969 lines
46 KiB
C#
969 lines
46 KiB
C#
/*
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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 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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using OpenSim.Framework.Console;
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using OpenSim.Region.Physics.Manager;
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using Mono.Addins;
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[assembly: Addin("RegionCombinerModule", "0.1")]
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[assembly: AddinDependency("OpenSim", "0.5")]
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namespace OpenSim.Region.RegionCombinerModule
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
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public class RegionCombinerModule : ISharedRegionModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public string Name
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{
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get { return "RegionCombinerModule"; }
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}
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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private Dictionary<UUID, RegionConnections> m_regions = new Dictionary<UUID, RegionConnections>();
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private bool enabledYN = false;
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private Dictionary<UUID, Scene> m_startingScenes = new Dictionary<UUID, Scene>();
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public void Initialise(IConfigSource source)
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{
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IConfig myConfig = source.Configs["Startup"];
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enabledYN = myConfig.GetBoolean("CombineContiguousRegions", false);
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//enabledYN = true;
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if (enabledYN)
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MainConsole.Instance.Commands.AddCommand("RegionCombinerModule", false, "fix-phantoms",
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"Fix phantom objects", "Fixes phantom objects after an import to megaregions", FixPhantoms);
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}
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public void Close()
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{
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}
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public void AddRegion(Scene scene)
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{
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}
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public void RemoveRegion(Scene scene)
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{
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}
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public void RegionLoaded(Scene scene)
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{
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if (enabledYN)
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RegionLoadedDoWork(scene);
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}
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private void RegionLoadedDoWork(Scene scene)
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{
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/*
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// For testing on a single instance
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if (scene.RegionInfo.RegionLocX == 1004 && scene.RegionInfo.RegionLocY == 1000)
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return;
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//
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*/
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lock (m_startingScenes)
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m_startingScenes.Add(scene.RegionInfo.originRegionID, scene);
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// Give each region a standard set of non-infinite borders
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Border northBorder = new Border();
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northBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<---
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northBorder.CrossDirection = Cardinals.N;
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scene.NorthBorders[0] = northBorder;
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Border southBorder = new Border();
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southBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //--->
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southBorder.CrossDirection = Cardinals.S;
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scene.SouthBorders[0] = southBorder;
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Border eastBorder = new Border();
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eastBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<---
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eastBorder.CrossDirection = Cardinals.E;
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scene.EastBorders[0] = eastBorder;
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Border westBorder = new Border();
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westBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //--->
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westBorder.CrossDirection = Cardinals.W;
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scene.WestBorders[0] = westBorder;
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RegionConnections regionConnections = new RegionConnections();
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regionConnections.ConnectedRegions = new List<RegionData>();
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regionConnections.RegionScene = scene;
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regionConnections.RegionLandChannel = scene.LandChannel;
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regionConnections.RegionId = scene.RegionInfo.originRegionID;
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regionConnections.X = scene.RegionInfo.RegionLocX;
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regionConnections.Y = scene.RegionInfo.RegionLocY;
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regionConnections.XEnd = (int)Constants.RegionSize;
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regionConnections.YEnd = (int)Constants.RegionSize;
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lock (m_regions)
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{
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bool connectedYN = false;
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foreach (RegionConnections conn in m_regions.Values)
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{
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#region commented
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/*
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// If we're one region over +x +y
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//xxy
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//xxx
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//xxx
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if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd
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== (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
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== (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int) Constants.RegionSize)) -
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((conn.X * (int) Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int) Constants.RegionSize)) -
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((conn.Y * (int) Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd + conn.YEnd;
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extents.X = conn.XEnd + conn.XEnd;
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m_log.DebugFormat("Scene: {0} to the northwest of Scene{1}. Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName,
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offset, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
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connectedYN = true;
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break;
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}
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*/
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/*
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//If we're one region over x +y
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//xxx
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//xxx
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//xyx
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if ((((int)conn.X * (int)Constants.RegionSize)
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== (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
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== (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd + conn.YEnd;
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extents.X = conn.XEnd;
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m_log.DebugFormat("Scene: {0} to the north of Scene{1}. Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
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connectedYN = true;
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break;
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}
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*/
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/*
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// If we're one region over -x +y
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//xxx
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//xxx
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//yxx
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if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
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== (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
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== (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd + conn.YEnd;
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extents.X = conn.XEnd + conn.XEnd;
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m_log.DebugFormat("Scene: {0} to the northeast of Scene. Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
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connectedYN = true;
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break;
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}
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*/
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/*
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// If we're one region over -x y
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//xxx
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//yxx
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//xxx
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if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
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== (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize)
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== (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd;
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extents.X = conn.XEnd + conn.XEnd;
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m_log.DebugFormat("Scene: {0} to the east of Scene{1} Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
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connectedYN = true;
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break;
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}
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*/
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/*
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// If we're one region over -x -y
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//yxx
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//xxx
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//xxx
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if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
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== (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
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== (regionConnections.Y * (int)Constants.RegionSize)))
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd + conn.YEnd;
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extents.X = conn.XEnd + conn.XEnd;
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m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
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connectedYN = true;
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break;
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}
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*/
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#endregion
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// If we're one region over +x y
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//xxx
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//xxy
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//xxx
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if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd
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>= (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize)
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>= (regionConnections.Y * (int)Constants.RegionSize)))
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{
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connectedYN = DoWorkForOneRegionOverPlusXY(conn, regionConnections, scene);
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break;
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}
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// If we're one region over x +y
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//xyx
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//xxx
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//xxx
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if ((((int)conn.X * (int)Constants.RegionSize)
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>= (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
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>= (regionConnections.Y * (int)Constants.RegionSize)))
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{
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connectedYN = DoWorkForOneRegionOverXPlusY(conn, regionConnections, scene);
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break;
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}
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// If we're one region over +x +y
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//xxy
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//xxx
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//xxx
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if ((((int)conn.X * (int)Constants.RegionSize) + conn.YEnd
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>= (regionConnections.X * (int)Constants.RegionSize))
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&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
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>= (regionConnections.Y * (int)Constants.RegionSize)))
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{
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connectedYN = DoWorkForOneRegionOverPlusXPlusY(conn, regionConnections, scene);
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break;
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}
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}
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// If !connectYN means that this region is a root region
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if (!connectedYN)
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{
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DoWorkForRootRegion(regionConnections, scene);
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}
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}
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// Set up infinite borders around the entire AABB of the combined ConnectedRegions
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AdjustLargeRegionBounds();
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}
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private bool DoWorkForOneRegionOverPlusXY(RegionConnections conn, RegionConnections regionConnections, Scene scene)
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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extents.Y = conn.YEnd;
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extents.X = conn.XEnd + regionConnections.XEnd;
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conn.UpdateExtents(extents);
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m_log.DebugFormat("Scene: {0} to the west of Scene{1} Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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scene.BordersLocked = true;
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conn.RegionScene.BordersLocked = true;
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RegionData ConnectedRegion = new RegionData();
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ConnectedRegion.Offset = offset;
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ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
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ConnectedRegion.RegionScene = scene;
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conn.ConnectedRegions.Add(ConnectedRegion);
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// Inform root region Physics about the extents of this region
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conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
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// Inform Child region that it needs to forward it's terrain to the root region
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
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// Extend the borders as appropriate
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lock (conn.RegionScene.EastBorders)
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conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
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lock (conn.RegionScene.NorthBorders)
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conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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lock (conn.RegionScene.SouthBorders)
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conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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lock (scene.WestBorders)
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{
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scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - conn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
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// Trigger auto teleport to root region
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scene.WestBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX;
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scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
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}
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// Reset Terrain.. since terrain loads before we get here, we need to load
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// it again so it loads in the root region
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scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
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// Unlock borders
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conn.RegionScene.BordersLocked = false;
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scene.BordersLocked = false;
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// Create a client event forwarder and add this region's events to the root region.
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if (conn.ClientEventForwarder != null)
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conn.ClientEventForwarder.AddSceneToEventForwarding(scene);
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return true;
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}
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private bool DoWorkForOneRegionOverXPlusY(RegionConnections conn, RegionConnections regionConnections, Scene scene)
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{
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Vector3 offset = Vector3.Zero;
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offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
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((conn.X * (int)Constants.RegionSize)));
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offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
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((conn.Y * (int)Constants.RegionSize)));
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Vector3 extents = Vector3.Zero;
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extents.Y = regionConnections.YEnd + conn.YEnd;
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extents.X = conn.XEnd;
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conn.UpdateExtents(extents);
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scene.BordersLocked = true;
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conn.RegionScene.BordersLocked = true;
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RegionData ConnectedRegion = new RegionData();
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ConnectedRegion.Offset = offset;
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ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
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ConnectedRegion.RegionScene = scene;
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conn.ConnectedRegions.Add(ConnectedRegion);
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m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}",
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conn.RegionScene.RegionInfo.RegionName,
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regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
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conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
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scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
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lock (conn.RegionScene.NorthBorders)
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conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
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lock (conn.RegionScene.EastBorders)
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conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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lock (conn.RegionScene.WestBorders)
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conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
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lock (scene.SouthBorders)
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{
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scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - conn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south
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scene.SouthBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX;
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scene.SouthBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
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}
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// Reset Terrain.. since terrain normally loads first.
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//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
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scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
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//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
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scene.BordersLocked = false;
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conn.RegionScene.BordersLocked = false;
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if (conn.ClientEventForwarder != null)
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conn.ClientEventForwarder.AddSceneToEventForwarding(scene);
|
|
return true;
|
|
}
|
|
|
|
private bool DoWorkForOneRegionOverPlusXPlusY(RegionConnections conn, RegionConnections regionConnections, Scene scene)
|
|
{
|
|
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)((scene.RegionInfo.RegionLocY - conn.RegionScene.RegionInfo.RegionLocY) * (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)((scene.RegionInfo.RegionLocX - conn.RegionScene.RegionInfo.RegionLocX) * (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);
|
|
|
|
return true;
|
|
|
|
//scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
|
|
|
|
}
|
|
|
|
private void DoWorkForRootRegion(RegionConnections regionConnections, Scene scene)
|
|
{
|
|
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);
|
|
}
|
|
|
|
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.OnReturnObjects += BigRegion.PermissionModule.CanReturnObjects; //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
|
|
}
|
|
|
|
#region console commands
|
|
public void FixPhantoms(string module, string[] cmdparams)
|
|
{
|
|
List<Scene> scenes = new List<Scene>(m_startingScenes.Values);
|
|
foreach (Scene s in scenes)
|
|
{
|
|
s.ForEachSOG(delegate(SceneObjectGroup e)
|
|
{
|
|
e.AbsolutePosition = e.AbsolutePosition;
|
|
}
|
|
);
|
|
}
|
|
}
|
|
#endregion
|
|
}
|
|
}
|