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break;
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}
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}
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else
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{
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switch (gridline)
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{
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case Cardinals.N:
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foreach (Border b in NorthBorders)
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{
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if (b.TestCross(position))
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return b;
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}
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}
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break;
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case Cardinals.S:
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lock (SouthBorders)
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{
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break;
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case Cardinals.S:
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foreach (Border b in SouthBorders)
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{
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if (b.TestCross(position))
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return b;
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}
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}
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break;
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case Cardinals.E:
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lock (EastBorders)
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{
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break;
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case Cardinals.E:
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foreach (Border b in EastBorders)
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{
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if (b.TestCross(position))
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return b;
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}
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}
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break;
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case Cardinals.W:
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lock (WestBorders)
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{
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break;
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case Cardinals.W:
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foreach (Border b in WestBorders)
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{
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if (b.TestCross(position))
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return b;
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}
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}
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break;
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break;
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}
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}
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return null;
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}
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public bool TestBorderCross(Vector3 position, Cardinals border)
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{
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switch (border)
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if (BordersLocked)
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{
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case Cardinals.N:
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lock (NorthBorders)
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{
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foreach(Border b in NorthBorders)
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switch (border)
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{
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case Cardinals.N:
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lock (NorthBorders)
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{
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foreach (Border b in NorthBorders)
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{
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if (b.TestCross(position))
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return true;
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}
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}
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break;
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case Cardinals.E:
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lock (EastBorders)
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{
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foreach (Border b in EastBorders)
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{
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if (b.TestCross(position))
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return true;
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}
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}
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break;
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case Cardinals.S:
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lock (SouthBorders)
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{
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foreach (Border b in SouthBorders)
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{
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if (b.TestCross(position))
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return true;
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}
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}
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break;
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case Cardinals.W:
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lock (WestBorders)
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{
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foreach (Border b in WestBorders)
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{
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if (b.TestCross(position))
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return true;
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}
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}
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break;
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}
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}
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else
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{
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switch (border)
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{
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case Cardinals.N:
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foreach (Border b in NorthBorders)
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{
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if (b.TestCross(position))
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return true;
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}
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}
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break;
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case Cardinals.E:
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lock (EastBorders)
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{
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break;
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case Cardinals.E:
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foreach (Border b in EastBorders)
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{
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if (b.TestCross(position))
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return true;
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}
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}
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break;
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case Cardinals.S:
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lock (SouthBorders)
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{
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break;
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case Cardinals.S:
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foreach (Border b in SouthBorders)
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{
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if (b.TestCross(position))
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return true;
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}
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}
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break;
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case Cardinals.W:
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lock (WestBorders)
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{
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break;
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case Cardinals.W:
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foreach (Border b in WestBorders)
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{
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if (b.TestCross(position))
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return true;
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}
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}
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break;
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break;
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}
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}
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return false;
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}
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