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

0.7.4.1
Justin Clark-Casey (justincc) 2012-05-19 04:01:05 +01:00
parent d7f90dee1c
commit fb8705dd4d
1 changed files with 131 additions and 125 deletions

View File

@ -229,22 +229,21 @@ namespace OpenSim.Region.RegionCombinerModule
westBorder.CrossDirection = Cardinals.W; westBorder.CrossDirection = Cardinals.W;
scene.WestBorders[0] = westBorder; scene.WestBorders[0] = westBorder;
RegionConnections regionConnections = new RegionConnections(); RegionConnections newConn = new RegionConnections();
regionConnections.ConnectedRegions = new List<RegionData>(); newConn.ConnectedRegions = new List<RegionData>();
regionConnections.RegionScene = scene; newConn.RegionScene = scene;
regionConnections.RegionLandChannel = scene.LandChannel; newConn.RegionLandChannel = scene.LandChannel;
regionConnections.RegionId = scene.RegionInfo.originRegionID; newConn.RegionId = scene.RegionInfo.originRegionID;
regionConnections.X = scene.RegionInfo.RegionLocX; newConn.X = scene.RegionInfo.RegionLocX;
regionConnections.Y = scene.RegionInfo.RegionLocY; newConn.Y = scene.RegionInfo.RegionLocY;
regionConnections.XEnd = (int)Constants.RegionSize; newConn.XEnd = (int)Constants.RegionSize;
regionConnections.YEnd = (int)Constants.RegionSize; newConn.YEnd = (int)Constants.RegionSize;
lock (m_regions) lock (m_regions)
{ {
bool connectedYN = false; bool connectedYN = false;
foreach (RegionConnections conn in m_regions.Values) foreach (RegionConnections rootConn in m_regions.Values)
{ {
#region commented #region commented
/* /*
@ -410,12 +409,12 @@ namespace OpenSim.Region.RegionCombinerModule
//xxx //xxx
if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd if ((((int)rootConn.X * (int)Constants.RegionSize) + rootConn.XEnd
>= (regionConnections.X * (int)Constants.RegionSize)) >= (newConn.X * (int)Constants.RegionSize))
&& (((int)conn.Y * (int)Constants.RegionSize) && (((int)rootConn.Y * (int)Constants.RegionSize)
>= (regionConnections.Y * (int)Constants.RegionSize))) >= (newConn.Y * (int)Constants.RegionSize)))
{ {
connectedYN = DoWorkForOneRegionOverPlusXY(conn, regionConnections, scene); connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
break; break;
} }
@ -423,12 +422,12 @@ namespace OpenSim.Region.RegionCombinerModule
//xyx //xyx
//xxx //xxx
//xxx //xxx
if ((((int)conn.X * (int)Constants.RegionSize) if ((((int)rootConn.X * (int)Constants.RegionSize)
>= (regionConnections.X * (int)Constants.RegionSize)) >= (newConn.X * (int)Constants.RegionSize))
&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd && (((int)rootConn.Y * (int)Constants.RegionSize) + rootConn.YEnd
>= (regionConnections.Y * (int)Constants.RegionSize))) >= (newConn.Y * (int)Constants.RegionSize)))
{ {
connectedYN = DoWorkForOneRegionOverXPlusY(conn, regionConnections, scene); connectedYN = DoWorkForOneRegionOverXPlusY(rootConn, newConn, scene);
break; break;
} }
@ -436,12 +435,12 @@ namespace OpenSim.Region.RegionCombinerModule
//xxy //xxy
//xxx //xxx
//xxx //xxx
if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd if ((((int)rootConn.X * (int)Constants.RegionSize) + rootConn.XEnd
>= (regionConnections.X * (int)Constants.RegionSize)) >= (newConn.X * (int)Constants.RegionSize))
&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd && (((int)rootConn.Y * (int)Constants.RegionSize) + rootConn.YEnd
>= (regionConnections.Y * (int)Constants.RegionSize))) >= (newConn.Y * (int)Constants.RegionSize)))
{ {
connectedYN = DoWorkForOneRegionOverPlusXPlusY(conn, regionConnections, scene); connectedYN = DoWorkForOneRegionOverPlusXPlusY(rootConn, newConn, scene);
break; break;
} }
@ -450,7 +449,7 @@ namespace OpenSim.Region.RegionCombinerModule
// If !connectYN means that this region is a root region // If !connectYN means that this region is a root region
if (!connectedYN) if (!connectedYN)
{ {
DoWorkForRootRegion(regionConnections, scene); DoWorkForRootRegion(newConn, scene);
} }
} }
@ -458,59 +457,57 @@ namespace OpenSim.Region.RegionCombinerModule
AdjustLargeRegionBounds(); AdjustLargeRegionBounds();
} }
private bool DoWorkForOneRegionOverPlusXY(RegionConnections conn, RegionConnections regionConnections, Scene scene) private bool DoWorkForOneRegionOverPlusXY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
{ {
Vector3 offset = Vector3.Zero; Vector3 offset = Vector3.Zero;
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - offset.X = (((newConn.X * (int)Constants.RegionSize)) -
((conn.X * (int)Constants.RegionSize))); ((rootConn.X * (int)Constants.RegionSize)));
offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - offset.Y = (((newConn.Y * (int)Constants.RegionSize)) -
((conn.Y * (int)Constants.RegionSize))); ((rootConn.Y * (int)Constants.RegionSize)));
Vector3 extents = Vector3.Zero; Vector3 extents = Vector3.Zero;
extents.Y = conn.YEnd; extents.Y = rootConn.YEnd;
extents.X = conn.XEnd + regionConnections.XEnd; extents.X = rootConn.XEnd + newConn.XEnd;
conn.UpdateExtents(extents); rootConn.UpdateExtents(extents);
m_log.DebugFormat( m_log.DebugFormat(
"[REGION COMBINER MODULE]: Root region {0} is to the west of region {1}, Offset: {2}, Extents: {3}", "[REGION COMBINER MODULE]: Root region {0} is to the west of region {1}, Offset: {2}, Extents: {3}",
conn.RegionScene.RegionInfo.RegionName, rootConn.RegionScene.RegionInfo.RegionName,
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); newConn.RegionScene.RegionInfo.RegionName, offset, extents);
scene.BordersLocked = true; scene.BordersLocked = true;
conn.RegionScene.BordersLocked = true; rootConn.RegionScene.BordersLocked = true;
RegionData ConnectedRegion = new RegionData(); RegionData ConnectedRegion = new RegionData();
ConnectedRegion.Offset = offset; ConnectedRegion.Offset = offset;
ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
ConnectedRegion.RegionScene = scene; ConnectedRegion.RegionScene = scene;
conn.ConnectedRegions.Add(ConnectedRegion); rootConn.ConnectedRegions.Add(ConnectedRegion);
// Inform root region Physics about the extents of this region // Inform root region Physics about the extents of this region
conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
// Inform Child region that it needs to forward it's terrain to the root region // Inform Child region that it needs to forward it's terrain to the root region
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
// Extend the borders as appropriate // Extend the borders as appropriate
lock (conn.RegionScene.EastBorders) lock (rootConn.RegionScene.EastBorders)
conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
lock (conn.RegionScene.NorthBorders) lock (rootConn.RegionScene.NorthBorders)
conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
lock (conn.RegionScene.SouthBorders) lock (rootConn.RegionScene.SouthBorders)
conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
lock (scene.WestBorders) lock (scene.WestBorders)
{ {
scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - conn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
// Trigger auto teleport to root region // Trigger auto teleport to root region
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;
} }
// Reset Terrain.. since terrain loads before we get here, we need to load // Reset Terrain.. since terrain loads before we get here, we need to load
@ -519,57 +516,60 @@ namespace OpenSim.Region.RegionCombinerModule
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
// Unlock borders // Unlock borders
conn.RegionScene.BordersLocked = false; rootConn.RegionScene.BordersLocked = false;
scene.BordersLocked = false; scene.BordersLocked = false;
// Create a client event forwarder and add this region's events to the root region. // Create a client event forwarder and add this region's events to the root region.
if (conn.ClientEventForwarder != null) if (rootConn.ClientEventForwarder != null)
conn.ClientEventForwarder.AddSceneToEventForwarding(scene); rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
return true; return true;
} }
private bool DoWorkForOneRegionOverXPlusY(RegionConnections conn, RegionConnections regionConnections, Scene scene) private bool DoWorkForOneRegionOverXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
{ {
Vector3 offset = Vector3.Zero; Vector3 offset = Vector3.Zero;
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - offset.X = (((newConn.X * (int)Constants.RegionSize)) -
((conn.X * (int)Constants.RegionSize))); ((rootConn.X * (int)Constants.RegionSize)));
offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - offset.Y = (((newConn.Y * (int)Constants.RegionSize)) -
((conn.Y * (int)Constants.RegionSize))); ((rootConn.Y * (int)Constants.RegionSize)));
Vector3 extents = Vector3.Zero; Vector3 extents = Vector3.Zero;
extents.Y = regionConnections.YEnd + conn.YEnd; extents.Y = newConn.YEnd + rootConn.YEnd;
extents.X = conn.XEnd; extents.X = rootConn.XEnd;
conn.UpdateExtents(extents); rootConn.UpdateExtents(extents);
scene.BordersLocked = true; scene.BordersLocked = true;
conn.RegionScene.BordersLocked = true; rootConn.RegionScene.BordersLocked = true;
RegionData ConnectedRegion = new RegionData(); RegionData ConnectedRegion = new RegionData();
ConnectedRegion.Offset = offset; ConnectedRegion.Offset = offset;
ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
ConnectedRegion.RegionScene = scene; ConnectedRegion.RegionScene = scene;
conn.ConnectedRegions.Add(ConnectedRegion); rootConn.ConnectedRegions.Add(ConnectedRegion);
m_log.DebugFormat( m_log.DebugFormat(
"[REGION COMBINER MODULE]: Root region {0} is to the south of region {1}, Offset: {2}, Extents: {3}", "[REGION COMBINER MODULE]: Root region {0} is to the south of region {1}, Offset: {2}, Extents: {3}",
conn.RegionScene.RegionInfo.RegionName, rootConn.RegionScene.RegionInfo.RegionName,
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); newConn.RegionScene.RegionInfo.RegionName, offset, extents);
conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
lock (rootConn.RegionScene.NorthBorders)
rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
lock (rootConn.RegionScene.EastBorders)
rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
lock (rootConn.RegionScene.WestBorders)
rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
lock (conn.RegionScene.NorthBorders)
conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
lock (conn.RegionScene.EastBorders)
conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
lock (conn.RegionScene.WestBorders)
conn.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;
} }
// Reset Terrain.. since terrain normally loads first. // Reset Terrain.. since terrain normally loads first.
@ -578,19 +578,21 @@ namespace OpenSim.Region.RegionCombinerModule
//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)
conn.ClientEventForwarder.AddSceneToEventForwarding(scene); if (rootConn.ClientEventForwarder != null)
rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
return true; return true;
} }
private bool DoWorkForOneRegionOverPlusXPlusY(RegionConnections conn, RegionConnections regionConnections, Scene scene) private bool DoWorkForOneRegionOverPlusXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
{ {
Vector3 offset = Vector3.Zero; Vector3 offset = Vector3.Zero;
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - offset.X = (((newConn.X * (int)Constants.RegionSize)) -
((conn.X * (int)Constants.RegionSize))); ((rootConn.X * (int)Constants.RegionSize)));
offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - offset.Y = (((newConn.Y * (int)Constants.RegionSize)) -
((conn.Y * (int)Constants.RegionSize))); ((rootConn.Y * (int)Constants.RegionSize)));
Vector3 extents = Vector3.Zero; Vector3 extents = Vector3.Zero;
@ -600,68 +602,70 @@ namespace OpenSim.Region.RegionCombinerModule
// extents.X = regionConnections.XEnd + conn.XEnd; // extents.X = regionConnections.XEnd + conn.XEnd;
// conn.UpdateExtents(extents); // conn.UpdateExtents(extents);
extents.Y = conn.YEnd; extents.Y = rootConn.YEnd;
extents.X = conn.XEnd; extents.X = rootConn.XEnd;
scene.BordersLocked = true; scene.BordersLocked = true;
conn.RegionScene.BordersLocked = true; rootConn.RegionScene.BordersLocked = true;
RegionData ConnectedRegion = new RegionData(); RegionData ConnectedRegion = new RegionData();
ConnectedRegion.Offset = offset; ConnectedRegion.Offset = offset;
ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
ConnectedRegion.RegionScene = scene; ConnectedRegion.RegionScene = scene;
conn.ConnectedRegions.Add(ConnectedRegion); rootConn.ConnectedRegions.Add(ConnectedRegion);
m_log.DebugFormat( m_log.DebugFormat(
"[REGION COMBINER MODULE]: Region {0} is to the southwest of Scene {1}, Offset: {2}, Extents: {3}", "[REGION COMBINER MODULE]: Region {0} is to the southwest of Scene {1}, Offset: {2}, Extents: {3}",
conn.RegionScene.RegionInfo.RegionName, rootConn.RegionScene.RegionInfo.RegionName,
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); newConn.RegionScene.RegionInfo.RegionName, offset, extents);
conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
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)