refactor: Rename connection paramaters from "conn" and "regionConnections" so that it's easy to tell whether they refer to the root region connection or a new region connection
parent
d7f90dee1c
commit
fb8705dd4d
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@ -229,22 +229,21 @@ namespace OpenSim.Region.RegionCombinerModule
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westBorder.CrossDirection = Cardinals.W;
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westBorder.CrossDirection = Cardinals.W;
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scene.WestBorders[0] = westBorder;
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scene.WestBorders[0] = westBorder;
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RegionConnections regionConnections = new RegionConnections();
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RegionConnections newConn = new RegionConnections();
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regionConnections.ConnectedRegions = new List<RegionData>();
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newConn.ConnectedRegions = new List<RegionData>();
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regionConnections.RegionScene = scene;
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newConn.RegionScene = scene;
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regionConnections.RegionLandChannel = scene.LandChannel;
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newConn.RegionLandChannel = scene.LandChannel;
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regionConnections.RegionId = scene.RegionInfo.originRegionID;
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newConn.RegionId = scene.RegionInfo.originRegionID;
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regionConnections.X = scene.RegionInfo.RegionLocX;
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newConn.X = scene.RegionInfo.RegionLocX;
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regionConnections.Y = scene.RegionInfo.RegionLocY;
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newConn.Y = scene.RegionInfo.RegionLocY;
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regionConnections.XEnd = (int)Constants.RegionSize;
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newConn.XEnd = (int)Constants.RegionSize;
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regionConnections.YEnd = (int)Constants.RegionSize;
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newConn.YEnd = (int)Constants.RegionSize;
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lock (m_regions)
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lock (m_regions)
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{
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{
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bool connectedYN = false;
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bool connectedYN = false;
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foreach (RegionConnections conn in m_regions.Values)
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foreach (RegionConnections rootConn in m_regions.Values)
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{
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{
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#region commented
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#region commented
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/*
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/*
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@ -410,12 +409,12 @@ namespace OpenSim.Region.RegionCombinerModule
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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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if ((((int)rootConn.X * (int)Constants.RegionSize) + rootConn.XEnd
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>= (regionConnections.X * (int)Constants.RegionSize))
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>= (newConn.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize)
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&& (((int)rootConn.Y * (int)Constants.RegionSize)
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>= (regionConnections.Y * (int)Constants.RegionSize)))
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>= (newConn.Y * (int)Constants.RegionSize)))
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{
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{
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connectedYN = DoWorkForOneRegionOverPlusXY(conn, regionConnections, scene);
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connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
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break;
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break;
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}
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}
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@ -423,12 +422,12 @@ namespace OpenSim.Region.RegionCombinerModule
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//xyx
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//xyx
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//xxx
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//xxx
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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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if ((((int)rootConn.X * (int)Constants.RegionSize)
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>= (regionConnections.X * (int)Constants.RegionSize))
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>= (newConn.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
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&& (((int)rootConn.Y * (int)Constants.RegionSize) + rootConn.YEnd
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>= (regionConnections.Y * (int)Constants.RegionSize)))
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>= (newConn.Y * (int)Constants.RegionSize)))
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{
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{
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connectedYN = DoWorkForOneRegionOverXPlusY(conn, regionConnections, scene);
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connectedYN = DoWorkForOneRegionOverXPlusY(rootConn, newConn, scene);
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break;
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break;
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}
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}
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@ -436,12 +435,12 @@ namespace OpenSim.Region.RegionCombinerModule
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//xxy
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//xxy
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//xxx
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//xxx
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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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if ((((int)rootConn.X * (int)Constants.RegionSize) + rootConn.XEnd
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>= (regionConnections.X * (int)Constants.RegionSize))
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>= (newConn.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
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&& (((int)rootConn.Y * (int)Constants.RegionSize) + rootConn.YEnd
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>= (regionConnections.Y * (int)Constants.RegionSize)))
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>= (newConn.Y * (int)Constants.RegionSize)))
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{
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{
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connectedYN = DoWorkForOneRegionOverPlusXPlusY(conn, regionConnections, scene);
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connectedYN = DoWorkForOneRegionOverPlusXPlusY(rootConn, newConn, scene);
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break;
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break;
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}
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}
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@ -450,7 +449,7 @@ namespace OpenSim.Region.RegionCombinerModule
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// If !connectYN means that this region is a root region
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// If !connectYN means that this region is a root region
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if (!connectedYN)
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if (!connectedYN)
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{
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{
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DoWorkForRootRegion(regionConnections, scene);
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DoWorkForRootRegion(newConn, scene);
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}
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}
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}
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}
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@ -458,59 +457,57 @@ namespace OpenSim.Region.RegionCombinerModule
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AdjustLargeRegionBounds();
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AdjustLargeRegionBounds();
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}
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}
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private bool DoWorkForOneRegionOverPlusXY(RegionConnections conn, RegionConnections regionConnections, Scene scene)
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private bool DoWorkForOneRegionOverPlusXY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
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{
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{
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Vector3 offset = Vector3.Zero;
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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offset.X = (((newConn.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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((rootConn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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offset.Y = (((newConn.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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((rootConn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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Vector3 extents = Vector3.Zero;
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extents.Y = conn.YEnd;
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extents.Y = rootConn.YEnd;
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extents.X = conn.XEnd + regionConnections.XEnd;
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extents.X = rootConn.XEnd + newConn.XEnd;
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conn.UpdateExtents(extents);
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rootConn.UpdateExtents(extents);
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[REGION COMBINER MODULE]: Root region {0} is to the west of region {1}, Offset: {2}, Extents: {3}",
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"[REGION COMBINER MODULE]: Root region {0} is to the west of region {1}, Offset: {2}, Extents: {3}",
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conn.RegionScene.RegionInfo.RegionName,
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rootConn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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newConn.RegionScene.RegionInfo.RegionName, offset, extents);
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scene.BordersLocked = true;
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scene.BordersLocked = true;
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conn.RegionScene.BordersLocked = true;
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rootConn.RegionScene.BordersLocked = true;
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RegionData ConnectedRegion = new RegionData();
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RegionData ConnectedRegion = new RegionData();
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ConnectedRegion.Offset = offset;
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ConnectedRegion.Offset = offset;
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ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
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ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
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ConnectedRegion.RegionScene = scene;
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ConnectedRegion.RegionScene = scene;
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conn.ConnectedRegions.Add(ConnectedRegion);
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rootConn.ConnectedRegions.Add(ConnectedRegion);
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// Inform root region Physics about the extents of this region
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// Inform root region Physics about the extents of this region
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conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
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rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
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// Inform Child region that it needs to forward it's terrain to the root region
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// Inform Child region that it needs to forward it's terrain to the root region
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
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scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
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// Extend the borders as appropriate
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// Extend the borders as appropriate
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lock (conn.RegionScene.EastBorders)
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lock (rootConn.RegionScene.EastBorders)
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conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
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rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
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lock (conn.RegionScene.NorthBorders)
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lock (rootConn.RegionScene.NorthBorders)
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conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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lock (conn.RegionScene.SouthBorders)
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lock (rootConn.RegionScene.SouthBorders)
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conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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lock (scene.WestBorders)
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lock (scene.WestBorders)
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{
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{
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scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
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scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - conn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
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// Trigger auto teleport to root region
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// Trigger auto teleport to root region
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scene.WestBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX;
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scene.WestBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
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scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
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scene.WestBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
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}
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}
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// Reset Terrain.. since terrain loads before we get here, we need to load
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// Reset Terrain.. since terrain loads before we get here, we need to load
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@ -519,57 +516,60 @@ namespace OpenSim.Region.RegionCombinerModule
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scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
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scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
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// Unlock borders
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// Unlock borders
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conn.RegionScene.BordersLocked = false;
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rootConn.RegionScene.BordersLocked = false;
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scene.BordersLocked = false;
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scene.BordersLocked = false;
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// Create a client event forwarder and add this region's events to the root region.
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// Create a client event forwarder and add this region's events to the root region.
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if (conn.ClientEventForwarder != null)
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if (rootConn.ClientEventForwarder != null)
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conn.ClientEventForwarder.AddSceneToEventForwarding(scene);
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rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
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return true;
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return true;
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}
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}
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private bool DoWorkForOneRegionOverXPlusY(RegionConnections conn, RegionConnections regionConnections, Scene scene)
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private bool DoWorkForOneRegionOverXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
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{
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{
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Vector3 offset = Vector3.Zero;
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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offset.X = (((newConn.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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((rootConn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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offset.Y = (((newConn.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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((rootConn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd + conn.YEnd;
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extents.Y = newConn.YEnd + rootConn.YEnd;
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extents.X = conn.XEnd;
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extents.X = rootConn.XEnd;
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conn.UpdateExtents(extents);
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rootConn.UpdateExtents(extents);
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scene.BordersLocked = true;
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scene.BordersLocked = true;
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conn.RegionScene.BordersLocked = true;
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rootConn.RegionScene.BordersLocked = true;
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RegionData ConnectedRegion = new RegionData();
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RegionData ConnectedRegion = new RegionData();
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ConnectedRegion.Offset = offset;
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ConnectedRegion.Offset = offset;
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ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
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ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
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ConnectedRegion.RegionScene = scene;
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ConnectedRegion.RegionScene = scene;
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conn.ConnectedRegions.Add(ConnectedRegion);
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rootConn.ConnectedRegions.Add(ConnectedRegion);
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[REGION COMBINER MODULE]: Root region {0} is to the south of region {1}, Offset: {2}, Extents: {3}",
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"[REGION COMBINER MODULE]: Root region {0} is to the south of region {1}, Offset: {2}, Extents: {3}",
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conn.RegionScene.RegionInfo.RegionName,
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rootConn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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newConn.RegionScene.RegionInfo.RegionName, offset, extents);
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conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
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rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
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scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
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lock (rootConn.RegionScene.NorthBorders)
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rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
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lock (rootConn.RegionScene.EastBorders)
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rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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lock (rootConn.RegionScene.WestBorders)
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rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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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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lock (scene.SouthBorders)
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{
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{
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scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - conn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south
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scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south
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scene.SouthBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX;
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scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
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scene.SouthBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
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scene.SouthBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
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}
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}
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// Reset Terrain.. since terrain normally loads first.
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// Reset Terrain.. since terrain normally loads first.
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@ -578,19 +578,21 @@ namespace OpenSim.Region.RegionCombinerModule
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//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.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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scene.BordersLocked = false;
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conn.RegionScene.BordersLocked = false;
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rootConn.RegionScene.BordersLocked = false;
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if (conn.ClientEventForwarder != null)
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conn.ClientEventForwarder.AddSceneToEventForwarding(scene);
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if (rootConn.ClientEventForwarder != null)
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rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
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return true;
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return true;
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}
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}
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private bool DoWorkForOneRegionOverPlusXPlusY(RegionConnections conn, RegionConnections regionConnections, Scene scene)
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private bool DoWorkForOneRegionOverPlusXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
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{
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{
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Vector3 offset = Vector3.Zero;
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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offset.X = (((newConn.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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((rootConn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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offset.Y = (((newConn.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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((rootConn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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Vector3 extents = Vector3.Zero;
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@ -600,68 +602,70 @@ namespace OpenSim.Region.RegionCombinerModule
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// extents.X = regionConnections.XEnd + conn.XEnd;
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// extents.X = regionConnections.XEnd + conn.XEnd;
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// conn.UpdateExtents(extents);
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// conn.UpdateExtents(extents);
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extents.Y = conn.YEnd;
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extents.Y = rootConn.YEnd;
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extents.X = conn.XEnd;
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extents.X = rootConn.XEnd;
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scene.BordersLocked = true;
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scene.BordersLocked = true;
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conn.RegionScene.BordersLocked = true;
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rootConn.RegionScene.BordersLocked = true;
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RegionData ConnectedRegion = new RegionData();
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RegionData ConnectedRegion = new RegionData();
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ConnectedRegion.Offset = offset;
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ConnectedRegion.Offset = offset;
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ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
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ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
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ConnectedRegion.RegionScene = scene;
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ConnectedRegion.RegionScene = scene;
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conn.ConnectedRegions.Add(ConnectedRegion);
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rootConn.ConnectedRegions.Add(ConnectedRegion);
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[REGION COMBINER MODULE]: Region {0} is to the southwest of Scene {1}, Offset: {2}, Extents: {3}",
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"[REGION COMBINER MODULE]: Region {0} is to the southwest of Scene {1}, Offset: {2}, Extents: {3}",
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conn.RegionScene.RegionInfo.RegionName,
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rootConn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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newConn.RegionScene.RegionInfo.RegionName, offset, extents);
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conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
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rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
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scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
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lock (conn.RegionScene.NorthBorders)
|
|
||||||
|
lock (rootConn.RegionScene.NorthBorders)
|
||||||
{
|
{
|
||||||
if (conn.RegionScene.NorthBorders.Count == 1)// && 2)
|
if (rootConn.RegionScene.NorthBorders.Count == 1)// && 2)
|
||||||
{
|
{
|
||||||
//compound border
|
//compound border
|
||||||
// already locked above
|
// already locked above
|
||||||
conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
|
rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
|
||||||
|
|
||||||
lock (conn.RegionScene.EastBorders)
|
lock (rootConn.RegionScene.EastBorders)
|
||||||
conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
|
rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
|
||||||
lock (conn.RegionScene.WestBorders)
|
|
||||||
conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
|
lock (rootConn.RegionScene.WestBorders)
|
||||||
|
rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
lock (scene.SouthBorders)
|
lock (scene.SouthBorders)
|
||||||
{
|
{
|
||||||
scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - conn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south
|
scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south
|
||||||
scene.SouthBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX;
|
scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
|
||||||
scene.SouthBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
|
scene.SouthBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
|
||||||
}
|
}
|
||||||
|
|
||||||
lock (conn.RegionScene.EastBorders)
|
lock (rootConn.RegionScene.EastBorders)
|
||||||
{
|
{
|
||||||
if (conn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2)
|
if (rootConn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2)
|
||||||
{
|
{
|
||||||
|
|
||||||
conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
|
rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
|
||||||
lock (conn.RegionScene.NorthBorders)
|
|
||||||
conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
|
|
||||||
lock (conn.RegionScene.SouthBorders)
|
|
||||||
conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
|
|
||||||
|
|
||||||
|
lock (rootConn.RegionScene.NorthBorders)
|
||||||
|
rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
|
||||||
|
|
||||||
|
lock (rootConn.RegionScene.SouthBorders)
|
||||||
|
rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
lock (scene.WestBorders)
|
lock (scene.WestBorders)
|
||||||
{
|
{
|
||||||
scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - conn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
|
scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
|
||||||
scene.WestBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX;
|
scene.WestBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
|
||||||
scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
|
scene.WestBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -680,18 +684,17 @@ namespace OpenSim.Region.RegionCombinerModule
|
||||||
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
|
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
|
||||||
//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
|
//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
|
||||||
scene.BordersLocked = false;
|
scene.BordersLocked = false;
|
||||||
conn.RegionScene.BordersLocked = false;
|
rootConn.RegionScene.BordersLocked = false;
|
||||||
|
|
||||||
if (conn.ClientEventForwarder != null)
|
if (rootConn.ClientEventForwarder != null)
|
||||||
conn.ClientEventForwarder.AddSceneToEventForwarding(scene);
|
rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
//scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
|
//scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void DoWorkForRootRegion(RegionConnections regionConnections, Scene scene)
|
private void DoWorkForRootRegion(RegionConnections rootConn, Scene scene)
|
||||||
{
|
{
|
||||||
m_log.DebugFormat("[REGION COMBINER MODULE]: Adding root region {0}", scene.RegionInfo.RegionName);
|
m_log.DebugFormat("[REGION COMBINER MODULE]: Adding root region {0}", scene.RegionInfo.RegionName);
|
||||||
|
|
||||||
|
@ -700,28 +703,31 @@ namespace OpenSim.Region.RegionCombinerModule
|
||||||
rdata.RegionId = scene.RegionInfo.originRegionID;
|
rdata.RegionId = scene.RegionInfo.originRegionID;
|
||||||
rdata.RegionScene = scene;
|
rdata.RegionScene = scene;
|
||||||
// save it's land channel
|
// save it's land channel
|
||||||
regionConnections.RegionLandChannel = scene.LandChannel;
|
rootConn.RegionLandChannel = scene.LandChannel;
|
||||||
|
|
||||||
// Substitue our landchannel
|
// Substitue our landchannel
|
||||||
RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel,
|
RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel,
|
||||||
regionConnections.ConnectedRegions);
|
rootConn.ConnectedRegions);
|
||||||
|
|
||||||
scene.LandChannel = lnd;
|
scene.LandChannel = lnd;
|
||||||
|
|
||||||
// Forward the permissions modules of each of the connected regions to the root region
|
// Forward the permissions modules of each of the connected regions to the root region
|
||||||
lock (m_regions)
|
lock (m_regions)
|
||||||
{
|
{
|
||||||
foreach (RegionData r in regionConnections.ConnectedRegions)
|
foreach (RegionData r in rootConn.ConnectedRegions)
|
||||||
{
|
{
|
||||||
ForwardPermissionRequests(regionConnections, r.RegionScene);
|
ForwardPermissionRequests(rootConn, r.RegionScene);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create the root region's Client Event Forwarder
|
// Create the root region's Client Event Forwarder
|
||||||
regionConnections.ClientEventForwarder = new RegionCombinerClientEventForwarder(regionConnections);
|
rootConn.ClientEventForwarder = new RegionCombinerClientEventForwarder(rootConn);
|
||||||
|
|
||||||
// Sets up the CoarseLocationUpdate forwarder for this root region
|
// Sets up the CoarseLocationUpdate forwarder for this root region
|
||||||
scene.EventManager.OnNewPresence += SetCourseLocationDelegate;
|
scene.EventManager.OnNewPresence += SetCourseLocationDelegate;
|
||||||
|
|
||||||
// Adds this root region to a dictionary of regions that are connectable
|
// Adds this root region to a dictionary of regions that are connectable
|
||||||
m_regions.Add(scene.RegionInfo.originRegionID, regionConnections);
|
m_regions.Add(scene.RegionInfo.originRegionID, rootConn);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SetCourseLocationDelegate(ScenePresence presence)
|
private void SetCourseLocationDelegate(ScenePresence presence)
|
||||||
|
|
Loading…
Reference in New Issue