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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using log4net;
- using Nini.Config;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Client;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Framework.Console;
- using OpenSim.Region.Physics.Manager;
- using Mono.Addins;
- namespace OpenSim.Region.RegionCombinerModule
- {
- public class RegionCombinerModule : ISharedRegionModule, IRegionCombinerModule
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public string Name
- {
- get { return "RegionCombinerModule"; }
- }
- public Type ReplaceableInterface
- {
- get { return null; }
- }
- /// <summary>
- /// Is this module enabled?
- /// </summary>
- private bool m_combineContiguousRegions = false;
- /// <summary>
- /// This holds the root regions for the megaregions.
- /// </summary>
- /// <remarks>
- /// Usually there is only ever one megaregion (and hence only one entry here).
- /// </remarks>
- private Dictionary<UUID, RegionConnections> m_regions = new Dictionary<UUID, RegionConnections>();
- /// <summary>
- /// The scenes that comprise the megaregion.
- /// </summary>
- private Dictionary<UUID, Scene> m_startingScenes = new Dictionary<UUID, Scene>();
- public void Initialise(IConfigSource source)
- {
- IConfig myConfig = source.Configs["Startup"];
- m_combineContiguousRegions = myConfig.GetBoolean("CombineContiguousRegions", false);
- MainConsole.Instance.Commands.AddCommand(
- "RegionCombinerModule", false, "fix-phantoms", "fix-phantoms",
- "Fixes phantom objects after an import to a megaregion or a change from a megaregion back to normal regions",
- FixPhantoms);
- }
- public void Close()
- {
- }
- public void AddRegion(Scene scene)
- {
- if (m_combineContiguousRegions)
- scene.RegisterModuleInterface<IRegionCombinerModule>(this);
- }
- public void RemoveRegion(Scene scene)
- {
- lock (m_startingScenes)
- m_startingScenes.Remove(scene.RegionInfo.originRegionID);
- }
- public void RegionLoaded(Scene scene)
- {
- lock (m_startingScenes)
- m_startingScenes.Add(scene.RegionInfo.originRegionID, scene);
- if (m_combineContiguousRegions)
- {
- RegionLoadedDoWork(scene);
- scene.EventManager.OnNewPresence += NewPresence;
- }
- }
- public bool IsRootForMegaregion(UUID regionId)
- {
- lock (m_regions)
- return m_regions.ContainsKey(regionId);
- }
- public Vector2 GetSizeOfMegaregion(UUID regionId)
- {
- lock (m_regions)
- {
- if (m_regions.ContainsKey(regionId))
- {
- RegionConnections rootConn = m_regions[regionId];
- return new Vector2((float)rootConn.XEnd, (float)rootConn.YEnd);
- }
- }
- throw new Exception(string.Format("Region with id {0} not found", regionId));
- }
- private void NewPresence(ScenePresence presence)
- {
- if (presence.IsChildAgent)
- {
- byte[] throttleData;
- try
- {
- throttleData = presence.ControllingClient.GetThrottlesPacked(1);
- }
- catch (NotImplementedException)
- {
- return;
- }
- if (throttleData == null)
- return;
- if (throttleData.Length == 0)
- return;
- if (throttleData.Length != 28)
- return;
- byte[] adjData;
- int pos = 0;
- if (!BitConverter.IsLittleEndian)
- {
- byte[] newData = new byte[7 * 4];
- Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
- for (int i = 0; i < 7; i++)
- Array.Reverse(newData, i * 4, 4);
- adjData = newData;
- }
- else
- {
- adjData = throttleData;
- }
- // 0.125f converts from bits to bytes
- int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
- int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
- int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
- int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
- int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
- int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
- int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
- // State is a subcategory of task that we allocate a percentage to
- //int total = resend + land + wind + cloud + task + texture + asset;
- byte[] data = new byte[7 * 4];
- int ii = 0;
- Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
- Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
- Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
- Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
- Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
- Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
- Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
- try
- {
- presence.ControllingClient.SetChildAgentThrottle(data);
- }
- catch (NotImplementedException)
- {
- return;
- }
- }
- }
- private void RegionLoadedDoWork(Scene scene)
- {
- /*
- // For testing on a single instance
- if (scene.RegionInfo.RegionLocX == 1004 && scene.RegionInfo.RegionLocY == 1000)
- return;
- //
- */
- // Give each region a standard set of non-infinite borders
- Border northBorder = new Border();
- northBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<---
- northBorder.CrossDirection = Cardinals.N;
- scene.NorthBorders[0] = northBorder;
- Border southBorder = new Border();
- southBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //--->
- southBorder.CrossDirection = Cardinals.S;
- scene.SouthBorders[0] = southBorder;
- Border eastBorder = new Border();
- eastBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<---
- eastBorder.CrossDirection = Cardinals.E;
- scene.EastBorders[0] = eastBorder;
- Border westBorder = new Border();
- westBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //--->
- westBorder.CrossDirection = Cardinals.W;
- scene.WestBorders[0] = westBorder;
- RegionConnections newConn = new RegionConnections();
- newConn.ConnectedRegions = new List<RegionData>();
- newConn.RegionScene = scene;
- newConn.RegionLandChannel = scene.LandChannel;
- newConn.RegionId = scene.RegionInfo.originRegionID;
- newConn.X = scene.RegionInfo.RegionLocX;
- newConn.Y = scene.RegionInfo.RegionLocY;
- newConn.XEnd = (int)Constants.RegionSize;
- newConn.YEnd = (int)Constants.RegionSize;
- lock (m_regions)
- {
- bool connectedYN = false;
- foreach (RegionConnections rootConn in m_regions.Values)
- {
- #region commented
- /*
- // If we're one region over +x +y
- //xxy
- //xxx
- //xxx
- if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd
- == (regionConnections.X * (int)Constants.RegionSize))
- && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
- == (regionConnections.Y * (int)Constants.RegionSize)))
- {
- Vector3 offset = Vector3.Zero;
- offset.X = (((regionConnections.X * (int) Constants.RegionSize)) -
- ((conn.X * (int) Constants.RegionSize)));
- offset.Y = (((regionConnections.Y * (int) Constants.RegionSize)) -
- ((conn.Y * (int) Constants.RegionSize)));
- Vector3 extents = Vector3.Zero;
- extents.Y = regionConnections.YEnd + conn.YEnd;
- extents.X = conn.XEnd + conn.XEnd;
- m_log.DebugFormat("Scene: {0} to the northwest of Scene{1}. Offset: {2}. Extents:{3}",
- conn.RegionScene.RegionInfo.RegionName,
- regionConnections.RegionScene.RegionInfo.RegionName,
- offset, extents);
- scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
-
- connectedYN = true;
- break;
- }
- */
- /*
- //If we're one region over x +y
- //xxx
- //xxx
- //xyx
- if ((((int)conn.X * (int)Constants.RegionSize)
- == (regionConnections.X * (int)Constants.RegionSize))
- && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
- == (regionConnections.Y * (int)Constants.RegionSize)))
- {
- Vector3 offset = Vector3.Zero;
- offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
- ((conn.X * (int)Constants.RegionSize)));
- offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
- ((conn.Y * (int)Constants.RegionSize)));
- Vector3 extents = Vector3.Zero;
- extents.Y = regionConnections.YEnd + conn.YEnd;
- extents.X = conn.XEnd;
- m_log.DebugFormat("Scene: {0} to the north of Scene{1}. Offset: {2}. Extents:{3}",
- conn.RegionScene.RegionInfo.RegionName,
- regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
- scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
- connectedYN = true;
- break;
- }
- */
- /*
- // If we're one region over -x +y
- //xxx
- //xxx
- //yxx
- if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
- == (regionConnections.X * (int)Constants.RegionSize))
- && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
- == (regionConnections.Y * (int)Constants.RegionSize)))
- {
- Vector3 offset = Vector3.Zero;
- offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
- ((conn.X * (int)Constants.RegionSize)));
- offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
- ((conn.Y * (int)Constants.RegionSize)));
- Vector3 extents = Vector3.Zero;
- extents.Y = regionConnections.YEnd + conn.YEnd;
- extents.X = conn.XEnd + conn.XEnd;
- m_log.DebugFormat("Scene: {0} to the northeast of Scene. Offset: {2}. Extents:{3}",
- conn.RegionScene.RegionInfo.RegionName,
- regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
- scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
- connectedYN = true;
- break;
- }
- */
- /*
- // If we're one region over -x y
- //xxx
- //yxx
- //xxx
- if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
- == (regionConnections.X * (int)Constants.RegionSize))
- && (((int)conn.Y * (int)Constants.RegionSize)
- == (regionConnections.Y * (int)Constants.RegionSize)))
- {
- Vector3 offset = Vector3.Zero;
- offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
- ((conn.X * (int)Constants.RegionSize)));
- offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
- ((conn.Y * (int)Constants.RegionSize)));
- Vector3 extents = Vector3.Zero;
- extents.Y = regionConnections.YEnd;
- extents.X = conn.XEnd + conn.XEnd;
- m_log.DebugFormat("Scene: {0} to the east of Scene{1} Offset: {2}. Extents:{3}",
- conn.RegionScene.RegionInfo.RegionName,
- regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
- scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
- connectedYN = true;
- break;
- }
- */
- /*
- // If we're one region over -x -y
- //yxx
- //xxx
- //xxx
- if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
- == (regionConnections.X * (int)Constants.RegionSize))
- && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
- == (regionConnections.Y * (int)Constants.RegionSize)))
- {
- Vector3 offset = Vector3.Zero;
- offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
- ((conn.X * (int)Constants.RegionSize)));
- offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
- ((conn.Y * (int)Constants.RegionSize)));
- Vector3 extents = Vector3.Zero;
- extents.Y = regionConnections.YEnd + conn.YEnd;
- extents.X = conn.XEnd + conn.XEnd;
- m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}",
- conn.RegionScene.RegionInfo.RegionName,
- regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
- scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
- connectedYN = true;
- break;
- }
- */
- #endregion
- // If we're one region over +x y (i.e. root region is to the west)
- //xxx
- //xxy
- //xxx
- if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY >= newConn.PosY)
- {
- connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
- break;
- }
- // If we're one region over x +y (i.e. root region is to the south)
- //xyx
- //xxx
- //xxx
- if (rootConn.PosX >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY)
- {
- connectedYN = DoWorkForOneRegionOverXPlusY(rootConn, newConn, scene);
- break;
- }
- // If we're one region over +x +y (i.e. root region is to the south-west)
- //xxy
- //xxx
- //xxx
- if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY)
- {
- connectedYN = DoWorkForOneRegionOverPlusXPlusY(rootConn, newConn, scene);
- break;
- }
- }
- // If !connectYN means that this region is a root region
- if (!connectedYN)
- {
- DoWorkForRootRegion(newConn, scene);
- }
- }
- // Set up infinite borders around the entire AABB of the combined ConnectedRegions
- AdjustLargeRegionBounds();
- }
- private bool DoWorkForOneRegionOverPlusXY(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 = rootConn.YEnd;
- extents.X = rootConn.XEnd + newConn.XEnd;
- rootConn.UpdateExtents(extents);
- m_log.DebugFormat(
- "[REGION COMBINER MODULE]: Root region {0} is to the west of region {1}, Offset: {2}, Extents: {3}",
- rootConn.RegionScene.RegionInfo.RegionName,
- newConn.RegionScene.RegionInfo.RegionName, offset, extents);
- scene.BordersLocked = true;
- rootConn.RegionScene.BordersLocked = true;
- 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);
- // Extend the borders as appropriate
- lock (rootConn.RegionScene.EastBorders)
- rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
- lock (rootConn.RegionScene.NorthBorders)
- rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
- lock (rootConn.RegionScene.SouthBorders)
- rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
- lock (scene.WestBorders)
- {
- scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
- // Trigger auto teleport to root region
- scene.WestBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
- scene.WestBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
- }
- // Reset Terrain.. since terrain loads before we get here, we need to load
- // it again so it loads in the root region
- scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
- // Unlock borders
- rootConn.RegionScene.BordersLocked = false;
- scene.BordersLocked = false;
- // 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;
- }
- 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);
- scene.BordersLocked = true;
- rootConn.RegionScene.BordersLocked = true;
- 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);
- lock (rootConn.RegionScene.NorthBorders)
- rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
- lock (rootConn.RegionScene.EastBorders)
- rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
- lock (rootConn.RegionScene.WestBorders)
- rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
- lock (scene.SouthBorders)
- {
- scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south
- scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
- scene.SouthBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
- }
- // Reset Terrain.. since terrain normally loads first.
- //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
- scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
- //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
- scene.BordersLocked = false;
- rootConn.RegionScene.BordersLocked = false;
- 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;
- scene.BordersLocked = true;
- rootConn.RegionScene.BordersLocked = true;
- 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);
- lock (rootConn.RegionScene.NorthBorders)
- {
- if (rootConn.RegionScene.NorthBorders.Count == 1)// && 2)
- {
- //compound border
- // already locked above
- rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
- lock (rootConn.RegionScene.EastBorders)
- rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
- lock (rootConn.RegionScene.WestBorders)
- rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
- }
- }
- lock (scene.SouthBorders)
- {
- scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south
- scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
- scene.SouthBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
- }
- lock (rootConn.RegionScene.EastBorders)
- {
- if (rootConn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2)
- {
- rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
- lock (rootConn.RegionScene.NorthBorders)
- rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
- lock (rootConn.RegionScene.SouthBorders)
- rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
- }
- }
- lock (scene.WestBorders)
- {
- scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
- scene.WestBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
- scene.WestBorders[0].TriggerRegionY = rootConn.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;
- rootConn.RegionScene.BordersLocked = false;
- 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
- // }
- // }
- // }
- // }
- // }
- // }
- // 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;
- lock (m_regions)
- {
- 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.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
- }
- }
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