* Add the RegionCombinerModule back

* Yay anonymous delegate in an anonymous delegate.
remotes/origin/0.6.7-post-fixes
Teravus Ovares (Dan Olivares) 2009-09-13 19:09:48 -04:00
parent 3a9e1cf0a3
commit feccfe4096
9 changed files with 1719 additions and 0 deletions

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@ -13,6 +13,7 @@
<RegionModule id="ArchiverModule" type="OpenSim.Region.CoreModules.World.Archiver.ArchiverModule" /> <RegionModule id="ArchiverModule" type="OpenSim.Region.CoreModules.World.Archiver.ArchiverModule" />
<RegionModule id="CapabilitiesModule" type="OpenSim.Region.CoreModules.Agent.Capabilities.CapabilitiesModule" /> <RegionModule id="CapabilitiesModule" type="OpenSim.Region.CoreModules.Agent.Capabilities.CapabilitiesModule" />
<RegionModule id="TerrainModule" type="OpenSim.Region.CoreModules.World.Terrain.TerrainModule" /> <RegionModule id="TerrainModule" type="OpenSim.Region.CoreModules.World.Terrain.TerrainModule" />
<RegionModule id="RegionCombinerModule" type="OpenSim.Region.CoreModules.World.Land.RegionCombinerModule" />
<RegionModule id="WorldMapModule" type="OpenSim.Region.CoreModules.World.WorldMap.WorldMapModule" /> <RegionModule id="WorldMapModule" type="OpenSim.Region.CoreModules.World.WorldMap.WorldMapModule" />
<RegionModule id="HGWorldMapModule" type="OpenSim.Region.CoreModules.Hypergrid.HGWorldMapModule" /> <RegionModule id="HGWorldMapModule" type="OpenSim.Region.CoreModules.Hypergrid.HGWorldMapModule" />
<RegionModule id="UrlModule" type="OpenSim.Region.CoreModules.Scripting.LSLHttp.UrlModule" /> <RegionModule id="UrlModule" type="OpenSim.Region.CoreModules.Scripting.LSLHttp.UrlModule" />

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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.
*/
using System;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Land
{
public class RegionCombinerClientEventForwarder
{
private Scene m_rootScene;
private Dictionary<UUID, Scene> m_virtScene = new Dictionary<UUID, Scene>();
private Dictionary<UUID,RegionCombinerIndividualEventForwarder> m_forwarders = new Dictionary<UUID,
RegionCombinerIndividualEventForwarder>();
public RegionCombinerClientEventForwarder(RegionConnections rootScene)
{
m_rootScene = rootScene.RegionScene;
}
public void AddSceneToEventForwarding(Scene virtualScene)
{
lock (m_virtScene)
{
if (m_virtScene.ContainsKey(virtualScene.RegionInfo.originRegionID))
{
m_virtScene[virtualScene.RegionInfo.originRegionID] = virtualScene;
}
else
{
m_virtScene.Add(virtualScene.RegionInfo.originRegionID, virtualScene);
}
}
lock (m_forwarders)
{
// TODO: Fix this to unregister if this happens
if (m_forwarders.ContainsKey(virtualScene.RegionInfo.originRegionID))
m_forwarders.Remove(virtualScene.RegionInfo.originRegionID);
RegionCombinerIndividualEventForwarder forwarder =
new RegionCombinerIndividualEventForwarder(m_rootScene, virtualScene);
m_forwarders.Add(virtualScene.RegionInfo.originRegionID, forwarder);
virtualScene.EventManager.OnNewClient += forwarder.ClientConnect;
virtualScene.EventManager.OnClientClosed += forwarder.ClientClosed;
}
}
public void RemoveSceneFromEventForwarding (Scene virtualScene)
{
lock (m_forwarders)
{
RegionCombinerIndividualEventForwarder forwarder = m_forwarders[virtualScene.RegionInfo.originRegionID];
virtualScene.EventManager.OnNewClient -= forwarder.ClientConnect;
virtualScene.EventManager.OnClientClosed -= forwarder.ClientClosed;
m_forwarders.Remove(virtualScene.RegionInfo.originRegionID);
}
lock (m_virtScene)
{
if (m_virtScene.ContainsKey(virtualScene.RegionInfo.originRegionID))
{
m_virtScene.Remove(virtualScene.RegionInfo.originRegionID);
}
}
}
}
}

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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.
*/
using System;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Land
{
public class RegionCombinerIndividualEventForwarder
{
private Scene m_rootScene;
private Scene m_virtScene;
public RegionCombinerIndividualEventForwarder(Scene rootScene, Scene virtScene)
{
m_rootScene = rootScene;
m_virtScene = virtScene;
}
public void ClientConnect(IClientAPI client)
{
m_virtScene.UnSubscribeToClientPrimEvents(client);
m_virtScene.UnSubscribeToClientPrimRezEvents(client);
m_virtScene.UnSubscribeToClientInventoryEvents(client);
m_virtScene.UnSubscribeToClientAttachmentEvents(client);
//m_virtScene.UnSubscribeToClientTeleportEvents(client);
m_virtScene.UnSubscribeToClientScriptEvents(client);
m_virtScene.UnSubscribeToClientGodEvents(client);
m_virtScene.UnSubscribeToClientNetworkEvents(client);
m_rootScene.SubscribeToClientPrimEvents(client);
client.OnAddPrim += LocalAddNewPrim;
client.OnRezObject += LocalRezObject;
m_rootScene.SubscribeToClientInventoryEvents(client);
m_rootScene.SubscribeToClientAttachmentEvents(client);
//m_rootScene.SubscribeToClientTeleportEvents(client);
m_rootScene.SubscribeToClientScriptEvents(client);
m_rootScene.SubscribeToClientGodEvents(client);
m_rootScene.SubscribeToClientNetworkEvents(client);
}
public void ClientClosed(UUID clientid, Scene scene)
{
}
/// <summary>
/// Fixes position based on the region the Rez event came in on
/// </summary>
/// <param name="remoteclient"></param>
/// <param name="itemid"></param>
/// <param name="rayend"></param>
/// <param name="raystart"></param>
/// <param name="raytargetid"></param>
/// <param name="bypassraycast"></param>
/// <param name="rayendisintersection"></param>
/// <param name="rezselected"></param>
/// <param name="removeitem"></param>
/// <param name="fromtaskid"></param>
private void LocalRezObject(IClientAPI remoteclient, UUID itemid, Vector3 rayend, Vector3 raystart,
UUID raytargetid, byte bypassraycast, bool rayendisintersection, bool rezselected, bool removeitem,
UUID fromtaskid)
{
int differenceX = (int)m_virtScene.RegionInfo.RegionLocX - (int)m_rootScene.RegionInfo.RegionLocX;
int differenceY = (int)m_virtScene.RegionInfo.RegionLocY - (int)m_rootScene.RegionInfo.RegionLocY;
rayend.X += differenceX * (int)Constants.RegionSize;
rayend.Y += differenceY * (int)Constants.RegionSize;
raystart.X += differenceX * (int)Constants.RegionSize;
raystart.Y += differenceY * (int)Constants.RegionSize;
m_rootScene.RezObject(remoteclient, itemid, rayend, raystart, raytargetid, bypassraycast,
rayendisintersection, rezselected, removeitem, fromtaskid);
}
/// <summary>
/// Fixes position based on the region the AddPrimShape event came in on
/// </summary>
/// <param name="ownerid"></param>
/// <param name="groupid"></param>
/// <param name="rayend"></param>
/// <param name="rot"></param>
/// <param name="shape"></param>
/// <param name="bypassraycast"></param>
/// <param name="raystart"></param>
/// <param name="raytargetid"></param>
/// <param name="rayendisintersection"></param>
private void LocalAddNewPrim(UUID ownerid, UUID groupid, Vector3 rayend, Quaternion rot,
PrimitiveBaseShape shape, byte bypassraycast, Vector3 raystart, UUID raytargetid,
byte rayendisintersection)
{
int differenceX = (int)m_virtScene.RegionInfo.RegionLocX - (int)m_rootScene.RegionInfo.RegionLocX;
int differenceY = (int)m_virtScene.RegionInfo.RegionLocY - (int)m_rootScene.RegionInfo.RegionLocY;
rayend.X += differenceX * (int)Constants.RegionSize;
rayend.Y += differenceY * (int)Constants.RegionSize;
raystart.X += differenceX * (int)Constants.RegionSize;
raystart.Y += differenceY * (int)Constants.RegionSize;
m_rootScene.AddNewPrim(ownerid, groupid, rayend, rot, shape, bypassraycast, raystart, raytargetid,
rayendisintersection);
}
}
}

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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.
*/
using System;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.CoreModules.World.Land
{
public class RegionCombinerLargeLandChannel : ILandChannel
{
// private static readonly ILog m_log =
// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private RegionData RegData;
private ILandChannel RootRegionLandChannel;
private readonly List<RegionData> RegionConnections;
#region ILandChannel Members
public RegionCombinerLargeLandChannel(RegionData regData, ILandChannel rootRegionLandChannel,
List<RegionData> regionConnections)
{
RegData = regData;
RootRegionLandChannel = rootRegionLandChannel;
RegionConnections = regionConnections;
}
public List<ILandObject> ParcelsNearPoint(Vector3 position)
{
//m_log.DebugFormat("[LANDPARCELNEARPOINT]: {0}>", position);
return RootRegionLandChannel.ParcelsNearPoint(position - RegData.Offset);
}
public List<ILandObject> AllParcels()
{
return RootRegionLandChannel.AllParcels();
}
public ILandObject GetLandObject(int x, int y)
{
//m_log.DebugFormat("[BIGLANDTESTINT]: <{0},{1}>", x, y);
if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize)
{
return RootRegionLandChannel.GetLandObject(x, y);
}
else
{
int offsetX = (x / (int)Constants.RegionSize);
int offsetY = (y / (int)Constants.RegionSize);
offsetX *= (int)Constants.RegionSize;
offsetY *= (int)Constants.RegionSize;
foreach (RegionData regionData in RegionConnections)
{
if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY)
{
return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY);
}
}
ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene);
obj.landData.Name = "NO LAND";
return obj;
}
}
public ILandObject GetLandObject(int localID)
{
return RootRegionLandChannel.GetLandObject(localID);
}
public ILandObject GetLandObject(float x, float y)
{
//m_log.DebugFormat("[BIGLANDTESTFLOAT]: <{0},{1}>", x, y);
if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize)
{
return RootRegionLandChannel.GetLandObject(x, y);
}
else
{
int offsetX = (int)(x/(int) Constants.RegionSize);
int offsetY = (int)(y/(int) Constants.RegionSize);
offsetX *= (int) Constants.RegionSize;
offsetY *= (int) Constants.RegionSize;
foreach (RegionData regionData in RegionConnections)
{
if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY)
{
return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY);
}
}
ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene);
obj.landData.Name = "NO LAND";
return obj;
}
}
public bool IsLandPrimCountTainted()
{
return RootRegionLandChannel.IsLandPrimCountTainted();
}
public bool IsForcefulBansAllowed()
{
return RootRegionLandChannel.IsForcefulBansAllowed();
}
public void UpdateLandObject(int localID, LandData data)
{
RootRegionLandChannel.UpdateLandObject(localID, data);
}
public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
{
RootRegionLandChannel.ReturnObjectsInParcel(localID, returnType, agentIDs, taskIDs, remoteClient);
}
public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
{
RootRegionLandChannel.setParcelObjectMaxOverride(overrideDel);
}
public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
{
RootRegionLandChannel.setSimulatorObjectMaxOverride(overrideDel);
}
public void SetParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime)
{
RootRegionLandChannel.SetParcelOtherCleanTime(remoteClient, localID, otherCleanTime);
}
#endregion
}
}

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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.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Client;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Land
{
public class RegionCombinerModule : ISharedRegionModule
{
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
}
}
}

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@ -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
}
}

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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.
*/
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;
}
}
}

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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.
*/
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;
}
}

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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.
*/
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;
}
}