RegionCombinerModule.cs 46 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Reflection;
  30. using log4net;
  31. using Nini.Config;
  32. using OpenMetaverse;
  33. using OpenSim.Framework;
  34. using OpenSim.Framework.Client;
  35. using OpenSim.Region.Framework.Interfaces;
  36. using OpenSim.Region.Framework.Scenes;
  37. using OpenSim.Framework.Console;
  38. using OpenSim.Region.Physics.Manager;
  39. using Mono.Addins;
  40. [assembly: Addin("RegionCombinerModule", "0.1")]
  41. [assembly: AddinDependency("OpenSim", "0.5")]
  42. namespace OpenSim.Region.RegionCombinerModule
  43. {
  44. [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
  45. public class RegionCombinerModule : ISharedRegionModule
  46. {
  47. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  48. public string Name
  49. {
  50. get { return "RegionCombinerModule"; }
  51. }
  52. public Type ReplaceableInterface
  53. {
  54. get { return null; }
  55. }
  56. private Dictionary<UUID, RegionConnections> m_regions = new Dictionary<UUID, RegionConnections>();
  57. private bool enabledYN = false;
  58. private Dictionary<UUID, Scene> m_startingScenes = new Dictionary<UUID, Scene>();
  59. public void Initialise(IConfigSource source)
  60. {
  61. IConfig myConfig = source.Configs["Startup"];
  62. enabledYN = myConfig.GetBoolean("CombineContiguousRegions", false);
  63. //enabledYN = true;
  64. if (enabledYN)
  65. MainConsole.Instance.Commands.AddCommand("RegionCombinerModule", false, "fix-phantoms",
  66. "Fix phantom objects", "Fixes phantom objects after an import to megaregions", FixPhantoms);
  67. }
  68. public void Close()
  69. {
  70. }
  71. public void AddRegion(Scene scene)
  72. {
  73. }
  74. public void RemoveRegion(Scene scene)
  75. {
  76. }
  77. public void RegionLoaded(Scene scene)
  78. {
  79. if (enabledYN)
  80. RegionLoadedDoWork(scene);
  81. }
  82. private void RegionLoadedDoWork(Scene scene)
  83. {
  84. /*
  85. // For testing on a single instance
  86. if (scene.RegionInfo.RegionLocX == 1004 && scene.RegionInfo.RegionLocY == 1000)
  87. return;
  88. //
  89. */
  90. lock (m_startingScenes)
  91. m_startingScenes.Add(scene.RegionInfo.originRegionID, scene);
  92. // Give each region a standard set of non-infinite borders
  93. Border northBorder = new Border();
  94. northBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<---
  95. northBorder.CrossDirection = Cardinals.N;
  96. scene.NorthBorders[0] = northBorder;
  97. Border southBorder = new Border();
  98. southBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //--->
  99. southBorder.CrossDirection = Cardinals.S;
  100. scene.SouthBorders[0] = southBorder;
  101. Border eastBorder = new Border();
  102. eastBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<---
  103. eastBorder.CrossDirection = Cardinals.E;
  104. scene.EastBorders[0] = eastBorder;
  105. Border westBorder = new Border();
  106. westBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //--->
  107. westBorder.CrossDirection = Cardinals.W;
  108. scene.WestBorders[0] = westBorder;
  109. RegionConnections regionConnections = new RegionConnections();
  110. regionConnections.ConnectedRegions = new List<RegionData>();
  111. regionConnections.RegionScene = scene;
  112. regionConnections.RegionLandChannel = scene.LandChannel;
  113. regionConnections.RegionId = scene.RegionInfo.originRegionID;
  114. regionConnections.X = scene.RegionInfo.RegionLocX;
  115. regionConnections.Y = scene.RegionInfo.RegionLocY;
  116. regionConnections.XEnd = (int)Constants.RegionSize;
  117. regionConnections.YEnd = (int)Constants.RegionSize;
  118. lock (m_regions)
  119. {
  120. bool connectedYN = false;
  121. foreach (RegionConnections conn in m_regions.Values)
  122. {
  123. #region commented
  124. /*
  125. // If we're one region over +x +y
  126. //xxy
  127. //xxx
  128. //xxx
  129. if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd
  130. == (regionConnections.X * (int)Constants.RegionSize))
  131. && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
  132. == (regionConnections.Y * (int)Constants.RegionSize)))
  133. {
  134. Vector3 offset = Vector3.Zero;
  135. offset.X = (((regionConnections.X * (int) Constants.RegionSize)) -
  136. ((conn.X * (int) Constants.RegionSize)));
  137. offset.Y = (((regionConnections.Y * (int) Constants.RegionSize)) -
  138. ((conn.Y * (int) Constants.RegionSize)));
  139. Vector3 extents = Vector3.Zero;
  140. extents.Y = regionConnections.YEnd + conn.YEnd;
  141. extents.X = conn.XEnd + conn.XEnd;
  142. m_log.DebugFormat("Scene: {0} to the northwest of Scene{1}. Offset: {2}. Extents:{3}",
  143. conn.RegionScene.RegionInfo.RegionName,
  144. regionConnections.RegionScene.RegionInfo.RegionName,
  145. offset, extents);
  146. scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
  147. connectedYN = true;
  148. break;
  149. }
  150. */
  151. /*
  152. //If we're one region over x +y
  153. //xxx
  154. //xxx
  155. //xyx
  156. if ((((int)conn.X * (int)Constants.RegionSize)
  157. == (regionConnections.X * (int)Constants.RegionSize))
  158. && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
  159. == (regionConnections.Y * (int)Constants.RegionSize)))
  160. {
  161. Vector3 offset = Vector3.Zero;
  162. offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
  163. ((conn.X * (int)Constants.RegionSize)));
  164. offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
  165. ((conn.Y * (int)Constants.RegionSize)));
  166. Vector3 extents = Vector3.Zero;
  167. extents.Y = regionConnections.YEnd + conn.YEnd;
  168. extents.X = conn.XEnd;
  169. m_log.DebugFormat("Scene: {0} to the north of Scene{1}. Offset: {2}. Extents:{3}",
  170. conn.RegionScene.RegionInfo.RegionName,
  171. regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
  172. scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
  173. connectedYN = true;
  174. break;
  175. }
  176. */
  177. /*
  178. // If we're one region over -x +y
  179. //xxx
  180. //xxx
  181. //yxx
  182. if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
  183. == (regionConnections.X * (int)Constants.RegionSize))
  184. && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
  185. == (regionConnections.Y * (int)Constants.RegionSize)))
  186. {
  187. Vector3 offset = Vector3.Zero;
  188. offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
  189. ((conn.X * (int)Constants.RegionSize)));
  190. offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
  191. ((conn.Y * (int)Constants.RegionSize)));
  192. Vector3 extents = Vector3.Zero;
  193. extents.Y = regionConnections.YEnd + conn.YEnd;
  194. extents.X = conn.XEnd + conn.XEnd;
  195. m_log.DebugFormat("Scene: {0} to the northeast of Scene. Offset: {2}. Extents:{3}",
  196. conn.RegionScene.RegionInfo.RegionName,
  197. regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
  198. scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
  199. connectedYN = true;
  200. break;
  201. }
  202. */
  203. /*
  204. // If we're one region over -x y
  205. //xxx
  206. //yxx
  207. //xxx
  208. if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
  209. == (regionConnections.X * (int)Constants.RegionSize))
  210. && (((int)conn.Y * (int)Constants.RegionSize)
  211. == (regionConnections.Y * (int)Constants.RegionSize)))
  212. {
  213. Vector3 offset = Vector3.Zero;
  214. offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
  215. ((conn.X * (int)Constants.RegionSize)));
  216. offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
  217. ((conn.Y * (int)Constants.RegionSize)));
  218. Vector3 extents = Vector3.Zero;
  219. extents.Y = regionConnections.YEnd;
  220. extents.X = conn.XEnd + conn.XEnd;
  221. m_log.DebugFormat("Scene: {0} to the east of Scene{1} Offset: {2}. Extents:{3}",
  222. conn.RegionScene.RegionInfo.RegionName,
  223. regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
  224. scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
  225. connectedYN = true;
  226. break;
  227. }
  228. */
  229. /*
  230. // If we're one region over -x -y
  231. //yxx
  232. //xxx
  233. //xxx
  234. if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
  235. == (regionConnections.X * (int)Constants.RegionSize))
  236. && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
  237. == (regionConnections.Y * (int)Constants.RegionSize)))
  238. {
  239. Vector3 offset = Vector3.Zero;
  240. offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
  241. ((conn.X * (int)Constants.RegionSize)));
  242. offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
  243. ((conn.Y * (int)Constants.RegionSize)));
  244. Vector3 extents = Vector3.Zero;
  245. extents.Y = regionConnections.YEnd + conn.YEnd;
  246. extents.X = conn.XEnd + conn.XEnd;
  247. m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}",
  248. conn.RegionScene.RegionInfo.RegionName,
  249. regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
  250. scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
  251. connectedYN = true;
  252. break;
  253. }
  254. */
  255. #endregion
  256. // If we're one region over +x y
  257. //xxx
  258. //xxy
  259. //xxx
  260. if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd
  261. >= (regionConnections.X * (int)Constants.RegionSize))
  262. && (((int)conn.Y * (int)Constants.RegionSize)
  263. >= (regionConnections.Y * (int)Constants.RegionSize)))
  264. {
  265. connectedYN = DoWorkForOneRegionOverPlusXY(conn, regionConnections, scene);
  266. break;
  267. }
  268. // If we're one region over x +y
  269. //xyx
  270. //xxx
  271. //xxx
  272. if ((((int)conn.X * (int)Constants.RegionSize)
  273. >= (regionConnections.X * (int)Constants.RegionSize))
  274. && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
  275. >= (regionConnections.Y * (int)Constants.RegionSize)))
  276. {
  277. connectedYN = DoWorkForOneRegionOverXPlusY(conn, regionConnections, scene);
  278. break;
  279. }
  280. // If we're one region over +x +y
  281. //xxy
  282. //xxx
  283. //xxx
  284. if ((((int)conn.X * (int)Constants.RegionSize) + conn.YEnd
  285. >= (regionConnections.X * (int)Constants.RegionSize))
  286. && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
  287. >= (regionConnections.Y * (int)Constants.RegionSize)))
  288. {
  289. connectedYN = DoWorkForOneRegionOverPlusXPlusY(conn, regionConnections, scene);
  290. break;
  291. }
  292. }
  293. // If !connectYN means that this region is a root region
  294. if (!connectedYN)
  295. {
  296. DoWorkForRootRegion(regionConnections, scene);
  297. }
  298. }
  299. // Set up infinite borders around the entire AABB of the combined ConnectedRegions
  300. AdjustLargeRegionBounds();
  301. }
  302. private bool DoWorkForOneRegionOverPlusXY(RegionConnections conn, RegionConnections regionConnections, Scene scene)
  303. {
  304. Vector3 offset = Vector3.Zero;
  305. offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
  306. ((conn.X * (int)Constants.RegionSize)));
  307. offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
  308. ((conn.Y * (int)Constants.RegionSize)));
  309. Vector3 extents = Vector3.Zero;
  310. extents.Y = conn.YEnd;
  311. extents.X = conn.XEnd + regionConnections.XEnd;
  312. conn.UpdateExtents(extents);
  313. m_log.DebugFormat("Scene: {0} to the west of Scene{1} Offset: {2}. Extents:{3}",
  314. conn.RegionScene.RegionInfo.RegionName,
  315. regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
  316. scene.BordersLocked = true;
  317. conn.RegionScene.BordersLocked = true;
  318. RegionData ConnectedRegion = new RegionData();
  319. ConnectedRegion.Offset = offset;
  320. ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
  321. ConnectedRegion.RegionScene = scene;
  322. conn.ConnectedRegions.Add(ConnectedRegion);
  323. // Inform root region Physics about the extents of this region
  324. conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
  325. // Inform Child region that it needs to forward it's terrain to the root region
  326. scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
  327. // Extend the borders as appropriate
  328. lock (conn.RegionScene.EastBorders)
  329. conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
  330. lock (conn.RegionScene.NorthBorders)
  331. conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
  332. lock (conn.RegionScene.SouthBorders)
  333. conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
  334. lock (scene.WestBorders)
  335. {
  336. scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - conn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
  337. // Trigger auto teleport to root region
  338. scene.WestBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX;
  339. scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
  340. }
  341. // Reset Terrain.. since terrain loads before we get here, we need to load
  342. // it again so it loads in the root region
  343. scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
  344. // Unlock borders
  345. conn.RegionScene.BordersLocked = false;
  346. scene.BordersLocked = false;
  347. // Create a client event forwarder and add this region's events to the root region.
  348. if (conn.ClientEventForwarder != null)
  349. conn.ClientEventForwarder.AddSceneToEventForwarding(scene);
  350. return true;
  351. }
  352. private bool DoWorkForOneRegionOverXPlusY(RegionConnections conn, RegionConnections regionConnections, Scene scene)
  353. {
  354. Vector3 offset = Vector3.Zero;
  355. offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
  356. ((conn.X * (int)Constants.RegionSize)));
  357. offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
  358. ((conn.Y * (int)Constants.RegionSize)));
  359. Vector3 extents = Vector3.Zero;
  360. extents.Y = regionConnections.YEnd + conn.YEnd;
  361. extents.X = conn.XEnd;
  362. conn.UpdateExtents(extents);
  363. scene.BordersLocked = true;
  364. conn.RegionScene.BordersLocked = true;
  365. RegionData ConnectedRegion = new RegionData();
  366. ConnectedRegion.Offset = offset;
  367. ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
  368. ConnectedRegion.RegionScene = scene;
  369. conn.ConnectedRegions.Add(ConnectedRegion);
  370. m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}",
  371. conn.RegionScene.RegionInfo.RegionName,
  372. regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
  373. conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
  374. scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
  375. lock (conn.RegionScene.NorthBorders)
  376. conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
  377. lock (conn.RegionScene.EastBorders)
  378. conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
  379. lock (conn.RegionScene.WestBorders)
  380. conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
  381. lock (scene.SouthBorders)
  382. {
  383. scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - conn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south
  384. scene.SouthBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX;
  385. scene.SouthBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
  386. }
  387. // Reset Terrain.. since terrain normally loads first.
  388. //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
  389. scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
  390. //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
  391. scene.BordersLocked = false;
  392. conn.RegionScene.BordersLocked = false;
  393. if (conn.ClientEventForwarder != null)
  394. conn.ClientEventForwarder.AddSceneToEventForwarding(scene);
  395. return true;
  396. }
  397. private bool DoWorkForOneRegionOverPlusXPlusY(RegionConnections conn, RegionConnections regionConnections, Scene scene)
  398. {
  399. Vector3 offset = Vector3.Zero;
  400. offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
  401. ((conn.X * (int)Constants.RegionSize)));
  402. offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
  403. ((conn.Y * (int)Constants.RegionSize)));
  404. Vector3 extents = Vector3.Zero;
  405. extents.Y = regionConnections.YEnd + conn.YEnd;
  406. extents.X = regionConnections.XEnd + conn.XEnd;
  407. conn.UpdateExtents(extents);
  408. scene.BordersLocked = true;
  409. conn.RegionScene.BordersLocked = true;
  410. RegionData ConnectedRegion = new RegionData();
  411. ConnectedRegion.Offset = offset;
  412. ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
  413. ConnectedRegion.RegionScene = scene;
  414. conn.ConnectedRegions.Add(ConnectedRegion);
  415. m_log.DebugFormat("Scene: {0} to the NorthEast of Scene{1} Offset: {2}. Extents:{3}",
  416. conn.RegionScene.RegionInfo.RegionName,
  417. regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
  418. conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
  419. scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
  420. lock (conn.RegionScene.NorthBorders)
  421. {
  422. if (conn.RegionScene.NorthBorders.Count == 1)// && 2)
  423. {
  424. //compound border
  425. // already locked above
  426. conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
  427. lock (conn.RegionScene.EastBorders)
  428. conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
  429. lock (conn.RegionScene.WestBorders)
  430. conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
  431. }
  432. }
  433. lock (scene.SouthBorders)
  434. {
  435. scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - conn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south
  436. scene.SouthBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX;
  437. scene.SouthBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
  438. }
  439. lock (conn.RegionScene.EastBorders)
  440. {
  441. if (conn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2)
  442. {
  443. conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
  444. lock (conn.RegionScene.NorthBorders)
  445. conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
  446. lock (conn.RegionScene.SouthBorders)
  447. conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
  448. }
  449. }
  450. lock (scene.WestBorders)
  451. {
  452. scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - conn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
  453. scene.WestBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX;
  454. scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
  455. }
  456. /*
  457. else
  458. {
  459. conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
  460. conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
  461. conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
  462. scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south
  463. }
  464. */
  465. // Reset Terrain.. since terrain normally loads first.
  466. //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
  467. scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
  468. //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
  469. scene.BordersLocked = false;
  470. conn.RegionScene.BordersLocked = false;
  471. if (conn.ClientEventForwarder != null)
  472. conn.ClientEventForwarder.AddSceneToEventForwarding(scene);
  473. return true;
  474. //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
  475. }
  476. private void DoWorkForRootRegion(RegionConnections regionConnections, Scene scene)
  477. {
  478. RegionData rdata = new RegionData();
  479. rdata.Offset = Vector3.Zero;
  480. rdata.RegionId = scene.RegionInfo.originRegionID;
  481. rdata.RegionScene = scene;
  482. // save it's land channel
  483. regionConnections.RegionLandChannel = scene.LandChannel;
  484. // Substitue our landchannel
  485. RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel,
  486. regionConnections.ConnectedRegions);
  487. scene.LandChannel = lnd;
  488. // Forward the permissions modules of each of the connected regions to the root region
  489. lock (m_regions)
  490. {
  491. foreach (RegionData r in regionConnections.ConnectedRegions)
  492. {
  493. ForwardPermissionRequests(regionConnections, r.RegionScene);
  494. }
  495. }
  496. // Create the root region's Client Event Forwarder
  497. regionConnections.ClientEventForwarder = new RegionCombinerClientEventForwarder(regionConnections);
  498. // Sets up the CoarseLocationUpdate forwarder for this root region
  499. scene.EventManager.OnNewPresence += SetCourseLocationDelegate;
  500. // Adds this root region to a dictionary of regions that are connectable
  501. m_regions.Add(scene.RegionInfo.originRegionID, regionConnections);
  502. }
  503. private void SetCourseLocationDelegate(ScenePresence presence)
  504. {
  505. presence.SetSendCourseLocationMethod(SendCourseLocationUpdates);
  506. }
  507. private void SendCourseLocationUpdates(UUID sceneId, ScenePresence presence)
  508. {
  509. RegionConnections connectiondata = null;
  510. lock (m_regions)
  511. {
  512. if (m_regions.ContainsKey(sceneId))
  513. connectiondata = m_regions[sceneId];
  514. else
  515. return;
  516. }
  517. List<ScenePresence> avatars = connectiondata.RegionScene.GetAvatars();
  518. List<Vector3> CoarseLocations = new List<Vector3>();
  519. List<UUID> AvatarUUIDs = new List<UUID>();
  520. for (int i = 0; i < avatars.Count; i++)
  521. {
  522. if (avatars[i].UUID != presence.UUID)
  523. {
  524. if (avatars[i].ParentID != 0)
  525. {
  526. // sitting avatar
  527. SceneObjectPart sop = connectiondata.RegionScene.GetSceneObjectPart(avatars[i].ParentID);
  528. if (sop != null)
  529. {
  530. CoarseLocations.Add(sop.AbsolutePosition + avatars[i].AbsolutePosition);
  531. AvatarUUIDs.Add(avatars[i].UUID);
  532. }
  533. else
  534. {
  535. // we can't find the parent.. ! arg!
  536. CoarseLocations.Add(avatars[i].AbsolutePosition);
  537. AvatarUUIDs.Add(avatars[i].UUID);
  538. }
  539. }
  540. else
  541. {
  542. CoarseLocations.Add(avatars[i].AbsolutePosition);
  543. AvatarUUIDs.Add(avatars[i].UUID);
  544. }
  545. }
  546. }
  547. DistributeCourseLocationUpdates(CoarseLocations, AvatarUUIDs, connectiondata, presence);
  548. }
  549. private void DistributeCourseLocationUpdates(List<Vector3> locations, List<UUID> uuids,
  550. RegionConnections connectiondata, ScenePresence rootPresence)
  551. {
  552. RegionData[] rdata = connectiondata.ConnectedRegions.ToArray();
  553. //List<IClientAPI> clients = new List<IClientAPI>();
  554. Dictionary<Vector2, RegionCourseLocationStruct> updates = new Dictionary<Vector2, RegionCourseLocationStruct>();
  555. // Root Region entry
  556. RegionCourseLocationStruct rootupdatedata = new RegionCourseLocationStruct();
  557. rootupdatedata.Locations = new List<Vector3>();
  558. rootupdatedata.Uuids = new List<UUID>();
  559. rootupdatedata.Offset = Vector2.Zero;
  560. rootupdatedata.UserAPI = rootPresence.ControllingClient;
  561. if (rootupdatedata.UserAPI != null)
  562. updates.Add(Vector2.Zero, rootupdatedata);
  563. //Each Region needs an entry or we will end up with dead minimap dots
  564. foreach (RegionData regiondata in rdata)
  565. {
  566. Vector2 offset = new Vector2(regiondata.Offset.X, regiondata.Offset.Y);
  567. RegionCourseLocationStruct updatedata = new RegionCourseLocationStruct();
  568. updatedata.Locations = new List<Vector3>();
  569. updatedata.Uuids = new List<UUID>();
  570. updatedata.Offset = offset;
  571. if (offset == Vector2.Zero)
  572. updatedata.UserAPI = rootPresence.ControllingClient;
  573. else
  574. updatedata.UserAPI = LocateUsersChildAgentIClientAPI(offset, rootPresence.UUID, rdata);
  575. if (updatedata.UserAPI != null)
  576. updates.Add(offset, updatedata);
  577. }
  578. // go over the locations and assign them to an IClientAPI
  579. for (int i = 0; i < locations.Count; i++)
  580. //{locations[i]/(int) Constants.RegionSize;
  581. {
  582. Vector3 pPosition = new Vector3((int)locations[i].X / (int)Constants.RegionSize,
  583. (int)locations[i].Y / (int)Constants.RegionSize, locations[i].Z);
  584. Vector2 offset = new Vector2(pPosition.X*(int) Constants.RegionSize,
  585. pPosition.Y*(int) Constants.RegionSize);
  586. if (!updates.ContainsKey(offset))
  587. {
  588. // This shouldn't happen
  589. RegionCourseLocationStruct updatedata = new RegionCourseLocationStruct();
  590. updatedata.Locations = new List<Vector3>();
  591. updatedata.Uuids = new List<UUID>();
  592. updatedata.Offset = offset;
  593. if (offset == Vector2.Zero)
  594. updatedata.UserAPI = rootPresence.ControllingClient;
  595. else
  596. updatedata.UserAPI = LocateUsersChildAgentIClientAPI(offset, rootPresence.UUID, rdata);
  597. updates.Add(offset,updatedata);
  598. }
  599. updates[offset].Locations.Add(locations[i]);
  600. updates[offset].Uuids.Add(uuids[i]);
  601. }
  602. // Send out the CoarseLocationupdates from their respective client connection based on where the avatar is
  603. foreach (Vector2 offset in updates.Keys)
  604. {
  605. if (updates[offset].UserAPI != null)
  606. {
  607. updates[offset].UserAPI.SendCoarseLocationUpdate(updates[offset].Uuids,updates[offset].Locations);
  608. }
  609. }
  610. }
  611. /// <summary>
  612. /// Locates a the Client of a particular region in an Array of RegionData based on offset
  613. /// </summary>
  614. /// <param name="offset"></param>
  615. /// <param name="uUID"></param>
  616. /// <param name="rdata"></param>
  617. /// <returns>IClientAPI or null</returns>
  618. private IClientAPI LocateUsersChildAgentIClientAPI(Vector2 offset, UUID uUID, RegionData[] rdata)
  619. {
  620. IClientAPI returnclient = null;
  621. foreach (RegionData r in rdata)
  622. {
  623. if (r.Offset.X == offset.X && r.Offset.Y == offset.Y)
  624. {
  625. return r.RegionScene.SceneGraph.GetControllingClient(uUID);
  626. }
  627. }
  628. return returnclient;
  629. }
  630. public void PostInitialise()
  631. {
  632. }
  633. /// <summary>
  634. /// TODO:
  635. /// </summary>
  636. /// <param name="rdata"></param>
  637. public void UnCombineRegion(RegionData rdata)
  638. {
  639. lock (m_regions)
  640. {
  641. if (m_regions.ContainsKey(rdata.RegionId))
  642. {
  643. // uncombine root region and virtual regions
  644. }
  645. else
  646. {
  647. foreach (RegionConnections r in m_regions.Values)
  648. {
  649. foreach (RegionData rd in r.ConnectedRegions)
  650. {
  651. if (rd.RegionId == rdata.RegionId)
  652. {
  653. // uncombine virtual region
  654. }
  655. }
  656. }
  657. }
  658. }
  659. }
  660. // Create a set of infinite borders around the whole aabb of the combined island.
  661. private void AdjustLargeRegionBounds()
  662. {
  663. lock (m_regions)
  664. {
  665. foreach (RegionConnections rconn in m_regions.Values)
  666. {
  667. Vector3 offset = Vector3.Zero;
  668. rconn.RegionScene.BordersLocked = true;
  669. foreach (RegionData rdata in rconn.ConnectedRegions)
  670. {
  671. if (rdata.Offset.X > offset.X) offset.X = rdata.Offset.X;
  672. if (rdata.Offset.Y > offset.Y) offset.Y = rdata.Offset.Y;
  673. }
  674. lock (rconn.RegionScene.NorthBorders)
  675. {
  676. Border northBorder = null;
  677. // If we don't already have an infinite border, create one.
  678. if (!TryGetInfiniteBorder(rconn.RegionScene.NorthBorders, out northBorder))
  679. {
  680. northBorder = new Border();
  681. rconn.RegionScene.NorthBorders.Add(northBorder);
  682. }
  683. northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,
  684. offset.Y + (int) Constants.RegionSize); //<---
  685. northBorder.CrossDirection = Cardinals.N;
  686. }
  687. lock (rconn.RegionScene.SouthBorders)
  688. {
  689. Border southBorder = null;
  690. // If we don't already have an infinite border, create one.
  691. if (!TryGetInfiniteBorder(rconn.RegionScene.SouthBorders, out southBorder))
  692. {
  693. southBorder = new Border();
  694. rconn.RegionScene.SouthBorders.Add(southBorder);
  695. }
  696. southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
  697. southBorder.CrossDirection = Cardinals.S;
  698. }
  699. lock (rconn.RegionScene.EastBorders)
  700. {
  701. Border eastBorder = null;
  702. // If we don't already have an infinite border, create one.
  703. if (!TryGetInfiniteBorder(rconn.RegionScene.EastBorders, out eastBorder))
  704. {
  705. eastBorder = new Border();
  706. rconn.RegionScene.EastBorders.Add(eastBorder);
  707. }
  708. eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, offset.X + (int)Constants.RegionSize);
  709. //<---
  710. eastBorder.CrossDirection = Cardinals.E;
  711. }
  712. lock (rconn.RegionScene.WestBorders)
  713. {
  714. Border westBorder = null;
  715. // If we don't already have an infinite border, create one.
  716. if (!TryGetInfiniteBorder(rconn.RegionScene.WestBorders, out westBorder))
  717. {
  718. westBorder = new Border();
  719. rconn.RegionScene.WestBorders.Add(westBorder);
  720. }
  721. westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
  722. westBorder.CrossDirection = Cardinals.W;
  723. }
  724. rconn.RegionScene.BordersLocked = false;
  725. }
  726. }
  727. }
  728. /// <summary>
  729. /// Try and get an Infinite border out of a listT of borders
  730. /// </summary>
  731. /// <param name="borders"></param>
  732. /// <param name="oborder"></param>
  733. /// <returns></returns>
  734. public static bool TryGetInfiniteBorder(List<Border> borders, out Border oborder)
  735. {
  736. // Warning! Should be locked before getting here!
  737. foreach (Border b in borders)
  738. {
  739. if (b.BorderLine.X == float.MinValue && b.BorderLine.Y == float.MaxValue)
  740. {
  741. oborder = b;
  742. return true;
  743. }
  744. }
  745. oborder = null;
  746. return false;
  747. }
  748. public RegionData GetRegionFromPosition(Vector3 pPosition)
  749. {
  750. pPosition = pPosition/(int) Constants.RegionSize;
  751. int OffsetX = (int) pPosition.X;
  752. int OffsetY = (int) pPosition.Y;
  753. foreach (RegionConnections regConn in m_regions.Values)
  754. {
  755. foreach (RegionData reg in regConn.ConnectedRegions)
  756. {
  757. if (reg.Offset.X == OffsetX && reg.Offset.Y == OffsetY)
  758. return reg;
  759. }
  760. }
  761. return new RegionData();
  762. }
  763. public void ForwardPermissionRequests(RegionConnections BigRegion, Scene VirtualRegion)
  764. {
  765. if (BigRegion.PermissionModule == null)
  766. BigRegion.PermissionModule = new RegionCombinerPermissionModule(BigRegion.RegionScene);
  767. VirtualRegion.Permissions.OnBypassPermissions += BigRegion.PermissionModule.BypassPermissions;
  768. VirtualRegion.Permissions.OnSetBypassPermissions += BigRegion.PermissionModule.SetBypassPermissions;
  769. VirtualRegion.Permissions.OnPropagatePermissions += BigRegion.PermissionModule.PropagatePermissions;
  770. VirtualRegion.Permissions.OnGenerateClientFlags += BigRegion.PermissionModule.GenerateClientFlags;
  771. VirtualRegion.Permissions.OnAbandonParcel += BigRegion.PermissionModule.CanAbandonParcel;
  772. VirtualRegion.Permissions.OnReclaimParcel += BigRegion.PermissionModule.CanReclaimParcel;
  773. VirtualRegion.Permissions.OnDeedParcel += BigRegion.PermissionModule.CanDeedParcel;
  774. VirtualRegion.Permissions.OnDeedObject += BigRegion.PermissionModule.CanDeedObject;
  775. VirtualRegion.Permissions.OnIsGod += BigRegion.PermissionModule.IsGod;
  776. VirtualRegion.Permissions.OnDuplicateObject += BigRegion.PermissionModule.CanDuplicateObject;
  777. VirtualRegion.Permissions.OnDeleteObject += BigRegion.PermissionModule.CanDeleteObject; //MAYBE FULLY IMPLEMENTED
  778. VirtualRegion.Permissions.OnEditObject += BigRegion.PermissionModule.CanEditObject; //MAYBE FULLY IMPLEMENTED
  779. VirtualRegion.Permissions.OnEditParcel += BigRegion.PermissionModule.CanEditParcel; //MAYBE FULLY IMPLEMENTED
  780. VirtualRegion.Permissions.OnInstantMessage += BigRegion.PermissionModule.CanInstantMessage;
  781. VirtualRegion.Permissions.OnInventoryTransfer += BigRegion.PermissionModule.CanInventoryTransfer; //NOT YET IMPLEMENTED
  782. VirtualRegion.Permissions.OnIssueEstateCommand += BigRegion.PermissionModule.CanIssueEstateCommand; //FULLY IMPLEMENTED
  783. VirtualRegion.Permissions.OnMoveObject += BigRegion.PermissionModule.CanMoveObject; //MAYBE FULLY IMPLEMENTED
  784. VirtualRegion.Permissions.OnObjectEntry += BigRegion.PermissionModule.CanObjectEntry;
  785. VirtualRegion.Permissions.OnReturnObject += BigRegion.PermissionModule.CanReturnObject; //NOT YET IMPLEMENTED
  786. VirtualRegion.Permissions.OnRezObject += BigRegion.PermissionModule.CanRezObject; //MAYBE FULLY IMPLEMENTED
  787. VirtualRegion.Permissions.OnRunConsoleCommand += BigRegion.PermissionModule.CanRunConsoleCommand;
  788. VirtualRegion.Permissions.OnRunScript += BigRegion.PermissionModule.CanRunScript; //NOT YET IMPLEMENTED
  789. VirtualRegion.Permissions.OnCompileScript += BigRegion.PermissionModule.CanCompileScript;
  790. VirtualRegion.Permissions.OnSellParcel += BigRegion.PermissionModule.CanSellParcel;
  791. VirtualRegion.Permissions.OnTakeObject += BigRegion.PermissionModule.CanTakeObject;
  792. VirtualRegion.Permissions.OnTakeCopyObject += BigRegion.PermissionModule.CanTakeCopyObject;
  793. VirtualRegion.Permissions.OnTerraformLand += BigRegion.PermissionModule.CanTerraformLand;
  794. VirtualRegion.Permissions.OnLinkObject += BigRegion.PermissionModule.CanLinkObject; //NOT YET IMPLEMENTED
  795. VirtualRegion.Permissions.OnDelinkObject += BigRegion.PermissionModule.CanDelinkObject; //NOT YET IMPLEMENTED
  796. VirtualRegion.Permissions.OnBuyLand += BigRegion.PermissionModule.CanBuyLand; //NOT YET IMPLEMENTED
  797. VirtualRegion.Permissions.OnViewNotecard += BigRegion.PermissionModule.CanViewNotecard; //NOT YET IMPLEMENTED
  798. VirtualRegion.Permissions.OnViewScript += BigRegion.PermissionModule.CanViewScript; //NOT YET IMPLEMENTED
  799. VirtualRegion.Permissions.OnEditNotecard += BigRegion.PermissionModule.CanEditNotecard; //NOT YET IMPLEMENTED
  800. VirtualRegion.Permissions.OnEditScript += BigRegion.PermissionModule.CanEditScript; //NOT YET IMPLEMENTED
  801. VirtualRegion.Permissions.OnCreateObjectInventory += BigRegion.PermissionModule.CanCreateObjectInventory; //NOT IMPLEMENTED HERE
  802. VirtualRegion.Permissions.OnEditObjectInventory += BigRegion.PermissionModule.CanEditObjectInventory;//MAYBE FULLY IMPLEMENTED
  803. VirtualRegion.Permissions.OnCopyObjectInventory += BigRegion.PermissionModule.CanCopyObjectInventory; //NOT YET IMPLEMENTED
  804. VirtualRegion.Permissions.OnDeleteObjectInventory += BigRegion.PermissionModule.CanDeleteObjectInventory; //NOT YET IMPLEMENTED
  805. VirtualRegion.Permissions.OnResetScript += BigRegion.PermissionModule.CanResetScript;
  806. VirtualRegion.Permissions.OnCreateUserInventory += BigRegion.PermissionModule.CanCreateUserInventory; //NOT YET IMPLEMENTED
  807. VirtualRegion.Permissions.OnCopyUserInventory += BigRegion.PermissionModule.CanCopyUserInventory; //NOT YET IMPLEMENTED
  808. VirtualRegion.Permissions.OnEditUserInventory += BigRegion.PermissionModule.CanEditUserInventory; //NOT YET IMPLEMENTED
  809. VirtualRegion.Permissions.OnDeleteUserInventory += BigRegion.PermissionModule.CanDeleteUserInventory; //NOT YET IMPLEMENTED
  810. VirtualRegion.Permissions.OnTeleport += BigRegion.PermissionModule.CanTeleport; //NOT YET IMPLEMENTED
  811. VirtualRegion.Permissions.OnUseObjectReturn += BigRegion.PermissionModule.CanUseObjectReturn; //NOT YET IMPLEMENTED
  812. }
  813. #region console commands
  814. public void FixPhantoms(string module, string[] cmdparams)
  815. {
  816. List<Scene> scenes = new List<Scene>(m_startingScenes.Values);
  817. foreach (Scene s in scenes)
  818. {
  819. s.ForEachSOG(delegate(SceneObjectGroup e)
  820. {
  821. e.AbsolutePosition = e.AbsolutePosition;
  822. }
  823. );
  824. }
  825. }
  826. #endregion
  827. }
  828. }