878 lines
40 KiB
C#
878 lines
40 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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namespace OpenSim.Region.RegionCombinerModule
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{
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public class RegionCombinerModule : ISharedRegionModule, IRegionCombinerModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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// private static string LogHeader = "[REGION COMBINER MODULE]";
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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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/// <summary>
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/// Is this module enabled?
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/// </summary>
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private bool m_combineContiguousRegions = false;
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/// <summary>
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/// This holds the root regions for the megaregions.
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/// </summary>
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/// <remarks>
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/// Usually there is only ever one megaregion (and hence only one entry here).
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/// </remarks>
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private Dictionary<UUID, RegionConnections> m_regions = new Dictionary<UUID, RegionConnections>();
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/// <summary>
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/// The scenes that comprise the megaregion.
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/// </summary>
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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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m_combineContiguousRegions = myConfig.GetBoolean("CombineContiguousRegions", false);
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MainConsole.Instance.Commands.AddCommand(
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"RegionCombinerModule", false, "fix-phantoms", "fix-phantoms",
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"Fixes phantom objects after an import to a megaregion or a change from a megaregion back to normal regions",
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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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if (m_combineContiguousRegions)
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scene.RegisterModuleInterface<IRegionCombinerModule>(this);
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}
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public void RemoveRegion(Scene scene)
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{
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lock (m_startingScenes)
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m_startingScenes.Remove(scene.RegionInfo.originRegionID);
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}
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public void RegionLoaded(Scene scene)
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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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if (m_combineContiguousRegions)
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{
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RegionLoadedDoWork(scene);
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scene.EventManager.OnNewPresence += NewPresence;
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}
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}
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public bool IsRootForMegaregion(UUID regionId)
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{
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lock (m_regions)
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return m_regions.ContainsKey(regionId);
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}
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public Vector2 GetSizeOfMegaregion(UUID regionId)
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{
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lock (m_regions)
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{
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if (m_regions.ContainsKey(regionId))
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{
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RegionConnections rootConn = m_regions[regionId];
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return new Vector2((float)rootConn.XEnd, (float)rootConn.YEnd);
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}
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}
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throw new Exception(string.Format("Region with id {0} not found", regionId));
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}
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// Test to see if this postiion (relative to the region) is within the area covered
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// by this megaregion.
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public bool PositionIsInMegaregion(UUID currentRegion, int xx, int yy)
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{
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bool ret = false;
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if (xx < 0 || yy < 0)
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return ret;
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foreach (RegionConnections rootRegion in m_regions.Values)
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{
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if (currentRegion == rootRegion.RegionId)
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{
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// The caller is in the root region so this is an easy test
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if (xx < rootRegion.XEnd && yy < rootRegion.YEnd)
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{
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ret = true;
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}
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break;
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}
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else
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{
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// Maybe the caller is in one of the sub-regions
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foreach (RegionData childRegion in rootRegion.ConnectedRegions)
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{
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if (currentRegion == childRegion.RegionId)
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{
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// This is a child. Diddle the offsets and check if in
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Vector3 positionInMegaregion = childRegion.Offset;
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positionInMegaregion.X += xx;
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positionInMegaregion.Y += yy;
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if (positionInMegaregion.X < rootRegion.XEnd && positionInMegaregion.Y < rootRegion.YEnd)
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{
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ret = true;
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}
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break;
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}
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}
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}
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}
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return ret;
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}
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private void NewPresence(ScenePresence presence)
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{
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if (presence.IsChildAgent)
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{
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byte[] throttleData;
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try
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{
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throttleData = presence.ControllingClient.GetThrottlesPacked(1);
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}
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catch (NotImplementedException)
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{
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return;
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}
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if (throttleData == null)
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return;
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if (throttleData.Length == 0)
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return;
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if (throttleData.Length != 28)
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return;
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byte[] adjData;
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int pos = 0;
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if (!BitConverter.IsLittleEndian)
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{
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byte[] newData = new byte[7 * 4];
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Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
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for (int i = 0; i < 7; i++)
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Array.Reverse(newData, i * 4, 4);
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adjData = newData;
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}
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else
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{
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adjData = throttleData;
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}
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// 0.125f converts from bits to bytes
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int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
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// State is a subcategory of task that we allocate a percentage to
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//int total = resend + land + wind + cloud + task + texture + asset;
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byte[] data = new byte[7 * 4];
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int ii = 0;
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Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
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Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
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Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
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Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
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Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
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Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
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Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
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try
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{
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presence.ControllingClient.SetChildAgentThrottle(data);
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}
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catch (NotImplementedException)
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{
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return;
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}
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}
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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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RegionConnections newConn = new RegionConnections();
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newConn.ConnectedRegions = new List<RegionData>();
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newConn.RegionScene = scene;
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newConn.RegionLandChannel = scene.LandChannel;
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newConn.RegionId = scene.RegionInfo.originRegionID;
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newConn.X = scene.RegionInfo.RegionLocX;
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newConn.Y = scene.RegionInfo.RegionLocY;
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newConn.XEnd = scene.RegionInfo.RegionSizeX;
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newConn.YEnd = scene.RegionInfo.RegionSizeX;
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lock (m_regions)
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{
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bool connectedYN = false;
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foreach (RegionConnections rootConn 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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// Check to see if this new region is adjacent to the root region.
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// Note that we expect the regions to be combined from the root region outward
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// thus the requirement for the ordering in the configuration files.
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// If we're one region over +x y (i.e. root region is to the west)
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//xxx
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//xxy
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//xxx
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if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY >= newConn.PosY)
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{
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connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
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break;
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}
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// If we're one region over x +y (i.e. root region is to the south)
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//xyx
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//xxx
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//xxx
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if (rootConn.PosX >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY)
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{
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connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
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break;
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}
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// If we're one region over +x +y (i.e. root region is to the south-west)
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//xxy
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//xxx
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//xxx
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if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY)
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{
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connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, 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(newConn, scene);
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}
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}
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}
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private bool DoWorkForOneRegionOverPlusXY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
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{
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// Offset (in meters) from the base of this region to the base of the root region.
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Vector3 offset = Vector3.Zero;
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offset.X = newConn.PosX - rootConn.PosX;
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offset.Y = newConn.PosY - rootConn.PosY;
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// The new total size of the region (in meters)
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// We just extend the X and Y dimensions so the extent might temporarily include areas without regions.
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Vector3 extents = Vector3.Zero;
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extents.X = Math.Max(rootConn.XEnd, offset.X + newConn.RegionScene.RegionInfo.RegionSizeX);
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extents.Y = Math.Max(rootConn.YEnd, offset.Y + newConn.RegionScene.RegionInfo.RegionSizeY);
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rootConn.UpdateExtents(extents);
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m_log.DebugFormat(
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"[REGION COMBINER MODULE]: Root region {0} is to the west of region {1}, Offset: {2}, Extents: {3}",
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rootConn.RegionScene.RegionInfo.RegionName,
|
|
newConn.RegionScene.RegionInfo.RegionName, offset, extents);
|
|
|
|
RegionData ConnectedRegion = new RegionData();
|
|
ConnectedRegion.Offset = offset;
|
|
ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
|
|
ConnectedRegion.RegionScene = scene;
|
|
rootConn.ConnectedRegions.Add(ConnectedRegion);
|
|
|
|
// Inform root region Physics about the extents of this region
|
|
rootConn.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(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
|
|
|
|
// 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());
|
|
|
|
// Create a client event forwarder and add this region's events to the root region.
|
|
if (rootConn.ClientEventForwarder != null)
|
|
rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
* 20140215 radams1: The border stuff was removed and the addition of regions to the mega-regions
|
|
* was generalized. These functions are not needed for the generalized solution but left for reference.
|
|
private bool DoWorkForOneRegionOverXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
|
|
{
|
|
Vector3 offset = Vector3.Zero;
|
|
offset.X = newConn.PosX - rootConn.PosX;
|
|
offset.Y = newConn.PosY - rootConn.PosY;
|
|
|
|
Vector3 extents = Vector3.Zero;
|
|
extents.Y = newConn.YEnd + rootConn.YEnd;
|
|
extents.X = rootConn.XEnd;
|
|
rootConn.UpdateExtents(extents);
|
|
|
|
RegionData ConnectedRegion = new RegionData();
|
|
ConnectedRegion.Offset = offset;
|
|
ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
|
|
ConnectedRegion.RegionScene = scene;
|
|
rootConn.ConnectedRegions.Add(ConnectedRegion);
|
|
|
|
m_log.DebugFormat(
|
|
"[REGION COMBINER MODULE]: Root region {0} is to the south of region {1}, Offset: {2}, Extents: {3}",
|
|
rootConn.RegionScene.RegionInfo.RegionName,
|
|
newConn.RegionScene.RegionInfo.RegionName, offset, extents);
|
|
|
|
rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
|
|
scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
|
|
|
|
// 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());
|
|
|
|
if (rootConn.ClientEventForwarder != null)
|
|
rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool DoWorkForOneRegionOverPlusXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
|
|
{
|
|
Vector3 offset = Vector3.Zero;
|
|
offset.X = newConn.PosX - rootConn.PosX;
|
|
offset.Y = newConn.PosY - rootConn.PosY;
|
|
|
|
Vector3 extents = Vector3.Zero;
|
|
|
|
// We do not want to inflate the extents for regions strictly to the NE of the root region, since this
|
|
// would double count regions strictly to the north and east that have already been added.
|
|
// extents.Y = regionConnections.YEnd + conn.YEnd;
|
|
// extents.X = regionConnections.XEnd + conn.XEnd;
|
|
// conn.UpdateExtents(extents);
|
|
|
|
extents.Y = rootConn.YEnd;
|
|
extents.X = rootConn.XEnd;
|
|
|
|
RegionData ConnectedRegion = new RegionData();
|
|
ConnectedRegion.Offset = offset;
|
|
ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
|
|
ConnectedRegion.RegionScene = scene;
|
|
|
|
rootConn.ConnectedRegions.Add(ConnectedRegion);
|
|
|
|
m_log.DebugFormat(
|
|
"[REGION COMBINER MODULE]: Region {0} is to the southwest of Scene {1}, Offset: {2}, Extents: {3}",
|
|
rootConn.RegionScene.RegionInfo.RegionName,
|
|
newConn.RegionScene.RegionInfo.RegionName, offset, extents);
|
|
|
|
rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
|
|
scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
|
|
|
|
// 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());
|
|
|
|
if (rootConn.ClientEventForwarder != null)
|
|
rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
|
|
|
|
return true;
|
|
|
|
//scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
|
|
}
|
|
*/
|
|
|
|
private void DoWorkForRootRegion(RegionConnections rootConn, Scene scene)
|
|
{
|
|
m_log.DebugFormat("[REGION COMBINER MODULE]: Adding root region {0}", scene.RegionInfo.RegionName);
|
|
|
|
RegionData rdata = new RegionData();
|
|
rdata.Offset = Vector3.Zero;
|
|
rdata.RegionId = scene.RegionInfo.originRegionID;
|
|
rdata.RegionScene = scene;
|
|
// save it's land channel
|
|
rootConn.RegionLandChannel = scene.LandChannel;
|
|
|
|
// Substitue our landchannel
|
|
RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel,
|
|
rootConn.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 rootConn.ConnectedRegions)
|
|
{
|
|
ForwardPermissionRequests(rootConn, r.RegionScene);
|
|
}
|
|
|
|
// Create the root region's Client Event Forwarder
|
|
rootConn.ClientEventForwarder = new RegionCombinerClientEventForwarder(rootConn);
|
|
|
|
// Sets up the CoarseLocationUpdate forwarder for this root region
|
|
scene.EventManager.OnNewPresence += SetCoarseLocationDelegate;
|
|
|
|
// Adds this root region to a dictionary of regions that are connectable
|
|
m_regions.Add(scene.RegionInfo.originRegionID, rootConn);
|
|
}
|
|
}
|
|
|
|
private void SetCoarseLocationDelegate(ScenePresence presence)
|
|
{
|
|
presence.SetSendCoarseLocationMethod(SendCoarseLocationUpdates);
|
|
}
|
|
|
|
// This delegate was refactored for non-combined regions.
|
|
// This combined region version will not use the pre-compiled lists of locations and ids
|
|
private void SendCoarseLocationUpdates(UUID sceneId, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
|
|
{
|
|
RegionConnections connectiondata = null;
|
|
lock (m_regions)
|
|
{
|
|
if (m_regions.ContainsKey(sceneId))
|
|
connectiondata = m_regions[sceneId];
|
|
else
|
|
return;
|
|
}
|
|
|
|
List<Vector3> CoarseLocations = new List<Vector3>();
|
|
List<UUID> AvatarUUIDs = new List<UUID>();
|
|
|
|
connectiondata.RegionScene.ForEachRootScenePresence(delegate(ScenePresence sp)
|
|
{
|
|
if (sp.UUID != presence.UUID)
|
|
{
|
|
CoarseLocations.Add(sp.AbsolutePosition);
|
|
AvatarUUIDs.Add(sp.UUID);
|
|
}
|
|
});
|
|
|
|
DistributeCoarseLocationUpdates(CoarseLocations, AvatarUUIDs, connectiondata, presence);
|
|
}
|
|
|
|
private void DistributeCoarseLocationUpdates(List<Vector3> locations, List<UUID> uuids,
|
|
RegionConnections connectiondata, ScenePresence rootPresence)
|
|
{
|
|
RegionData[] rdata = connectiondata.ConnectedRegions.ToArray();
|
|
//List<IClientAPI> clients = new List<IClientAPI>();
|
|
Dictionary<Vector2, RegionCoarseLocationStruct> updates = new Dictionary<Vector2, RegionCoarseLocationStruct>();
|
|
|
|
// Root Region entry
|
|
RegionCoarseLocationStruct rootupdatedata = new RegionCoarseLocationStruct();
|
|
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);
|
|
RegionCoarseLocationStruct updatedata = new RegionCoarseLocationStruct();
|
|
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
|
|
RegionCoarseLocationStruct updatedata = new RegionCoarseLocationStruct();
|
|
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
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
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.OnEditParcelProperties += BigRegion.PermissionModule.CanEditParcelProperties; //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)
|
|
{
|
|
MainConsole.Instance.OutputFormat("Fixing phantoms for {0}", s.RegionInfo.RegionName);
|
|
|
|
s.ForEachSOG(so => so.AbsolutePosition = so.AbsolutePosition);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|