* Add the RegionCombinerModule back
* Yay anonymous delegate in an anonymous delegate.remotes/origin/0.6.7-post-fixes
parent
3a9e1cf0a3
commit
feccfe4096
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@ -13,6 +13,7 @@
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<RegionModule id="ArchiverModule" type="OpenSim.Region.CoreModules.World.Archiver.ArchiverModule" />
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<RegionModule id="CapabilitiesModule" type="OpenSim.Region.CoreModules.Agent.Capabilities.CapabilitiesModule" />
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<RegionModule id="TerrainModule" type="OpenSim.Region.CoreModules.World.Terrain.TerrainModule" />
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<RegionModule id="RegionCombinerModule" type="OpenSim.Region.CoreModules.World.Land.RegionCombinerModule" />
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<RegionModule id="WorldMapModule" type="OpenSim.Region.CoreModules.World.WorldMap.WorldMapModule" />
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<RegionModule id="HGWorldMapModule" type="OpenSim.Region.CoreModules.Hypergrid.HGWorldMapModule" />
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<RegionModule id="UrlModule" type="OpenSim.Region.CoreModules.Scripting.LSLHttp.UrlModule" />
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@ -0,0 +1,94 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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||||
* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.CoreModules.World.Land
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{
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public class RegionCombinerClientEventForwarder
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{
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private Scene m_rootScene;
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private Dictionary<UUID, Scene> m_virtScene = new Dictionary<UUID, Scene>();
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private Dictionary<UUID,RegionCombinerIndividualEventForwarder> m_forwarders = new Dictionary<UUID,
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RegionCombinerIndividualEventForwarder>();
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public RegionCombinerClientEventForwarder(RegionConnections rootScene)
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{
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m_rootScene = rootScene.RegionScene;
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}
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public void AddSceneToEventForwarding(Scene virtualScene)
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{
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lock (m_virtScene)
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{
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if (m_virtScene.ContainsKey(virtualScene.RegionInfo.originRegionID))
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{
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m_virtScene[virtualScene.RegionInfo.originRegionID] = virtualScene;
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}
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else
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{
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m_virtScene.Add(virtualScene.RegionInfo.originRegionID, virtualScene);
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}
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}
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lock (m_forwarders)
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{
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// TODO: Fix this to unregister if this happens
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if (m_forwarders.ContainsKey(virtualScene.RegionInfo.originRegionID))
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m_forwarders.Remove(virtualScene.RegionInfo.originRegionID);
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RegionCombinerIndividualEventForwarder forwarder =
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new RegionCombinerIndividualEventForwarder(m_rootScene, virtualScene);
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m_forwarders.Add(virtualScene.RegionInfo.originRegionID, forwarder);
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virtualScene.EventManager.OnNewClient += forwarder.ClientConnect;
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virtualScene.EventManager.OnClientClosed += forwarder.ClientClosed;
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}
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}
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public void RemoveSceneFromEventForwarding (Scene virtualScene)
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{
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lock (m_forwarders)
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{
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RegionCombinerIndividualEventForwarder forwarder = m_forwarders[virtualScene.RegionInfo.originRegionID];
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virtualScene.EventManager.OnNewClient -= forwarder.ClientConnect;
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virtualScene.EventManager.OnClientClosed -= forwarder.ClientClosed;
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m_forwarders.Remove(virtualScene.RegionInfo.originRegionID);
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}
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lock (m_virtScene)
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{
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if (m_virtScene.ContainsKey(virtualScene.RegionInfo.originRegionID))
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{
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m_virtScene.Remove(virtualScene.RegionInfo.originRegionID);
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}
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}
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}
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}
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}
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@ -0,0 +1,125 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.CoreModules.World.Land
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{
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public class RegionCombinerIndividualEventForwarder
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{
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private Scene m_rootScene;
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private Scene m_virtScene;
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public RegionCombinerIndividualEventForwarder(Scene rootScene, Scene virtScene)
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{
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m_rootScene = rootScene;
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m_virtScene = virtScene;
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}
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public void ClientConnect(IClientAPI client)
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{
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m_virtScene.UnSubscribeToClientPrimEvents(client);
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m_virtScene.UnSubscribeToClientPrimRezEvents(client);
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m_virtScene.UnSubscribeToClientInventoryEvents(client);
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m_virtScene.UnSubscribeToClientAttachmentEvents(client);
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//m_virtScene.UnSubscribeToClientTeleportEvents(client);
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m_virtScene.UnSubscribeToClientScriptEvents(client);
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m_virtScene.UnSubscribeToClientGodEvents(client);
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m_virtScene.UnSubscribeToClientNetworkEvents(client);
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m_rootScene.SubscribeToClientPrimEvents(client);
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client.OnAddPrim += LocalAddNewPrim;
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client.OnRezObject += LocalRezObject;
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m_rootScene.SubscribeToClientInventoryEvents(client);
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m_rootScene.SubscribeToClientAttachmentEvents(client);
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//m_rootScene.SubscribeToClientTeleportEvents(client);
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m_rootScene.SubscribeToClientScriptEvents(client);
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m_rootScene.SubscribeToClientGodEvents(client);
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m_rootScene.SubscribeToClientNetworkEvents(client);
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}
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public void ClientClosed(UUID clientid, Scene scene)
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{
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}
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/// <summary>
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/// Fixes position based on the region the Rez event came in on
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/// </summary>
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/// <param name="remoteclient"></param>
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/// <param name="itemid"></param>
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/// <param name="rayend"></param>
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/// <param name="raystart"></param>
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/// <param name="raytargetid"></param>
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/// <param name="bypassraycast"></param>
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/// <param name="rayendisintersection"></param>
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/// <param name="rezselected"></param>
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/// <param name="removeitem"></param>
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/// <param name="fromtaskid"></param>
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private void LocalRezObject(IClientAPI remoteclient, UUID itemid, Vector3 rayend, Vector3 raystart,
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UUID raytargetid, byte bypassraycast, bool rayendisintersection, bool rezselected, bool removeitem,
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UUID fromtaskid)
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{
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int differenceX = (int)m_virtScene.RegionInfo.RegionLocX - (int)m_rootScene.RegionInfo.RegionLocX;
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int differenceY = (int)m_virtScene.RegionInfo.RegionLocY - (int)m_rootScene.RegionInfo.RegionLocY;
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rayend.X += differenceX * (int)Constants.RegionSize;
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rayend.Y += differenceY * (int)Constants.RegionSize;
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raystart.X += differenceX * (int)Constants.RegionSize;
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raystart.Y += differenceY * (int)Constants.RegionSize;
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m_rootScene.RezObject(remoteclient, itemid, rayend, raystart, raytargetid, bypassraycast,
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rayendisintersection, rezselected, removeitem, fromtaskid);
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}
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/// <summary>
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/// Fixes position based on the region the AddPrimShape event came in on
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/// </summary>
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/// <param name="ownerid"></param>
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/// <param name="groupid"></param>
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/// <param name="rayend"></param>
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/// <param name="rot"></param>
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/// <param name="shape"></param>
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/// <param name="bypassraycast"></param>
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/// <param name="raystart"></param>
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/// <param name="raytargetid"></param>
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/// <param name="rayendisintersection"></param>
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private void LocalAddNewPrim(UUID ownerid, UUID groupid, Vector3 rayend, Quaternion rot,
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PrimitiveBaseShape shape, byte bypassraycast, Vector3 raystart, UUID raytargetid,
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byte rayendisintersection)
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{
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int differenceX = (int)m_virtScene.RegionInfo.RegionLocX - (int)m_rootScene.RegionInfo.RegionLocX;
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int differenceY = (int)m_virtScene.RegionInfo.RegionLocY - (int)m_rootScene.RegionInfo.RegionLocY;
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rayend.X += differenceX * (int)Constants.RegionSize;
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rayend.Y += differenceY * (int)Constants.RegionSize;
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raystart.X += differenceX * (int)Constants.RegionSize;
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raystart.Y += differenceY * (int)Constants.RegionSize;
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m_rootScene.AddNewPrim(ownerid, groupid, rayend, rot, shape, bypassraycast, raystart, raytargetid,
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rayendisintersection);
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}
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}
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}
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@ -0,0 +1,163 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
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||||
* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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||||
* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
|
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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namespace OpenSim.Region.CoreModules.World.Land
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{
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public class RegionCombinerLargeLandChannel : ILandChannel
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{
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// private static readonly ILog m_log =
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// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private RegionData RegData;
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private ILandChannel RootRegionLandChannel;
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private readonly List<RegionData> RegionConnections;
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#region ILandChannel Members
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public RegionCombinerLargeLandChannel(RegionData regData, ILandChannel rootRegionLandChannel,
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List<RegionData> regionConnections)
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{
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RegData = regData;
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RootRegionLandChannel = rootRegionLandChannel;
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RegionConnections = regionConnections;
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}
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public List<ILandObject> ParcelsNearPoint(Vector3 position)
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{
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//m_log.DebugFormat("[LANDPARCELNEARPOINT]: {0}>", position);
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return RootRegionLandChannel.ParcelsNearPoint(position - RegData.Offset);
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}
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public List<ILandObject> AllParcels()
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{
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return RootRegionLandChannel.AllParcels();
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}
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public ILandObject GetLandObject(int x, int y)
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{
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//m_log.DebugFormat("[BIGLANDTESTINT]: <{0},{1}>", x, y);
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if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize)
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{
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return RootRegionLandChannel.GetLandObject(x, y);
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}
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else
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{
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int offsetX = (x / (int)Constants.RegionSize);
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int offsetY = (y / (int)Constants.RegionSize);
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offsetX *= (int)Constants.RegionSize;
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offsetY *= (int)Constants.RegionSize;
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foreach (RegionData regionData in RegionConnections)
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{
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if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY)
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{
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return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY);
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}
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}
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ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene);
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obj.landData.Name = "NO LAND";
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return obj;
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}
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}
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public ILandObject GetLandObject(int localID)
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{
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return RootRegionLandChannel.GetLandObject(localID);
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}
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public ILandObject GetLandObject(float x, float y)
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{
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//m_log.DebugFormat("[BIGLANDTESTFLOAT]: <{0},{1}>", x, y);
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if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize)
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{
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return RootRegionLandChannel.GetLandObject(x, y);
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}
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else
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{
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int offsetX = (int)(x/(int) Constants.RegionSize);
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int offsetY = (int)(y/(int) Constants.RegionSize);
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offsetX *= (int) Constants.RegionSize;
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offsetY *= (int) Constants.RegionSize;
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foreach (RegionData regionData in RegionConnections)
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{
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if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY)
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{
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return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY);
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}
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}
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ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene);
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obj.landData.Name = "NO LAND";
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return obj;
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}
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}
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public bool IsLandPrimCountTainted()
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{
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return RootRegionLandChannel.IsLandPrimCountTainted();
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}
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public bool IsForcefulBansAllowed()
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{
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return RootRegionLandChannel.IsForcefulBansAllowed();
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}
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public void UpdateLandObject(int localID, LandData data)
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{
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RootRegionLandChannel.UpdateLandObject(localID, data);
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}
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public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
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{
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RootRegionLandChannel.ReturnObjectsInParcel(localID, returnType, agentIDs, taskIDs, remoteClient);
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}
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public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
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{
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RootRegionLandChannel.setParcelObjectMaxOverride(overrideDel);
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}
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public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
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{
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RootRegionLandChannel.setSimulatorObjectMaxOverride(overrideDel);
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}
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public void SetParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime)
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{
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RootRegionLandChannel.SetParcelOtherCleanTime(remoteClient, localID, otherCleanTime);
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}
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#endregion
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}
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}
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@ -0,0 +1,914 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
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|
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Client;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.CoreModules.World.Land
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{
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public class RegionCombinerModule : ISharedRegionModule
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||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
public string Name
|
||||
{
|
||||
get { return "RegionCombinerModule"; }
|
||||
}
|
||||
|
||||
public Type ReplaceableInterface
|
||||
{
|
||||
get { return null; }
|
||||
}
|
||||
|
||||
private Dictionary<UUID, RegionConnections> m_regions = new Dictionary<UUID, RegionConnections>();
|
||||
private bool enabledYN = false;
|
||||
private Dictionary<UUID, Scene> m_startingScenes = new Dictionary<UUID, Scene>();
|
||||
|
||||
public void Initialise(IConfigSource source)
|
||||
{
|
||||
IConfig myConfig = source.Configs["Startup"];
|
||||
enabledYN = myConfig.GetBoolean("CombineContiguousRegions", false);
|
||||
//enabledYN = true;
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
}
|
||||
|
||||
public void AddRegion(Scene scene)
|
||||
{
|
||||
}
|
||||
|
||||
public void RemoveRegion(Scene scene)
|
||||
{
|
||||
}
|
||||
|
||||
public void RegionLoaded(Scene scene)
|
||||
{
|
||||
if (!enabledYN)
|
||||
return;
|
||||
|
||||
// For testing on a single instance
|
||||
if (scene.RegionInfo.RegionLocX == 1004 && scene.RegionInfo.RegionLocY == 1000)
|
||||
return;
|
||||
//
|
||||
|
||||
lock (m_startingScenes)
|
||||
m_startingScenes.Add(scene.RegionInfo.originRegionID, scene);
|
||||
|
||||
// Give each region a standard set of non-infinite borders
|
||||
Border northBorder = new Border();
|
||||
northBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<---
|
||||
northBorder.CrossDirection = Cardinals.N;
|
||||
scene.NorthBorders[0] = northBorder;
|
||||
|
||||
Border southBorder = new Border();
|
||||
southBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //--->
|
||||
southBorder.CrossDirection = Cardinals.S;
|
||||
scene.SouthBorders[0] = southBorder;
|
||||
|
||||
Border eastBorder = new Border();
|
||||
eastBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<---
|
||||
eastBorder.CrossDirection = Cardinals.E;
|
||||
scene.EastBorders[0] = eastBorder;
|
||||
|
||||
Border westBorder = new Border();
|
||||
westBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //--->
|
||||
westBorder.CrossDirection = Cardinals.W;
|
||||
scene.WestBorders[0] = westBorder;
|
||||
|
||||
|
||||
|
||||
RegionConnections regionConnections = new RegionConnections();
|
||||
regionConnections.ConnectedRegions = new List<RegionData>();
|
||||
regionConnections.RegionScene = scene;
|
||||
regionConnections.RegionLandChannel = scene.LandChannel;
|
||||
regionConnections.RegionId = scene.RegionInfo.originRegionID;
|
||||
regionConnections.X = scene.RegionInfo.RegionLocX;
|
||||
regionConnections.Y = scene.RegionInfo.RegionLocY;
|
||||
regionConnections.XEnd = (int)Constants.RegionSize;
|
||||
regionConnections.YEnd = (int)Constants.RegionSize;
|
||||
|
||||
|
||||
lock (m_regions)
|
||||
{
|
||||
bool connectedYN = false;
|
||||
|
||||
foreach (RegionConnections conn in m_regions.Values)
|
||||
{
|
||||
#region commented
|
||||
/*
|
||||
// If we're one region over +x +y
|
||||
//xxy
|
||||
//xxx
|
||||
//xxx
|
||||
if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd
|
||||
== (regionConnections.X * (int)Constants.RegionSize))
|
||||
&& (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
|
||||
== (regionConnections.Y * (int)Constants.RegionSize)))
|
||||
{
|
||||
Vector3 offset = Vector3.Zero;
|
||||
offset.X = (((regionConnections.X * (int) Constants.RegionSize)) -
|
||||
((conn.X * (int) Constants.RegionSize)));
|
||||
offset.Y = (((regionConnections.Y * (int) Constants.RegionSize)) -
|
||||
((conn.Y * (int) Constants.RegionSize)));
|
||||
|
||||
Vector3 extents = Vector3.Zero;
|
||||
extents.Y = regionConnections.YEnd + conn.YEnd;
|
||||
extents.X = conn.XEnd + conn.XEnd;
|
||||
|
||||
m_log.DebugFormat("Scene: {0} to the northwest of Scene{1}. Offset: {2}. Extents:{3}",
|
||||
conn.RegionScene.RegionInfo.RegionName,
|
||||
regionConnections.RegionScene.RegionInfo.RegionName,
|
||||
offset, extents);
|
||||
|
||||
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
|
||||
|
||||
connectedYN = true;
|
||||
break;
|
||||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
//If we're one region over x +y
|
||||
//xxx
|
||||
//xxx
|
||||
//xyx
|
||||
if ((((int)conn.X * (int)Constants.RegionSize)
|
||||
== (regionConnections.X * (int)Constants.RegionSize))
|
||||
&& (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
|
||||
== (regionConnections.Y * (int)Constants.RegionSize)))
|
||||
{
|
||||
Vector3 offset = Vector3.Zero;
|
||||
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
|
||||
((conn.X * (int)Constants.RegionSize)));
|
||||
offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
|
||||
((conn.Y * (int)Constants.RegionSize)));
|
||||
|
||||
Vector3 extents = Vector3.Zero;
|
||||
extents.Y = regionConnections.YEnd + conn.YEnd;
|
||||
extents.X = conn.XEnd;
|
||||
|
||||
m_log.DebugFormat("Scene: {0} to the north of Scene{1}. Offset: {2}. Extents:{3}",
|
||||
conn.RegionScene.RegionInfo.RegionName,
|
||||
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
|
||||
|
||||
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
|
||||
connectedYN = true;
|
||||
break;
|
||||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
// If we're one region over -x +y
|
||||
//xxx
|
||||
//xxx
|
||||
//yxx
|
||||
if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
|
||||
== (regionConnections.X * (int)Constants.RegionSize))
|
||||
&& (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
|
||||
== (regionConnections.Y * (int)Constants.RegionSize)))
|
||||
{
|
||||
Vector3 offset = Vector3.Zero;
|
||||
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
|
||||
((conn.X * (int)Constants.RegionSize)));
|
||||
offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
|
||||
((conn.Y * (int)Constants.RegionSize)));
|
||||
|
||||
Vector3 extents = Vector3.Zero;
|
||||
extents.Y = regionConnections.YEnd + conn.YEnd;
|
||||
extents.X = conn.XEnd + conn.XEnd;
|
||||
|
||||
m_log.DebugFormat("Scene: {0} to the northeast of Scene. Offset: {2}. Extents:{3}",
|
||||
conn.RegionScene.RegionInfo.RegionName,
|
||||
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
|
||||
|
||||
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
|
||||
|
||||
|
||||
connectedYN = true;
|
||||
break;
|
||||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
// If we're one region over -x y
|
||||
//xxx
|
||||
//yxx
|
||||
//xxx
|
||||
if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
|
||||
== (regionConnections.X * (int)Constants.RegionSize))
|
||||
&& (((int)conn.Y * (int)Constants.RegionSize)
|
||||
== (regionConnections.Y * (int)Constants.RegionSize)))
|
||||
{
|
||||
Vector3 offset = Vector3.Zero;
|
||||
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
|
||||
((conn.X * (int)Constants.RegionSize)));
|
||||
offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
|
||||
((conn.Y * (int)Constants.RegionSize)));
|
||||
|
||||
Vector3 extents = Vector3.Zero;
|
||||
extents.Y = regionConnections.YEnd;
|
||||
extents.X = conn.XEnd + conn.XEnd;
|
||||
|
||||
m_log.DebugFormat("Scene: {0} to the east of Scene{1} Offset: {2}. Extents:{3}",
|
||||
conn.RegionScene.RegionInfo.RegionName,
|
||||
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
|
||||
|
||||
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
|
||||
|
||||
connectedYN = true;
|
||||
break;
|
||||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
// If we're one region over -x -y
|
||||
//yxx
|
||||
//xxx
|
||||
//xxx
|
||||
if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
|
||||
== (regionConnections.X * (int)Constants.RegionSize))
|
||||
&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
|
||||
== (regionConnections.Y * (int)Constants.RegionSize)))
|
||||
{
|
||||
Vector3 offset = Vector3.Zero;
|
||||
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
|
||||
((conn.X * (int)Constants.RegionSize)));
|
||||
offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
|
||||
((conn.Y * (int)Constants.RegionSize)));
|
||||
|
||||
Vector3 extents = Vector3.Zero;
|
||||
extents.Y = regionConnections.YEnd + conn.YEnd;
|
||||
extents.X = conn.XEnd + conn.XEnd;
|
||||
|
||||
m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}",
|
||||
conn.RegionScene.RegionInfo.RegionName,
|
||||
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
|
||||
|
||||
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
|
||||
|
||||
connectedYN = true;
|
||||
break;
|
||||
}
|
||||
*/
|
||||
#endregion
|
||||
|
||||
// If we're one region over +x y
|
||||
//xxx
|
||||
//xxy
|
||||
//xxx
|
||||
|
||||
if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd
|
||||
>= (regionConnections.X * (int)Constants.RegionSize))
|
||||
&& (((int)conn.Y * (int)Constants.RegionSize)
|
||||
>= (regionConnections.Y * (int)Constants.RegionSize)))
|
||||
{
|
||||
Vector3 offset = Vector3.Zero;
|
||||
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
|
||||
((conn.X * (int)Constants.RegionSize)));
|
||||
offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
|
||||
((conn.Y * (int)Constants.RegionSize)));
|
||||
|
||||
Vector3 extents = Vector3.Zero;
|
||||
extents.Y = conn.YEnd;
|
||||
extents.X = conn.XEnd + regionConnections.XEnd;
|
||||
|
||||
conn.UpdateExtents(extents);
|
||||
|
||||
m_log.DebugFormat("Scene: {0} to the west of Scene{1} Offset: {2}. Extents:{3}",
|
||||
conn.RegionScene.RegionInfo.RegionName,
|
||||
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
|
||||
|
||||
scene.BordersLocked = true;
|
||||
conn.RegionScene.BordersLocked = true;
|
||||
|
||||
RegionData ConnectedRegion = new RegionData();
|
||||
ConnectedRegion.Offset = offset;
|
||||
ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
|
||||
ConnectedRegion.RegionScene = scene;
|
||||
conn.ConnectedRegions.Add(ConnectedRegion);
|
||||
|
||||
// Inform root region Physics about the extents of this region
|
||||
conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
|
||||
|
||||
// Inform Child region that it needs to forward it's terrain to the root region
|
||||
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
|
||||
|
||||
// Extend the borders as appropriate
|
||||
lock (conn.RegionScene.EastBorders)
|
||||
conn.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 (scene.WestBorders)
|
||||
{
|
||||
scene.WestBorders[0].BorderLine.Z += (int) Constants.RegionSize; //auto teleport West
|
||||
|
||||
// Trigger auto teleport to root region
|
||||
scene.WestBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX;
|
||||
scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
|
||||
}
|
||||
|
||||
// Reset Terrain.. since terrain loads before we get here, we need to load
|
||||
// it again so it loads in the root region
|
||||
|
||||
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
|
||||
|
||||
// Unlock borders
|
||||
conn.RegionScene.BordersLocked = false;
|
||||
scene.BordersLocked = false;
|
||||
|
||||
// Create a client event forwarder and add this region's events to the root region.
|
||||
if (conn.ClientEventForwarder != null)
|
||||
conn.ClientEventForwarder.AddSceneToEventForwarding(scene);
|
||||
connectedYN = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// If we're one region over x +y
|
||||
//xyx
|
||||
//xxx
|
||||
//xxx
|
||||
if ((((int)conn.X * (int)Constants.RegionSize)
|
||||
>= (regionConnections.X * (int)Constants.RegionSize))
|
||||
&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
|
||||
>= (regionConnections.Y * (int)Constants.RegionSize)))
|
||||
{
|
||||
Vector3 offset = Vector3.Zero;
|
||||
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
|
||||
((conn.X * (int)Constants.RegionSize)));
|
||||
offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
|
||||
((conn.Y * (int)Constants.RegionSize)));
|
||||
|
||||
Vector3 extents = Vector3.Zero;
|
||||
extents.Y = regionConnections.YEnd + conn.YEnd;
|
||||
extents.X = conn.XEnd;
|
||||
conn.UpdateExtents(extents);
|
||||
|
||||
scene.BordersLocked = true;
|
||||
conn.RegionScene.BordersLocked = true;
|
||||
|
||||
RegionData ConnectedRegion = new RegionData();
|
||||
ConnectedRegion.Offset = offset;
|
||||
ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
|
||||
ConnectedRegion.RegionScene = scene;
|
||||
conn.ConnectedRegions.Add(ConnectedRegion);
|
||||
|
||||
m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}",
|
||||
conn.RegionScene.RegionInfo.RegionName,
|
||||
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
|
||||
|
||||
conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
|
||||
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
|
||||
|
||||
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)
|
||||
{
|
||||
scene.SouthBorders[0].BorderLine.Z += (int) Constants.RegionSize; //auto teleport south
|
||||
scene.SouthBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX;
|
||||
scene.SouthBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
|
||||
}
|
||||
|
||||
// Reset Terrain.. since terrain normally loads first.
|
||||
//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
|
||||
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
|
||||
//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
|
||||
|
||||
scene.BordersLocked = false;
|
||||
conn.RegionScene.BordersLocked = false;
|
||||
if (conn.ClientEventForwarder != null)
|
||||
conn.ClientEventForwarder.AddSceneToEventForwarding(scene);
|
||||
connectedYN = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// If we're one region over +x +y
|
||||
//xxy
|
||||
//xxx
|
||||
//xxx
|
||||
if ((((int)conn.X * (int)Constants.RegionSize) + conn.YEnd
|
||||
>= (regionConnections.X * (int)Constants.RegionSize))
|
||||
&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
|
||||
>= (regionConnections.Y * (int)Constants.RegionSize)))
|
||||
{
|
||||
Vector3 offset = Vector3.Zero;
|
||||
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
|
||||
((conn.X * (int)Constants.RegionSize)));
|
||||
offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
|
||||
((conn.Y * (int)Constants.RegionSize)));
|
||||
|
||||
Vector3 extents = Vector3.Zero;
|
||||
extents.Y = regionConnections.YEnd + conn.YEnd;
|
||||
extents.X = regionConnections.XEnd + conn.XEnd;
|
||||
conn.UpdateExtents(extents);
|
||||
|
||||
scene.BordersLocked = true;
|
||||
conn.RegionScene.BordersLocked = true;
|
||||
|
||||
RegionData ConnectedRegion = new RegionData();
|
||||
ConnectedRegion.Offset = offset;
|
||||
ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
|
||||
ConnectedRegion.RegionScene = scene;
|
||||
|
||||
conn.ConnectedRegions.Add(ConnectedRegion);
|
||||
|
||||
m_log.DebugFormat("Scene: {0} to the NorthEast of Scene{1} Offset: {2}. Extents:{3}",
|
||||
conn.RegionScene.RegionInfo.RegionName,
|
||||
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
|
||||
|
||||
conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
|
||||
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
|
||||
lock (conn.RegionScene.NorthBorders)
|
||||
{
|
||||
if (conn.RegionScene.NorthBorders.Count == 1)// && 2)
|
||||
{
|
||||
//compound border
|
||||
// already locked above
|
||||
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)
|
||||
{
|
||||
scene.SouthBorders[0].BorderLine.Z += (int) Constants.RegionSize; //auto teleport south
|
||||
scene.SouthBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX;
|
||||
scene.SouthBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
|
||||
}
|
||||
|
||||
lock (conn.RegionScene.EastBorders)
|
||||
{
|
||||
if (conn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2)
|
||||
{
|
||||
|
||||
conn.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 (scene.WestBorders)
|
||||
{
|
||||
scene.WestBorders[0].BorderLine.Z += (int) Constants.RegionSize; //auto teleport West
|
||||
scene.WestBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX;
|
||||
scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
|
||||
}
|
||||
|
||||
/*
|
||||
else
|
||||
{
|
||||
conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
|
||||
conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
|
||||
conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
|
||||
scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
// Reset Terrain.. since terrain normally loads first.
|
||||
//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
|
||||
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
|
||||
//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
|
||||
scene.BordersLocked = false;
|
||||
conn.RegionScene.BordersLocked = false;
|
||||
|
||||
if (conn.ClientEventForwarder != null)
|
||||
conn.ClientEventForwarder.AddSceneToEventForwarding(scene);
|
||||
|
||||
connectedYN = true;
|
||||
|
||||
//scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If !connectYN means that this region is a root region
|
||||
if (!connectedYN)
|
||||
{
|
||||
RegionData rdata = new RegionData();
|
||||
rdata.Offset = Vector3.Zero;
|
||||
rdata.RegionId = scene.RegionInfo.originRegionID;
|
||||
rdata.RegionScene = scene;
|
||||
// save it's land channel
|
||||
regionConnections.RegionLandChannel = scene.LandChannel;
|
||||
|
||||
// Substitue our landchannel
|
||||
RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel,
|
||||
regionConnections.ConnectedRegions);
|
||||
scene.LandChannel = lnd;
|
||||
// Forward the permissions modules of each of the connected regions to the root region
|
||||
lock (m_regions)
|
||||
{
|
||||
foreach (RegionData r in regionConnections.ConnectedRegions)
|
||||
{
|
||||
ForwardPermissionRequests(regionConnections, r.RegionScene);
|
||||
}
|
||||
}
|
||||
// Create the root region's Client Event Forwarder
|
||||
regionConnections.ClientEventForwarder = new RegionCombinerClientEventForwarder(regionConnections);
|
||||
|
||||
// Sets up the CoarseLocationUpdate forwarder for this root region
|
||||
scene.EventManager.OnNewPresence += SetCourseLocationDelegate;
|
||||
|
||||
// Adds this root region to a dictionary of regions that are connectable
|
||||
m_regions.Add(scene.RegionInfo.originRegionID, regionConnections);
|
||||
}
|
||||
}
|
||||
// Set up infinite borders around the entire AABB of the combined ConnectedRegions
|
||||
AdjustLargeRegionBounds();
|
||||
}
|
||||
|
||||
private void SetCourseLocationDelegate(ScenePresence presence)
|
||||
{
|
||||
presence.SetSendCourseLocationMethod(SendCourseLocationUpdates);
|
||||
}
|
||||
|
||||
private void SendCourseLocationUpdates(UUID sceneId, ScenePresence presence)
|
||||
{
|
||||
RegionConnections connectiondata = null;
|
||||
lock (m_regions)
|
||||
{
|
||||
if (m_regions.ContainsKey(sceneId))
|
||||
connectiondata = m_regions[sceneId];
|
||||
else
|
||||
return;
|
||||
}
|
||||
|
||||
List<ScenePresence> avatars = connectiondata.RegionScene.GetAvatars();
|
||||
List<Vector3> CoarseLocations = new List<Vector3>();
|
||||
List<UUID> AvatarUUIDs = new List<UUID>();
|
||||
for (int i = 0; i < avatars.Count; i++)
|
||||
{
|
||||
if (avatars[i].UUID != presence.UUID)
|
||||
{
|
||||
if (avatars[i].ParentID != 0)
|
||||
{
|
||||
// sitting avatar
|
||||
SceneObjectPart sop = connectiondata.RegionScene.GetSceneObjectPart(avatars[i].ParentID);
|
||||
if (sop != null)
|
||||
{
|
||||
CoarseLocations.Add(sop.AbsolutePosition + avatars[i].AbsolutePosition);
|
||||
AvatarUUIDs.Add(avatars[i].UUID);
|
||||
}
|
||||
else
|
||||
{
|
||||
// we can't find the parent.. ! arg!
|
||||
CoarseLocations.Add(avatars[i].AbsolutePosition);
|
||||
AvatarUUIDs.Add(avatars[i].UUID);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CoarseLocations.Add(avatars[i].AbsolutePosition);
|
||||
AvatarUUIDs.Add(avatars[i].UUID);
|
||||
}
|
||||
}
|
||||
}
|
||||
DistributeCourseLocationUpdates(CoarseLocations, AvatarUUIDs, connectiondata, presence);
|
||||
}
|
||||
|
||||
private void DistributeCourseLocationUpdates(List<Vector3> locations, List<UUID> uuids,
|
||||
RegionConnections connectiondata, ScenePresence rootPresence)
|
||||
{
|
||||
RegionData[] rdata = connectiondata.ConnectedRegions.ToArray();
|
||||
//List<IClientAPI> clients = new List<IClientAPI>();
|
||||
Dictionary<Vector2, RegionCourseLocationStruct> updates = new Dictionary<Vector2, RegionCourseLocationStruct>();
|
||||
|
||||
// Root Region entry
|
||||
RegionCourseLocationStruct rootupdatedata = new RegionCourseLocationStruct();
|
||||
rootupdatedata.Locations = new List<Vector3>();
|
||||
rootupdatedata.Uuids = new List<UUID>();
|
||||
rootupdatedata.Offset = Vector2.Zero;
|
||||
|
||||
rootupdatedata.UserAPI = rootPresence.ControllingClient;
|
||||
|
||||
if (rootupdatedata.UserAPI != null)
|
||||
updates.Add(Vector2.Zero, rootupdatedata);
|
||||
|
||||
//Each Region needs an entry or we will end up with dead minimap dots
|
||||
foreach (RegionData regiondata in rdata)
|
||||
{
|
||||
Vector2 offset = new Vector2(regiondata.Offset.X, regiondata.Offset.Y);
|
||||
RegionCourseLocationStruct updatedata = new RegionCourseLocationStruct();
|
||||
updatedata.Locations = new List<Vector3>();
|
||||
updatedata.Uuids = new List<UUID>();
|
||||
updatedata.Offset = offset;
|
||||
|
||||
if (offset == Vector2.Zero)
|
||||
updatedata.UserAPI = rootPresence.ControllingClient;
|
||||
else
|
||||
updatedata.UserAPI = LocateUsersChildAgentIClientAPI(offset, rootPresence.UUID, rdata);
|
||||
|
||||
if (updatedata.UserAPI != null)
|
||||
updates.Add(offset, updatedata);
|
||||
}
|
||||
|
||||
// go over the locations and assign them to an IClientAPI
|
||||
for (int i = 0; i < locations.Count; i++)
|
||||
//{locations[i]/(int) Constants.RegionSize;
|
||||
{
|
||||
Vector3 pPosition = new Vector3((int)locations[i].X / (int)Constants.RegionSize,
|
||||
(int)locations[i].Y / (int)Constants.RegionSize, locations[i].Z);
|
||||
Vector2 offset = new Vector2(pPosition.X*(int) Constants.RegionSize,
|
||||
pPosition.Y*(int) Constants.RegionSize);
|
||||
|
||||
if (!updates.ContainsKey(offset))
|
||||
{
|
||||
// This shouldn't happen
|
||||
RegionCourseLocationStruct updatedata = new RegionCourseLocationStruct();
|
||||
updatedata.Locations = new List<Vector3>();
|
||||
updatedata.Uuids = new List<UUID>();
|
||||
updatedata.Offset = offset;
|
||||
|
||||
if (offset == Vector2.Zero)
|
||||
updatedata.UserAPI = rootPresence.ControllingClient;
|
||||
else
|
||||
updatedata.UserAPI = LocateUsersChildAgentIClientAPI(offset, rootPresence.UUID, rdata);
|
||||
|
||||
updates.Add(offset,updatedata);
|
||||
}
|
||||
|
||||
updates[offset].Locations.Add(locations[i]);
|
||||
updates[offset].Uuids.Add(uuids[i]);
|
||||
}
|
||||
|
||||
// Send out the CoarseLocationupdates from their respective client connection based on where the avatar is
|
||||
foreach (Vector2 offset in updates.Keys)
|
||||
{
|
||||
if (updates[offset].UserAPI != null)
|
||||
{
|
||||
updates[offset].UserAPI.SendCoarseLocationUpdate(updates[offset].Uuids,updates[offset].Locations);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Locates a the Client of a particular region in an Array of RegionData based on offset
|
||||
/// </summary>
|
||||
/// <param name="offset"></param>
|
||||
/// <param name="uUID"></param>
|
||||
/// <param name="rdata"></param>
|
||||
/// <returns>IClientAPI or null</returns>
|
||||
private IClientAPI LocateUsersChildAgentIClientAPI(Vector2 offset, UUID uUID, RegionData[] rdata)
|
||||
{
|
||||
IClientAPI returnclient = null;
|
||||
foreach (RegionData r in rdata)
|
||||
{
|
||||
if (r.Offset.X == offset.X && r.Offset.Y == offset.Y)
|
||||
{
|
||||
return r.RegionScene.SceneGraph.GetControllingClient(uUID);
|
||||
}
|
||||
}
|
||||
|
||||
return returnclient;
|
||||
}
|
||||
|
||||
public void PostInitialise()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// TODO:
|
||||
/// </summary>
|
||||
/// <param name="rdata"></param>
|
||||
public void UnCombineRegion(RegionData rdata)
|
||||
{
|
||||
lock (m_regions)
|
||||
{
|
||||
if (m_regions.ContainsKey(rdata.RegionId))
|
||||
{
|
||||
// uncombine root region and virtual regions
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (RegionConnections r in m_regions.Values)
|
||||
{
|
||||
foreach (RegionData rd in r.ConnectedRegions)
|
||||
{
|
||||
if (rd.RegionId == rdata.RegionId)
|
||||
{
|
||||
// uncombine virtual region
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Create a set of infinite borders around the whole aabb of the combined island.
|
||||
private void AdjustLargeRegionBounds()
|
||||
{
|
||||
lock (m_regions)
|
||||
{
|
||||
foreach (RegionConnections rconn in m_regions.Values)
|
||||
{
|
||||
Vector3 offset = Vector3.Zero;
|
||||
rconn.RegionScene.BordersLocked = true;
|
||||
foreach (RegionData rdata in rconn.ConnectedRegions)
|
||||
{
|
||||
if (rdata.Offset.X > offset.X) offset.X = rdata.Offset.X;
|
||||
if (rdata.Offset.Y > offset.Y) offset.Y = rdata.Offset.Y;
|
||||
}
|
||||
|
||||
lock (rconn.RegionScene.NorthBorders)
|
||||
{
|
||||
Border northBorder = null;
|
||||
// If we don't already have an infinite border, create one.
|
||||
if (!TryGetInfiniteBorder(rconn.RegionScene.NorthBorders, out northBorder))
|
||||
{
|
||||
northBorder = new Border();
|
||||
rconn.RegionScene.NorthBorders.Add(northBorder);
|
||||
}
|
||||
|
||||
northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,
|
||||
offset.Y + (int) Constants.RegionSize); //<---
|
||||
northBorder.CrossDirection = Cardinals.N;
|
||||
}
|
||||
|
||||
lock (rconn.RegionScene.SouthBorders)
|
||||
{
|
||||
Border southBorder = null;
|
||||
// If we don't already have an infinite border, create one.
|
||||
if (!TryGetInfiniteBorder(rconn.RegionScene.SouthBorders, out southBorder))
|
||||
{
|
||||
southBorder = new Border();
|
||||
rconn.RegionScene.SouthBorders.Add(southBorder);
|
||||
}
|
||||
southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
|
||||
southBorder.CrossDirection = Cardinals.S;
|
||||
}
|
||||
|
||||
lock (rconn.RegionScene.EastBorders)
|
||||
{
|
||||
Border eastBorder = null;
|
||||
// If we don't already have an infinite border, create one.
|
||||
if (!TryGetInfiniteBorder(rconn.RegionScene.EastBorders, out eastBorder))
|
||||
{
|
||||
eastBorder = new Border();
|
||||
rconn.RegionScene.EastBorders.Add(eastBorder);
|
||||
}
|
||||
eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, offset.X + (int)Constants.RegionSize);
|
||||
//<---
|
||||
eastBorder.CrossDirection = Cardinals.E;
|
||||
}
|
||||
|
||||
lock (rconn.RegionScene.WestBorders)
|
||||
{
|
||||
Border westBorder = null;
|
||||
// If we don't already have an infinite border, create one.
|
||||
if (!TryGetInfiniteBorder(rconn.RegionScene.WestBorders, out westBorder))
|
||||
{
|
||||
westBorder = new Border();
|
||||
rconn.RegionScene.WestBorders.Add(westBorder);
|
||||
|
||||
}
|
||||
westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
|
||||
westBorder.CrossDirection = Cardinals.W;
|
||||
}
|
||||
|
||||
rconn.RegionScene.BordersLocked = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Try and get an Infinite border out of a listT of borders
|
||||
/// </summary>
|
||||
/// <param name="borders"></param>
|
||||
/// <param name="oborder"></param>
|
||||
/// <returns></returns>
|
||||
public static bool TryGetInfiniteBorder(List<Border> borders, out Border oborder)
|
||||
{
|
||||
// Warning! Should be locked before getting here!
|
||||
foreach (Border b in borders)
|
||||
{
|
||||
if (b.BorderLine.X == float.MinValue && b.BorderLine.Y == float.MaxValue)
|
||||
{
|
||||
oborder = b;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
oborder = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
public RegionData GetRegionFromPosition(Vector3 pPosition)
|
||||
{
|
||||
pPosition = pPosition/(int) Constants.RegionSize;
|
||||
int OffsetX = (int) pPosition.X;
|
||||
int OffsetY = (int) pPosition.Y;
|
||||
foreach (RegionConnections regConn in m_regions.Values)
|
||||
{
|
||||
foreach (RegionData reg in regConn.ConnectedRegions)
|
||||
{
|
||||
if (reg.Offset.X == OffsetX && reg.Offset.Y == OffsetY)
|
||||
return reg;
|
||||
}
|
||||
}
|
||||
return new RegionData();
|
||||
}
|
||||
|
||||
public void ForwardPermissionRequests(RegionConnections BigRegion, Scene VirtualRegion)
|
||||
{
|
||||
if (BigRegion.PermissionModule == null)
|
||||
BigRegion.PermissionModule = new RegionCombinerPermissionModule(BigRegion.RegionScene);
|
||||
|
||||
VirtualRegion.Permissions.OnBypassPermissions += BigRegion.PermissionModule.BypassPermissions;
|
||||
VirtualRegion.Permissions.OnSetBypassPermissions += BigRegion.PermissionModule.SetBypassPermissions;
|
||||
VirtualRegion.Permissions.OnPropagatePermissions += BigRegion.PermissionModule.PropagatePermissions;
|
||||
VirtualRegion.Permissions.OnGenerateClientFlags += BigRegion.PermissionModule.GenerateClientFlags;
|
||||
VirtualRegion.Permissions.OnAbandonParcel += BigRegion.PermissionModule.CanAbandonParcel;
|
||||
VirtualRegion.Permissions.OnReclaimParcel += BigRegion.PermissionModule.CanReclaimParcel;
|
||||
VirtualRegion.Permissions.OnDeedParcel += BigRegion.PermissionModule.CanDeedParcel;
|
||||
VirtualRegion.Permissions.OnDeedObject += BigRegion.PermissionModule.CanDeedObject;
|
||||
VirtualRegion.Permissions.OnIsGod += BigRegion.PermissionModule.IsGod;
|
||||
VirtualRegion.Permissions.OnDuplicateObject += BigRegion.PermissionModule.CanDuplicateObject;
|
||||
VirtualRegion.Permissions.OnDeleteObject += BigRegion.PermissionModule.CanDeleteObject; //MAYBE FULLY IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnEditObject += BigRegion.PermissionModule.CanEditObject; //MAYBE FULLY IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnEditParcel += BigRegion.PermissionModule.CanEditParcel; //MAYBE FULLY IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnInstantMessage += BigRegion.PermissionModule.CanInstantMessage;
|
||||
VirtualRegion.Permissions.OnInventoryTransfer += BigRegion.PermissionModule.CanInventoryTransfer; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnIssueEstateCommand += BigRegion.PermissionModule.CanIssueEstateCommand; //FULLY IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnMoveObject += BigRegion.PermissionModule.CanMoveObject; //MAYBE FULLY IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnObjectEntry += BigRegion.PermissionModule.CanObjectEntry;
|
||||
VirtualRegion.Permissions.OnReturnObject += BigRegion.PermissionModule.CanReturnObject; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnRezObject += BigRegion.PermissionModule.CanRezObject; //MAYBE FULLY IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnRunConsoleCommand += BigRegion.PermissionModule.CanRunConsoleCommand;
|
||||
VirtualRegion.Permissions.OnRunScript += BigRegion.PermissionModule.CanRunScript; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnCompileScript += BigRegion.PermissionModule.CanCompileScript;
|
||||
VirtualRegion.Permissions.OnSellParcel += BigRegion.PermissionModule.CanSellParcel;
|
||||
VirtualRegion.Permissions.OnTakeObject += BigRegion.PermissionModule.CanTakeObject;
|
||||
VirtualRegion.Permissions.OnTakeCopyObject += BigRegion.PermissionModule.CanTakeCopyObject;
|
||||
VirtualRegion.Permissions.OnTerraformLand += BigRegion.PermissionModule.CanTerraformLand;
|
||||
VirtualRegion.Permissions.OnLinkObject += BigRegion.PermissionModule.CanLinkObject; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnDelinkObject += BigRegion.PermissionModule.CanDelinkObject; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnBuyLand += BigRegion.PermissionModule.CanBuyLand; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnViewNotecard += BigRegion.PermissionModule.CanViewNotecard; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnViewScript += BigRegion.PermissionModule.CanViewScript; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnEditNotecard += BigRegion.PermissionModule.CanEditNotecard; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnEditScript += BigRegion.PermissionModule.CanEditScript; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnCreateObjectInventory += BigRegion.PermissionModule.CanCreateObjectInventory; //NOT IMPLEMENTED HERE
|
||||
VirtualRegion.Permissions.OnEditObjectInventory += BigRegion.PermissionModule.CanEditObjectInventory;//MAYBE FULLY IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnCopyObjectInventory += BigRegion.PermissionModule.CanCopyObjectInventory; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnDeleteObjectInventory += BigRegion.PermissionModule.CanDeleteObjectInventory; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnResetScript += BigRegion.PermissionModule.CanResetScript;
|
||||
VirtualRegion.Permissions.OnCreateUserInventory += BigRegion.PermissionModule.CanCreateUserInventory; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnCopyUserInventory += BigRegion.PermissionModule.CanCopyUserInventory; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnEditUserInventory += BigRegion.PermissionModule.CanEditUserInventory; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnDeleteUserInventory += BigRegion.PermissionModule.CanDeleteUserInventory; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnTeleport += BigRegion.PermissionModule.CanTeleport; //NOT YET IMPLEMENTED
|
||||
VirtualRegion.Permissions.OnUseObjectReturn += BigRegion.PermissionModule.CanUseObjectReturn; //NOT YET IMPLEMENTED
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,275 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.Land
|
||||
{
|
||||
public class RegionCombinerPermissionModule
|
||||
{
|
||||
private Scene m_rootScene;
|
||||
|
||||
public RegionCombinerPermissionModule(Scene RootScene)
|
||||
{
|
||||
m_rootScene = RootScene;
|
||||
}
|
||||
|
||||
#region Permission Override
|
||||
|
||||
public bool BypassPermissions()
|
||||
{
|
||||
return m_rootScene.Permissions.BypassPermissions();
|
||||
}
|
||||
|
||||
public void SetBypassPermissions(bool value)
|
||||
{
|
||||
m_rootScene.Permissions.SetBypassPermissions(value);
|
||||
}
|
||||
|
||||
public bool PropagatePermissions()
|
||||
{
|
||||
return m_rootScene.Permissions.PropagatePermissions();
|
||||
}
|
||||
|
||||
public uint GenerateClientFlags(UUID userid, UUID objectidid)
|
||||
{
|
||||
return m_rootScene.Permissions.GenerateClientFlags(userid,objectidid);
|
||||
}
|
||||
|
||||
public bool CanAbandonParcel(UUID user, ILandObject parcel, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanAbandonParcel(user,parcel);
|
||||
}
|
||||
|
||||
public bool CanReclaimParcel(UUID user, ILandObject parcel, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanReclaimParcel(user, parcel);
|
||||
}
|
||||
|
||||
public bool CanDeedParcel(UUID user, ILandObject parcel, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanDeedParcel(user, parcel);
|
||||
}
|
||||
|
||||
public bool CanDeedObject(UUID user, UUID @group, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanDeedObject(user,@group);
|
||||
}
|
||||
|
||||
public bool IsGod(UUID user, Scene requestfromscene)
|
||||
{
|
||||
return m_rootScene.Permissions.IsGod(user);
|
||||
}
|
||||
|
||||
public bool CanDuplicateObject(int objectcount, UUID objectid, UUID owner, Scene scene, Vector3 objectposition)
|
||||
{
|
||||
return m_rootScene.Permissions.CanDuplicateObject(objectcount, objectid, owner, objectposition);
|
||||
}
|
||||
|
||||
public bool CanDeleteObject(UUID objectid, UUID deleter, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanDeleteObject(objectid, deleter);
|
||||
}
|
||||
|
||||
public bool CanEditObject(UUID objectid, UUID editorid, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanEditObject(objectid, editorid);
|
||||
}
|
||||
|
||||
public bool CanEditParcel(UUID user, ILandObject parcel, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanEditParcel(user, parcel);
|
||||
}
|
||||
|
||||
public bool CanInstantMessage(UUID user, UUID target, Scene startscene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanInstantMessage(user, target);
|
||||
}
|
||||
|
||||
public bool CanInventoryTransfer(UUID user, UUID target, Scene startscene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanInventoryTransfer(user, target);
|
||||
}
|
||||
|
||||
public bool CanIssueEstateCommand(UUID user, Scene requestfromscene, bool ownercommand)
|
||||
{
|
||||
return m_rootScene.Permissions.CanIssueEstateCommand(user, ownercommand);
|
||||
}
|
||||
|
||||
public bool CanMoveObject(UUID objectid, UUID moverid, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanMoveObject(objectid, moverid);
|
||||
}
|
||||
|
||||
public bool CanObjectEntry(UUID objectid, bool enteringregion, Vector3 newpoint, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanObjectEntry(objectid, enteringregion, newpoint);
|
||||
}
|
||||
|
||||
public bool CanReturnObject(UUID objectid, UUID returnerid, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanReturnObject(objectid, returnerid);
|
||||
}
|
||||
|
||||
public bool CanRezObject(int objectcount, UUID owner, Vector3 objectposition, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanRezObject(objectcount, owner, objectposition);
|
||||
}
|
||||
|
||||
public bool CanRunConsoleCommand(UUID user, Scene requestfromscene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanRunConsoleCommand(user);
|
||||
}
|
||||
|
||||
public bool CanRunScript(UUID script, UUID objectid, UUID user, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanRunScript(script, objectid, user);
|
||||
}
|
||||
|
||||
public bool CanCompileScript(UUID owneruuid, int scripttype, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanCompileScript(owneruuid, scripttype);
|
||||
}
|
||||
|
||||
public bool CanSellParcel(UUID user, ILandObject parcel, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanSellParcel(user, parcel);
|
||||
}
|
||||
|
||||
public bool CanTakeObject(UUID objectid, UUID stealer, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanTakeObject(objectid, stealer);
|
||||
}
|
||||
|
||||
public bool CanTakeCopyObject(UUID objectid, UUID userid, Scene inscene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanTakeObject(objectid, userid);
|
||||
}
|
||||
|
||||
public bool CanTerraformLand(UUID user, Vector3 position, Scene requestfromscene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanTerraformLand(user, position);
|
||||
}
|
||||
|
||||
public bool CanLinkObject(UUID user, UUID objectid)
|
||||
{
|
||||
return m_rootScene.Permissions.CanLinkObject(user, objectid);
|
||||
}
|
||||
|
||||
public bool CanDelinkObject(UUID user, UUID objectid)
|
||||
{
|
||||
return m_rootScene.Permissions.CanDelinkObject(user, objectid);
|
||||
}
|
||||
|
||||
public bool CanBuyLand(UUID user, ILandObject parcel, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanBuyLand(user, parcel);
|
||||
}
|
||||
|
||||
public bool CanViewNotecard(UUID script, UUID objectid, UUID user, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanViewNotecard(script, objectid, user);
|
||||
}
|
||||
|
||||
public bool CanViewScript(UUID script, UUID objectid, UUID user, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanViewScript(script, objectid, user);
|
||||
}
|
||||
|
||||
public bool CanEditNotecard(UUID notecard, UUID objectid, UUID user, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanEditNotecard(notecard, objectid, user);
|
||||
}
|
||||
|
||||
public bool CanEditScript(UUID script, UUID objectid, UUID user, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanEditScript(script, objectid, user);
|
||||
}
|
||||
|
||||
public bool CanCreateObjectInventory(int invtype, UUID objectid, UUID userid)
|
||||
{
|
||||
return m_rootScene.Permissions.CanCreateObjectInventory(invtype, objectid, userid);
|
||||
}
|
||||
|
||||
public bool CanEditObjectInventory(UUID objectid, UUID editorid, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanEditObjectInventory(objectid, editorid);
|
||||
}
|
||||
|
||||
public bool CanCopyObjectInventory(UUID itemid, UUID objectid, UUID userid)
|
||||
{
|
||||
return m_rootScene.Permissions.CanCopyObjectInventory(itemid, objectid, userid);
|
||||
}
|
||||
|
||||
public bool CanDeleteObjectInventory(UUID itemid, UUID objectid, UUID userid)
|
||||
{
|
||||
return m_rootScene.Permissions.CanDeleteObjectInventory(itemid, objectid, userid);
|
||||
}
|
||||
|
||||
public bool CanResetScript(UUID prim, UUID script, UUID user, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanResetScript(prim, script, user);
|
||||
}
|
||||
|
||||
public bool CanCreateUserInventory(int invtype, UUID userid)
|
||||
{
|
||||
return m_rootScene.Permissions.CanCreateUserInventory(invtype, userid);
|
||||
}
|
||||
|
||||
public bool CanCopyUserInventory(UUID itemid, UUID userid)
|
||||
{
|
||||
return m_rootScene.Permissions.CanCopyUserInventory(itemid, userid);
|
||||
}
|
||||
|
||||
public bool CanEditUserInventory(UUID itemid, UUID userid)
|
||||
{
|
||||
return m_rootScene.Permissions.CanEditUserInventory(itemid, userid);
|
||||
}
|
||||
|
||||
public bool CanDeleteUserInventory(UUID itemid, UUID userid)
|
||||
{
|
||||
return m_rootScene.Permissions.CanDeleteUserInventory(itemid, userid);
|
||||
}
|
||||
|
||||
public bool CanTeleport(UUID userid, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanTeleport(userid);
|
||||
}
|
||||
|
||||
public bool CanUseObjectReturn(ILandObject landdata, uint type, IClientAPI client, List<SceneObjectGroup> retlist, Scene scene)
|
||||
{
|
||||
return m_rootScene.Permissions.CanUseObjectReturn(landdata, type, client, retlist);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
|
@ -0,0 +1,65 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.Land
|
||||
{
|
||||
public class RegionConnections
|
||||
{
|
||||
/// <summary>
|
||||
/// Root Region ID
|
||||
/// </summary>
|
||||
public UUID RegionId;
|
||||
|
||||
/// <summary>
|
||||
/// Root Region Scene
|
||||
/// </summary>
|
||||
public Scene RegionScene;
|
||||
|
||||
/// <summary>
|
||||
/// LargeLandChannel for combined region
|
||||
/// </summary>
|
||||
public ILandChannel RegionLandChannel;
|
||||
public uint X;
|
||||
public uint Y;
|
||||
public int XEnd;
|
||||
public int YEnd;
|
||||
public List<RegionData> ConnectedRegions;
|
||||
public RegionCombinerPermissionModule PermissionModule;
|
||||
public RegionCombinerClientEventForwarder ClientEventForwarder;
|
||||
public void UpdateExtents(Vector3 extents)
|
||||
{
|
||||
XEnd = (int)extents.X;
|
||||
YEnd = (int)extents.Y;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,43 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.Land
|
||||
{
|
||||
|
||||
struct RegionCourseLocationStruct
|
||||
{
|
||||
public List<Vector3> Locations;
|
||||
public List<UUID> Uuids;
|
||||
public IClientAPI UserAPI;
|
||||
public Vector2 Offset;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,39 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.Land
|
||||
{
|
||||
public class RegionData
|
||||
{
|
||||
public UUID RegionId;
|
||||
public Scene RegionScene;
|
||||
public Vector3 Offset;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue