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authorRobert Adams2014-02-15 16:01:43 -0800
committerRobert Adams2014-02-15 16:01:43 -0800
commit877bdcdce1533d8dc3e13c0def7b015080ee881e (patch)
tree38dba2a95f035eea5b64aeba9bf59385de63faee
parentNon-functional changes of numbers into symbolic references and a few (diff)
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Rewrite of mega-region code to use new form of border checking.
This commit eliminates all of the 'border' class and list code and replaces it with testing if in the current region. Impacts: can make a mega-region out of varregions of the same size; and mega-region combinations must be rectangular (not square but rectangular)
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs48
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRegionCombinerModule.cs5
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs293
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs9
-rw-r--r--OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs31
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs321
7 files changed, 107 insertions, 619 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index a038f73..3eff96e 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -464,7 +464,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
464 sp.Name, position, sp.Scene.RegionInfo.RegionName); 464 sp.Name, position, sp.Scene.RegionInfo.RegionName);
465 465
466 // Teleport within the same region 466 // Teleport within the same region
467 if (IsOutsideRegion(sp.Scene, position) || position.Z < 0) 467 if (!sp.Scene.PositionIsInCurrentRegion(position) || position.Z < 0)
468 { 468 {
469 Vector3 emergencyPos = new Vector3(128, 128, 128); 469 Vector3 emergencyPos = new Vector3(128, 128, 128);
470 470
@@ -580,7 +580,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
580 MapBlockData block = new MapBlockData(); 580 MapBlockData block = new MapBlockData();
581 block.X = (ushort)regX; 581 block.X = (ushort)regX;
582 block.Y = (ushort)regY; 582 block.Y = (ushort)regY;
583 block.Access = 254; // == not there 583 block.Access = (byte)SimAccess.Down;
584 584
585 List<MapBlockData> blocks = new List<MapBlockData>(); 585 List<MapBlockData> blocks = new List<MapBlockData>();
586 blocks.Add(block); 586 blocks.Add(block);
@@ -713,10 +713,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
713 return; 713 return;
714 } 714 }
715 715
716 uint newRegionX = (uint)(reg.RegionHandle >> 40); 716 uint newRegionX, newRegionY, oldRegionX, oldRegionY;
717 uint newRegionY = (((uint)(reg.RegionHandle)) >> 8); 717 Util.RegionHandleToRegionLoc(reg.RegionHandle, out newRegionX, out newRegionY);
718 uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40); 718 Util.RegionHandleToRegionLoc(sp.Scene.RegionInfo.RegionHandle, out oldRegionX, out oldRegionY);
719 uint oldRegionY = (((uint)(sp.Scene.RegionInfo.RegionHandle)) >> 8);
720 719
721 ulong destinationHandle = finalDestination.RegionHandle; 720 ulong destinationHandle = finalDestination.RegionHandle;
722 721
@@ -1333,6 +1332,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1333 return region; 1332 return region;
1334 } 1333 }
1335 1334
1335 // This returns 'true' if the new region already has a child agent for our
1336 // incoming agent. The implication is that, if 'false', we have to create the
1337 // child and then teleport into the region.
1336 protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY) 1338 protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY)
1337 { 1339 {
1338 if (m_regionCombinerModule != null && m_regionCombinerModule.IsRootForMegaregion(Scene.RegionInfo.RegionID)) 1340 if (m_regionCombinerModule != null && m_regionCombinerModule.IsRootForMegaregion(Scene.RegionInfo.RegionID))
@@ -1357,20 +1359,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1357 return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY); 1359 return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY);
1358 } 1360 }
1359 1361
1360 protected virtual bool IsOutsideRegion(Scene s, Vector3 pos)
1361 {
1362 if (s.TestBorderCross(pos, Cardinals.N))
1363 return true;
1364 if (s.TestBorderCross(pos, Cardinals.S))
1365 return true;
1366 if (s.TestBorderCross(pos, Cardinals.E))
1367 return true;
1368 if (s.TestBorderCross(pos, Cardinals.W))
1369 return true;
1370
1371 return false;
1372 }
1373
1374 #endregion 1362 #endregion
1375 1363
1376 #region Landmark Teleport 1364 #region Landmark Teleport
@@ -2077,7 +2065,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2077 public NotFoundLocationCache() 2065 public NotFoundLocationCache()
2078 { 2066 {
2079 } 2067 }
2080 // Add an area to the lost of 'not found' places. The area is the snapped region 2068 // Add an area to the list of 'not found' places. The area is the snapped region
2081 // area around the added point. 2069 // area around the added point.
2082 public void Add(double pX, double pY) 2070 public void Add(double pX, double pY)
2083 { 2071 {
@@ -2305,23 +2293,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2305 /// <param name='neCorner'></param> 2293 /// <param name='neCorner'></param>
2306 private void GetMegaregionViewRange(out Vector2 swCorner, out Vector2 neCorner) 2294 private void GetMegaregionViewRange(out Vector2 swCorner, out Vector2 neCorner)
2307 { 2295 {
2308 Border[] northBorders = Scene.NorthBorders.ToArray();
2309 Border[] eastBorders = Scene.EastBorders.ToArray();
2310
2311 Vector2 extent = Vector2.Zero; 2296 Vector2 extent = Vector2.Zero;
2312 for (int i = 0; i < eastBorders.Length; i++) 2297
2313 { 2298 if (m_regionCombinerModule != null)
2314 extent.X = (eastBorders[i].BorderLine.Z > extent.X) ? eastBorders[i].BorderLine.Z : extent.X;
2315 }
2316 for (int i = 0; i < northBorders.Length; i++)
2317 { 2299 {
2318 extent.Y = (northBorders[i].BorderLine.Z > extent.Y) ? northBorders[i].BorderLine.Z : extent.Y; 2300 Vector2 megaRegionSize = m_regionCombinerModule.GetSizeOfMegaregion(Scene.RegionInfo.RegionID);
2301 extent.X = (float)Util.WorldToRegionLoc((uint)megaRegionSize.X);
2302 extent.Y = (float)Util.WorldToRegionLoc((uint)megaRegionSize.Y);
2319 } 2303 }
2320 2304
2321 // Loss of fraction on purpose
2322 extent.X = ((int)extent.X / (int)Constants.RegionSize);
2323 extent.Y = ((int)extent.Y / (int)Constants.RegionSize);
2324
2325 swCorner.X = Scene.RegionInfo.RegionLocX - 1; 2305 swCorner.X = Scene.RegionInfo.RegionLocX - 1;
2326 swCorner.Y = Scene.RegionInfo.RegionLocY - 1; 2306 swCorner.Y = Scene.RegionInfo.RegionLocY - 1;
2327 neCorner.X = Scene.RegionInfo.RegionLocX + extent.X; 2307 neCorner.X = Scene.RegionInfo.RegionLocX + extent.X;
diff --git a/OpenSim/Region/Framework/Interfaces/IRegionCombinerModule.cs b/OpenSim/Region/Framework/Interfaces/IRegionCombinerModule.cs
index e03ac5a..c6f531e 100644
--- a/OpenSim/Region/Framework/Interfaces/IRegionCombinerModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRegionCombinerModule.cs
@@ -55,5 +55,10 @@ namespace OpenSim.Region.Framework.Interfaces
55 /// Currently, will throw an exception if this does not match a root region. 55 /// Currently, will throw an exception if this does not match a root region.
56 /// </param> 56 /// </param>
57 Vector2 GetSizeOfMegaregion(UUID regionId); 57 Vector2 GetSizeOfMegaregion(UUID regionId);
58
59 /// <summary>
60 /// Tests to see of position (relative to the region) is within the megaregion
61 /// </summary>
62 bool PositionIsInMegaregion(UUID currentRegion, int xx, int yy);
58 } 63 }
59} \ No newline at end of file 64} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 2f666c0..682c2aa 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -160,11 +160,6 @@ namespace OpenSim.Region.Framework.Scenes
160 /// </summary> 160 /// </summary>
161 public SimStatsReporter StatsReporter { get; private set; } 161 public SimStatsReporter StatsReporter { get; private set; }
162 162
163 public List<Border> NorthBorders = new List<Border>();
164 public List<Border> EastBorders = new List<Border>();
165 public List<Border> SouthBorders = new List<Border>();
166 public List<Border> WestBorders = new List<Border>();
167
168 /// <summary> 163 /// <summary>
169 /// Controls whether physics can be applied to prims. Even if false, prims still have entries in a 164 /// Controls whether physics can be applied to prims. Even if false, prims still have entries in a
170 /// PhysicsScene in order to perform collision detection 165 /// PhysicsScene in order to perform collision detection
@@ -349,7 +344,6 @@ namespace OpenSim.Region.Framework.Scenes
349 344
350 // TODO: Possibly stop other classes being able to manipulate this directly. 345 // TODO: Possibly stop other classes being able to manipulate this directly.
351 private SceneGraph m_sceneGraph; 346 private SceneGraph m_sceneGraph;
352 private volatile int m_bordersLocked;
353 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 347 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
354 private volatile bool m_backingup; 348 private volatile bool m_backingup;
355 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 349 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
@@ -426,18 +420,6 @@ namespace OpenSim.Region.Framework.Scenes
426 set { m_splitRegionID = value; } 420 set { m_splitRegionID = value; }
427 } 421 }
428 422
429 public bool BordersLocked
430 {
431 get { return m_bordersLocked == 1; }
432 set
433 {
434 if (value == true)
435 m_bordersLocked = 1;
436 else
437 m_bordersLocked = 0;
438 }
439 }
440
441 public new float TimeDilation 423 public new float TimeDilation
442 { 424 {
443 get { return m_sceneGraph.PhysicsScene.TimeDilation; } 425 get { return m_sceneGraph.PhysicsScene.TimeDilation; }
@@ -1031,28 +1013,6 @@ namespace OpenSim.Region.Framework.Scenes
1031 PeriodicBackup = true; 1013 PeriodicBackup = true;
1032 UseBackup = true; 1014 UseBackup = true;
1033 1015
1034 BordersLocked = true;
1035 Border northBorder = new Border();
1036 northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (float)RegionInfo.RegionSizeY); //<---
1037 northBorder.CrossDirection = Cardinals.N;
1038 NorthBorders.Add(northBorder);
1039
1040 Border southBorder = new Border();
1041 southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,0); //--->
1042 southBorder.CrossDirection = Cardinals.S;
1043 SouthBorders.Add(southBorder);
1044
1045 Border eastBorder = new Border();
1046 eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (float)RegionInfo.RegionSizeY); //<---
1047 eastBorder.CrossDirection = Cardinals.E;
1048 EastBorders.Add(eastBorder);
1049
1050 Border westBorder = new Border();
1051 westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,0); //--->
1052 westBorder.CrossDirection = Cardinals.W;
1053 WestBorders.Add(westBorder);
1054 BordersLocked = false;
1055
1056 m_eventManager = new EventManager(); 1016 m_eventManager = new EventManager();
1057 1017
1058 m_permissions = new ScenePermissions(this); 1018 m_permissions = new ScenePermissions(this);
@@ -2445,201 +2405,34 @@ namespace OpenSim.Region.Framework.Scenes
2445 } 2405 }
2446 2406
2447 // Simple test to see if a position is in the current region. 2407 // Simple test to see if a position is in the current region.
2448 // Resuming the position is relative to the region so anything outside its bounds. 2408 // This test is mostly used to see if a region crossing is necessary.
2409 // Assuming the position is relative to the region so anything outside its bounds.
2449 // Return 'true' if position inside region. 2410 // Return 'true' if position inside region.
2450 public bool PositionIsInCurrentRegion(Vector3 pos) 2411 public bool PositionIsInCurrentRegion(Vector3 pos)
2451 { 2412 {
2452 bool ret = true; 2413 bool ret = false;
2453 int xx = (int)Math.Floor(pos.X); 2414 int xx = (int)Math.Floor(pos.X);
2454 int yy = (int)Math.Floor(pos.Y); 2415 int yy = (int)Math.Floor(pos.Y);
2455 if (xx < 0 2416 if (xx < 0 || yy < 0)
2456 || xx >= RegionInfo.RegionSizeX 2417 return false;
2457 || yy < 0
2458 || yy >= RegionInfo.RegionSizeY)
2459 ret = false;
2460 return ret;
2461
2462 }
2463 2418
2464 public Border GetCrossedBorder(Vector3 position, Cardinals gridline) 2419 IRegionCombinerModule regionCombinerModule = RequestModuleInterface<IRegionCombinerModule>();
2465 { 2420 if (regionCombinerModule == null)
2466 if (BordersLocked)
2467 { 2421 {
2468 switch (gridline) 2422 // Regular region. Just check for region size
2469 { 2423 if (xx < RegionInfo.RegionSizeX || yy < RegionInfo.RegionSizeY )
2470 case Cardinals.N: 2424 ret = true;
2471 lock (NorthBorders)
2472 {
2473 foreach (Border b in NorthBorders)
2474 {
2475 if (b.TestCross(position))
2476 return b;
2477 }
2478 }
2479 break;
2480 case Cardinals.S:
2481 lock (SouthBorders)
2482 {
2483 foreach (Border b in SouthBorders)
2484 {
2485 if (b.TestCross(position))
2486 return b;
2487 }
2488 }
2489
2490 break;
2491 case Cardinals.E:
2492 lock (EastBorders)
2493 {
2494 foreach (Border b in EastBorders)
2495 {
2496 if (b.TestCross(position))
2497 return b;
2498 }
2499 }
2500
2501 break;
2502 case Cardinals.W:
2503
2504 lock (WestBorders)
2505 {
2506 foreach (Border b in WestBorders)
2507 {
2508 if (b.TestCross(position))
2509 return b;
2510 }
2511 }
2512 break;
2513
2514 }
2515 } 2425 }
2516 else 2426 else
2517 { 2427 {
2518 switch (gridline) 2428 // We're in a mega-region so see if we are still in that larger region
2519 { 2429 ret = regionCombinerModule.PositionIsInMegaregion(this.RegionInfo.RegionID, xx, yy);
2520 case Cardinals.N:
2521 foreach (Border b in NorthBorders)
2522 {
2523 if (b.TestCross(position))
2524 return b;
2525 }
2526
2527 break;
2528 case Cardinals.S:
2529 foreach (Border b in SouthBorders)
2530 {
2531 if (b.TestCross(position))
2532 return b;
2533 }
2534 break;
2535 case Cardinals.E:
2536 foreach (Border b in EastBorders)
2537 {
2538 if (b.TestCross(position))
2539 return b;
2540 }
2541
2542 break;
2543 case Cardinals.W:
2544 foreach (Border b in WestBorders)
2545 {
2546 if (b.TestCross(position))
2547 return b;
2548 }
2549 break;
2550
2551 }
2552 } 2430 }
2553 2431
2554 return null; 2432 return ret;
2555 }
2556 2433
2557 public bool TestBorderCross(Vector3 position, Cardinals border)
2558 {
2559 if (BordersLocked)
2560 {
2561 switch (border)
2562 {
2563 case Cardinals.N:
2564 lock (NorthBorders)
2565 {
2566 foreach (Border b in NorthBorders)
2567 {
2568 if (b.TestCross(position))
2569 return true;
2570 }
2571 }
2572 break;
2573 case Cardinals.E:
2574 lock (EastBorders)
2575 {
2576 foreach (Border b in EastBorders)
2577 {
2578 if (b.TestCross(position))
2579 return true;
2580 }
2581 }
2582 break;
2583 case Cardinals.S:
2584 lock (SouthBorders)
2585 {
2586 foreach (Border b in SouthBorders)
2587 {
2588 if (b.TestCross(position))
2589 return true;
2590 }
2591 }
2592 break;
2593 case Cardinals.W:
2594 lock (WestBorders)
2595 {
2596 foreach (Border b in WestBorders)
2597 {
2598 if (b.TestCross(position))
2599 return true;
2600 }
2601 }
2602 break;
2603 }
2604 }
2605 else
2606 {
2607 switch (border)
2608 {
2609 case Cardinals.N:
2610 foreach (Border b in NorthBorders)
2611 {
2612 if (b.TestCross(position))
2613 return true;
2614 }
2615 break;
2616 case Cardinals.E:
2617 foreach (Border b in EastBorders)
2618 {
2619 if (b.TestCross(position))
2620 return true;
2621 }
2622 break;
2623 case Cardinals.S:
2624 foreach (Border b in SouthBorders)
2625 {
2626 if (b.TestCross(position))
2627 return true;
2628 }
2629 break;
2630 case Cardinals.W:
2631 foreach (Border b in WestBorders)
2632 {
2633 if (b.TestCross(position))
2634 return true;
2635 }
2636 break;
2637 }
2638 }
2639 return false;
2640 } 2434 }
2641 2435
2642
2643 /// <summary> 2436 /// <summary>
2644 /// Called when objects or attachments cross the border, or teleport, between regions. 2437 /// Called when objects or attachments cross the border, or teleport, between regions.
2645 /// </summary> 2438 /// </summary>
@@ -3874,61 +3667,11 @@ namespace OpenSim.Region.Framework.Scenes
3874 { 3667 {
3875// CleanDroppedAttachments(); 3668// CleanDroppedAttachments();
3876 3669
3877 if (TestBorderCross(acd.startpos, Cardinals.E)) 3670 // Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking)
3878 { 3671 if (acd.startpos.X < 0) acd.startpos.X = 1f;
3879 Border crossedBorder = GetCrossedBorder(acd.startpos, Cardinals.E); 3672 if (acd.startpos.X >= RegionInfo.RegionSizeX) acd.startpos.X = RegionInfo.RegionSizeX - 1f;
3880 acd.startpos.X = crossedBorder.BorderLine.Z - 1; 3673 if (acd.startpos.Y < 0) acd.startpos.Y = 1f;
3881 m_log.DebugFormat("{0} NewUserConnection Adjusted border E. startpos={1}", LogHeader, acd.startpos); 3674 if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
3882 }
3883
3884 if (TestBorderCross(acd.startpos, Cardinals.N))
3885 {
3886 Border crossedBorder = GetCrossedBorder(acd.startpos, Cardinals.N);
3887 acd.startpos.Y = crossedBorder.BorderLine.Z - 1;
3888 }
3889
3890 //Mitigate http://opensimulator.org/mantis/view.php?id=3522
3891 // Check if start position is outside of region
3892 // If it is, check the Z start position also.. if not, leave it alone.
3893 if (BordersLocked)
3894 {
3895 lock (EastBorders)
3896 {
3897 if (acd.startpos.X > EastBorders[0].BorderLine.Z)
3898 {
3899 m_log.Warn("FIX AGENT POSITION");
3900 acd.startpos.X = EastBorders[0].BorderLine.Z * 0.5f;
3901 if (acd.startpos.Z > 720)
3902 acd.startpos.Z = 720;
3903 }
3904 }
3905 lock (NorthBorders)
3906 {
3907 if (acd.startpos.Y > NorthBorders[0].BorderLine.Z)
3908 {
3909 m_log.Warn("FIX Agent POSITION");
3910 acd.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f;
3911 if (acd.startpos.Z > 720)
3912 acd.startpos.Z = 720;
3913 }
3914 }
3915 } else
3916 {
3917 if (acd.startpos.X > EastBorders[0].BorderLine.Z)
3918 {
3919 m_log.Warn("FIX AGENT POSITION");
3920 acd.startpos.X = EastBorders[0].BorderLine.Z * 0.5f;
3921 if (acd.startpos.Z > 720)
3922 acd.startpos.Z = 720;
3923 }
3924 if (acd.startpos.Y > NorthBorders[0].BorderLine.Z)
3925 {
3926 m_log.Warn("FIX Agent POSITION");
3927 acd.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f;
3928 if (acd.startpos.Z > 720)
3929 acd.startpos.Z = 720;
3930 }
3931 }
3932 3675
3933// m_log.DebugFormat( 3676// m_log.DebugFormat(
3934// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}", 3677// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index c6b98ca..0657cbb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -429,7 +429,7 @@ namespace OpenSim.Region.Framework.Scenes
429 /// <returns></returns> 429 /// <returns></returns>
430 public bool IsAttachmentCheckFull() 430 public bool IsAttachmentCheckFull()
431 { 431 {
432 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 432 return (IsAttachment || (m_rootPart.Shape.PCode == (byte)PCodeEnum.Primitive && m_rootPart.Shape.State != 0));
433 } 433 }
434 434
435 private struct avtocrossInfo 435 private struct avtocrossInfo
@@ -451,19 +451,10 @@ namespace OpenSim.Region.Framework.Scenes
451 if (Scene != null) 451 if (Scene != null)
452 { 452 {
453 if ( 453 if (
454 // (Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) 454 !Scene.PositionIsInCurrentRegion(val)
455 // || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 455 && !IsAttachmentCheckFull()
456 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) 456 && (!Scene.LoadingPrims)
457 // || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 457 )
458 // Experimental change for better border crossings.
459 // The commented out original lines above would, it seems, trigger
460 // a border crossing a little early or late depending on which
461 // direction the object was moving.
462 (Scene.TestBorderCross(val, Cardinals.E)
463 || Scene.TestBorderCross(val, Cardinals.W)
464 || Scene.TestBorderCross(val, Cardinals.N)
465 || Scene.TestBorderCross(val, Cardinals.S))
466 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
467 { 458 {
468 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 459 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
469 string version = String.Empty; 460 string version = String.Empty;
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 1cf7726..db4e285 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2479,13 +2479,10 @@ namespace OpenSim.Region.Framework.Scenes
2479 2479
2480 if (pa != null) 2480 if (pa != null)
2481 { 2481 {
2482 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2482 Vector3 newpos = pa.Position;
2483 2483 if (!ParentGroup.Scene.PositionIsInCurrentRegion(newpos))
2484 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2485 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2486 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2487 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2488 { 2484 {
2485 // Setting position outside current region will start region crossing
2489 ParentGroup.AbsolutePosition = newpos; 2486 ParentGroup.AbsolutePosition = newpos;
2490 return; 2487 return;
2491 } 2488 }
diff --git a/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs b/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs
index 29b39e0..5fb74b0 100644
--- a/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs
+++ b/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs
@@ -116,37 +116,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
116 + "If teleport is true then some extra teleport debug information is logged.\n" 116 + "If teleport is true then some extra teleport debug information is logged.\n"
117 + "If updates is true then any frame which exceeds double the maximum desired frame time is logged.", 117 + "If updates is true then any frame which exceeds double the maximum desired frame time is logged.",
118 HandleDebugSceneSetCommand); 118 HandleDebugSceneSetCommand);
119
120 scene.AddCommand(
121 "Regions",
122 this, "show borders", "show borders", "Show border information for regions", HandleShowBordersCommand);
123 }
124
125 private void HandleShowBordersCommand(string module, string[] args)
126 {
127 StringBuilder sb = new StringBuilder();
128 sb.AppendFormat("Borders for {0}:\n", m_scene.Name);
129
130 ConsoleDisplayTable cdt = new ConsoleDisplayTable();
131 cdt.AddColumn("Cross Direction", 15);
132 cdt.AddColumn("Line", 34);
133 cdt.AddColumn("Trigger Region", 14);
134
135 foreach (Border b in m_scene.NorthBorders)
136 cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY));
137
138 foreach (Border b in m_scene.EastBorders)
139 cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY));
140
141 foreach (Border b in m_scene.SouthBorders)
142 cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY));
143
144 foreach (Border b in m_scene.WestBorders)
145 cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY));
146
147 cdt.AddToStringBuilder(sb);
148
149 MainConsole.Instance.Output(sb.ToString());
150 } 119 }
151 120
152 private void HandleDebugSceneGetCommand(string module, string[] args) 121 private void HandleDebugSceneGetCommand(string module, string[] args)
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index 7127c73..a7ffad0 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -44,6 +44,7 @@ namespace OpenSim.Region.RegionCombinerModule
44 public class RegionCombinerModule : ISharedRegionModule, IRegionCombinerModule 44 public class RegionCombinerModule : ISharedRegionModule, IRegionCombinerModule
45 { 45 {
46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47 private static string LogHeader = "[REGION COMBINER MODULE]";
47 48
48 public string Name 49 public string Name
49 { 50 {
@@ -134,6 +135,49 @@ namespace OpenSim.Region.RegionCombinerModule
134 throw new Exception(string.Format("Region with id {0} not found", regionId)); 135 throw new Exception(string.Format("Region with id {0} not found", regionId));
135 } 136 }
136 137
138 // Test to see if this postiion (relative to the region) is within the area covered
139 // by this megaregion.
140 public bool PositionIsInMegaregion(UUID currentRegion, int xx, int yy)
141 {
142 bool ret = false;
143 if (xx < 0 || yy < 0)
144 return ret;
145
146 foreach (RegionConnections rootRegion in m_regions.Values)
147 {
148 if (currentRegion == rootRegion.RegionId)
149 {
150 // The caller is in the root region so this is an easy test
151 if (xx < rootRegion.XEnd && yy < rootRegion.YEnd)
152 {
153 ret = true;
154 }
155 break;
156 }
157 else
158 {
159 // Maybe the caller is in one of the sub-regions
160 foreach (RegionData childRegion in rootRegion.ConnectedRegions)
161 {
162 if (currentRegion == childRegion.RegionId)
163 {
164 // This is a child. Diddle the offsets and check if in
165 Vector3 positionInMegaregion = childRegion.Offset;
166 positionInMegaregion.X += xx;
167 positionInMegaregion.Y += yy;
168 if (positionInMegaregion.X < rootRegion.XEnd && positionInMegaregion.Y < rootRegion.YEnd)
169 {
170 ret = true;
171 }
172 break;
173 }
174 }
175 }
176 }
177
178 return ret;
179 }
180
137 private void NewPresence(ScenePresence presence) 181 private void NewPresence(ScenePresence presence)
138 { 182 {
139 if (presence.IsChildAgent) 183 if (presence.IsChildAgent)
@@ -220,27 +264,6 @@ namespace OpenSim.Region.RegionCombinerModule
220 // 264 //
221*/ 265*/
222 266
223 // Give each region a standard set of non-infinite borders
224 Border northBorder = new Border();
225 northBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<---
226 northBorder.CrossDirection = Cardinals.N;
227 scene.NorthBorders[0] = northBorder;
228
229 Border southBorder = new Border();
230 southBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //--->
231 southBorder.CrossDirection = Cardinals.S;
232 scene.SouthBorders[0] = southBorder;
233
234 Border eastBorder = new Border();
235 eastBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<---
236 eastBorder.CrossDirection = Cardinals.E;
237 scene.EastBorders[0] = eastBorder;
238
239 Border westBorder = new Border();
240 westBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //--->
241 westBorder.CrossDirection = Cardinals.W;
242 scene.WestBorders[0] = westBorder;
243
244 RegionConnections newConn = new RegionConnections(); 267 RegionConnections newConn = new RegionConnections();
245 newConn.ConnectedRegions = new List<RegionData>(); 268 newConn.ConnectedRegions = new List<RegionData>();
246 newConn.RegionScene = scene; 269 newConn.RegionScene = scene;
@@ -248,8 +271,8 @@ namespace OpenSim.Region.RegionCombinerModule
248 newConn.RegionId = scene.RegionInfo.originRegionID; 271 newConn.RegionId = scene.RegionInfo.originRegionID;
249 newConn.X = scene.RegionInfo.RegionLocX; 272 newConn.X = scene.RegionInfo.RegionLocX;
250 newConn.Y = scene.RegionInfo.RegionLocY; 273 newConn.Y = scene.RegionInfo.RegionLocY;
251 newConn.XEnd = (int)Constants.RegionSize; 274 newConn.XEnd = scene.RegionInfo.RegionSizeX;
252 newConn.YEnd = (int)Constants.RegionSize; 275 newConn.YEnd = scene.RegionInfo.RegionSizeX;
253 276
254 lock (m_regions) 277 lock (m_regions)
255 { 278 {
@@ -415,6 +438,11 @@ namespace OpenSim.Region.RegionCombinerModule
415 */ 438 */
416 #endregion 439 #endregion
417 440
441
442 // Check to see if this new region is adjacent to the root region.
443 // Note that we expect the regions to be combined from the root region outward
444 // thus the requirement for the ordering in the configuration files.
445
418 // If we're one region over +x y (i.e. root region is to the west) 446 // If we're one region over +x y (i.e. root region is to the west)
419 //xxx 447 //xxx
420 //xxy 448 //xxy
@@ -431,7 +459,7 @@ namespace OpenSim.Region.RegionCombinerModule
431 //xxx 459 //xxx
432 if (rootConn.PosX >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY) 460 if (rootConn.PosX >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY)
433 { 461 {
434 connectedYN = DoWorkForOneRegionOverXPlusY(rootConn, newConn, scene); 462 connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
435 break; 463 break;
436 } 464 }
437 465
@@ -441,9 +469,8 @@ namespace OpenSim.Region.RegionCombinerModule
441 //xxx 469 //xxx
442 if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY) 470 if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY)
443 { 471 {
444 connectedYN = DoWorkForOneRegionOverPlusXPlusY(rootConn, newConn, scene); 472 connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
445 break; 473 break;
446
447 } 474 }
448 } 475 }
449 476
@@ -453,20 +480,20 @@ namespace OpenSim.Region.RegionCombinerModule
453 DoWorkForRootRegion(newConn, scene); 480 DoWorkForRootRegion(newConn, scene);
454 } 481 }
455 } 482 }
456
457 // Set up infinite borders around the entire AABB of the combined ConnectedRegions
458 AdjustLargeRegionBounds();
459 } 483 }
460 484
461 private bool DoWorkForOneRegionOverPlusXY(RegionConnections rootConn, RegionConnections newConn, Scene scene) 485 private bool DoWorkForOneRegionOverPlusXY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
462 { 486 {
487 // Offset (in meters) from the base of this region to the base of the root region.
463 Vector3 offset = Vector3.Zero; 488 Vector3 offset = Vector3.Zero;
464 offset.X = newConn.PosX - rootConn.PosX; 489 offset.X = newConn.PosX - rootConn.PosX;
465 offset.Y = newConn.PosY - rootConn.PosY; 490 offset.Y = newConn.PosY - rootConn.PosY;
466 491
492 // The new total size of the region (in meters)
493 // We just extend the X and Y dimensions so the extent might temporarily include areas without regions.
467 Vector3 extents = Vector3.Zero; 494 Vector3 extents = Vector3.Zero;
468 extents.Y = rootConn.YEnd; 495 extents.X = Math.Max(rootConn.XEnd, offset.X + newConn.RegionScene.RegionInfo.RegionSizeX);
469 extents.X = rootConn.XEnd + newConn.XEnd; 496 extents.Y = Math.Max(rootConn.YEnd, offset.Y + newConn.RegionScene.RegionInfo.RegionSizeY);
470 497
471 rootConn.UpdateExtents(extents); 498 rootConn.UpdateExtents(extents);
472 499
@@ -475,9 +502,6 @@ namespace OpenSim.Region.RegionCombinerModule
475 rootConn.RegionScene.RegionInfo.RegionName, 502 rootConn.RegionScene.RegionInfo.RegionName,
476 newConn.RegionScene.RegionInfo.RegionName, offset, extents); 503 newConn.RegionScene.RegionInfo.RegionName, offset, extents);
477 504
478 scene.BordersLocked = true;
479 rootConn.RegionScene.BordersLocked = true;
480
481 RegionData ConnectedRegion = new RegionData(); 505 RegionData ConnectedRegion = new RegionData();
482 ConnectedRegion.Offset = offset; 506 ConnectedRegion.Offset = offset;
483 ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; 507 ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
@@ -490,34 +514,10 @@ namespace OpenSim.Region.RegionCombinerModule
490 // Inform Child region that it needs to forward it's terrain to the root region 514 // Inform Child region that it needs to forward it's terrain to the root region
491 scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero); 515 scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
492 516
493 // Extend the borders as appropriate
494 lock (rootConn.RegionScene.EastBorders)
495 rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
496
497 lock (rootConn.RegionScene.NorthBorders)
498 rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
499
500 lock (rootConn.RegionScene.SouthBorders)
501 rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
502
503 lock (scene.WestBorders)
504 {
505 scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
506
507 // Trigger auto teleport to root region
508 scene.WestBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
509 scene.WestBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
510 }
511
512 // Reset Terrain.. since terrain loads before we get here, we need to load 517 // Reset Terrain.. since terrain loads before we get here, we need to load
513 // it again so it loads in the root region 518 // it again so it loads in the root region
514
515 scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); 519 scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
516 520
517 // Unlock borders
518 rootConn.RegionScene.BordersLocked = false;
519 scene.BordersLocked = false;
520
521 // Create a client event forwarder and add this region's events to the root region. 521 // Create a client event forwarder and add this region's events to the root region.
522 if (rootConn.ClientEventForwarder != null) 522 if (rootConn.ClientEventForwarder != null)
523 rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene); 523 rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
@@ -525,6 +525,9 @@ namespace OpenSim.Region.RegionCombinerModule
525 return true; 525 return true;
526 } 526 }
527 527
528 /*
529 * 20140215 radams1: The border stuff was removed and the addition of regions to the mega-regions
530 * was generalized. These functions are not needed for the generalized solution but left for reference.
528 private bool DoWorkForOneRegionOverXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene) 531 private bool DoWorkForOneRegionOverXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
529 { 532 {
530 Vector3 offset = Vector3.Zero; 533 Vector3 offset = Vector3.Zero;
@@ -536,9 +539,6 @@ namespace OpenSim.Region.RegionCombinerModule
536 extents.X = rootConn.XEnd; 539 extents.X = rootConn.XEnd;
537 rootConn.UpdateExtents(extents); 540 rootConn.UpdateExtents(extents);
538 541
539 scene.BordersLocked = true;
540 rootConn.RegionScene.BordersLocked = true;
541
542 RegionData ConnectedRegion = new RegionData(); 542 RegionData ConnectedRegion = new RegionData();
543 ConnectedRegion.Offset = offset; 543 ConnectedRegion.Offset = offset;
544 ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; 544 ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
@@ -553,30 +553,11 @@ namespace OpenSim.Region.RegionCombinerModule
553 rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); 553 rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
554 scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero); 554 scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
555 555
556 lock (rootConn.RegionScene.NorthBorders)
557 rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
558
559 lock (rootConn.RegionScene.EastBorders)
560 rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
561
562 lock (rootConn.RegionScene.WestBorders)
563 rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
564
565 lock (scene.SouthBorders)
566 {
567 scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south
568 scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
569 scene.SouthBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
570 }
571
572 // Reset Terrain.. since terrain normally loads first. 556 // Reset Terrain.. since terrain normally loads first.
573 //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); 557 //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
574 scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); 558 scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
575 //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); 559 //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
576 560
577 scene.BordersLocked = false;
578 rootConn.RegionScene.BordersLocked = false;
579
580 if (rootConn.ClientEventForwarder != null) 561 if (rootConn.ClientEventForwarder != null)
581 rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene); 562 rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
582 563
@@ -600,9 +581,6 @@ namespace OpenSim.Region.RegionCombinerModule
600 extents.Y = rootConn.YEnd; 581 extents.Y = rootConn.YEnd;
601 extents.X = rootConn.XEnd; 582 extents.X = rootConn.XEnd;
602 583
603 scene.BordersLocked = true;
604 rootConn.RegionScene.BordersLocked = true;
605
606 RegionData ConnectedRegion = new RegionData(); 584 RegionData ConnectedRegion = new RegionData();
607 ConnectedRegion.Offset = offset; 585 ConnectedRegion.Offset = offset;
608 ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; 586 ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
@@ -618,67 +596,10 @@ namespace OpenSim.Region.RegionCombinerModule
618 rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); 596 rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
619 scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero); 597 scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
620 598
621 lock (rootConn.RegionScene.NorthBorders)
622 {
623 if (rootConn.RegionScene.NorthBorders.Count == 1)// && 2)
624 {
625 //compound border
626 // already locked above
627 rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
628
629 lock (rootConn.RegionScene.EastBorders)
630 rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
631
632 lock (rootConn.RegionScene.WestBorders)
633 rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
634 }
635 }
636
637 lock (scene.SouthBorders)
638 {
639 scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south
640 scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
641 scene.SouthBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
642 }
643
644 lock (rootConn.RegionScene.EastBorders)
645 {
646 if (rootConn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2)
647 {
648 rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
649
650 lock (rootConn.RegionScene.NorthBorders)
651 rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
652
653 lock (rootConn.RegionScene.SouthBorders)
654 rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
655 }
656 }
657
658 lock (scene.WestBorders)
659 {
660 scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
661 scene.WestBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
662 scene.WestBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
663 }
664
665 /*
666 else
667 {
668 conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
669 conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
670 conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
671 scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south
672 }
673 */
674
675
676 // Reset Terrain.. since terrain normally loads first. 599 // Reset Terrain.. since terrain normally loads first.
677 //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); 600 //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
678 scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); 601 scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
679 //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); 602 //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
680 scene.BordersLocked = false;
681 rootConn.RegionScene.BordersLocked = false;
682 603
683 if (rootConn.ClientEventForwarder != null) 604 if (rootConn.ClientEventForwarder != null)
684 rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene); 605 rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
@@ -687,6 +608,7 @@ namespace OpenSim.Region.RegionCombinerModule
687 608
688 //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents); 609 //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
689 } 610 }
611 */
690 612
691 private void DoWorkForRootRegion(RegionConnections rootConn, Scene scene) 613 private void DoWorkForRootRegion(RegionConnections rootConn, Scene scene)
692 { 614 {
@@ -885,125 +807,6 @@ namespace OpenSim.Region.RegionCombinerModule
885// } 807// }
886// } 808// }
887 809
888 // Create a set of infinite borders around the whole aabb of the combined island.
889 private void AdjustLargeRegionBounds()
890 {
891 lock (m_regions)
892 {
893 foreach (RegionConnections rconn in m_regions.Values)
894 {
895 Vector3 offset = Vector3.Zero;
896 rconn.RegionScene.BordersLocked = true;
897 foreach (RegionData rdata in rconn.ConnectedRegions)
898 {
899 if (rdata.Offset.X > offset.X) offset.X = rdata.Offset.X;
900 if (rdata.Offset.Y > offset.Y) offset.Y = rdata.Offset.Y;
901 }
902
903 lock (rconn.RegionScene.NorthBorders)
904 {
905 Border northBorder = null;
906 // If we don't already have an infinite border, create one.
907 if (!TryGetInfiniteBorder(rconn.RegionScene.NorthBorders, out northBorder))
908 {
909 northBorder = new Border();
910 rconn.RegionScene.NorthBorders.Add(northBorder);
911 }
912
913 northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,
914 offset.Y + (int) Constants.RegionSize); //<---
915 northBorder.CrossDirection = Cardinals.N;
916 }
917
918 lock (rconn.RegionScene.SouthBorders)
919 {
920 Border southBorder = null;
921 // If we don't already have an infinite border, create one.
922 if (!TryGetInfiniteBorder(rconn.RegionScene.SouthBorders, out southBorder))
923 {
924 southBorder = new Border();
925 rconn.RegionScene.SouthBorders.Add(southBorder);
926 }
927 southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
928 southBorder.CrossDirection = Cardinals.S;
929 }
930
931 lock (rconn.RegionScene.EastBorders)
932 {
933 Border eastBorder = null;
934 // If we don't already have an infinite border, create one.
935 if (!TryGetInfiniteBorder(rconn.RegionScene.EastBorders, out eastBorder))
936 {
937 eastBorder = new Border();
938 rconn.RegionScene.EastBorders.Add(eastBorder);
939 }
940 eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, offset.X + (int)Constants.RegionSize);
941 //<---
942 eastBorder.CrossDirection = Cardinals.E;
943 }
944
945 lock (rconn.RegionScene.WestBorders)
946 {
947 Border westBorder = null;
948 // If we don't already have an infinite border, create one.
949 if (!TryGetInfiniteBorder(rconn.RegionScene.WestBorders, out westBorder))
950 {
951 westBorder = new Border();
952 rconn.RegionScene.WestBorders.Add(westBorder);
953
954 }
955 westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
956 westBorder.CrossDirection = Cardinals.W;
957 }
958
959 rconn.RegionScene.BordersLocked = false;
960 }
961 }
962 }
963
964 /// <summary>
965 /// Try and get an Infinite border out of a listT of borders
966 /// </summary>
967 /// <param name="borders"></param>
968 /// <param name="oborder"></param>
969 /// <returns></returns>
970 public static bool TryGetInfiniteBorder(List<Border> borders, out Border oborder)
971 {
972 // Warning! Should be locked before getting here!
973 foreach (Border b in borders)
974 {
975 if (b.BorderLine.X == float.MinValue && b.BorderLine.Y == float.MaxValue)
976 {
977 oborder = b;
978 return true;
979 }
980 }
981
982 oborder = null;
983 return false;
984 }
985
986 public RegionData GetRegionFromPosition(Vector3 pPosition)
987 {
988 pPosition = pPosition/(int) Constants.RegionSize;
989 int OffsetX = (int) pPosition.X;
990 int OffsetY = (int) pPosition.Y;
991
992 lock (m_regions)
993 {
994 foreach (RegionConnections regConn in m_regions.Values)
995 {
996 foreach (RegionData reg in regConn.ConnectedRegions)
997 {
998 if (reg.Offset.X == OffsetX && reg.Offset.Y == OffsetY)
999 return reg;
1000 }
1001 }
1002 }
1003
1004 return new RegionData();
1005 }
1006
1007 public void ForwardPermissionRequests(RegionConnections BigRegion, Scene VirtualRegion) 810 public void ForwardPermissionRequests(RegionConnections BigRegion, Scene VirtualRegion)
1008 { 811 {
1009 if (BigRegion.PermissionModule == null) 812 if (BigRegion.PermissionModule == null)