diff options
author | Diva Canto | 2009-11-10 10:39:16 -0800 |
---|---|---|
committer | Diva Canto | 2009-11-10 10:39:16 -0800 |
commit | 05f7fa1543b2da90ceb616a04406e99938329aea (patch) | |
tree | 385d988efae9ff11c05aa14a791b94f1e9a8063e /OpenSim | |
parent | Updated HGUserServices with AuthenticateUserByPassword, so that iar works. (diff) | |
download | opensim-SC_OLD-05f7fa1543b2da90ceb616a04406e99938329aea.zip opensim-SC_OLD-05f7fa1543b2da90ceb616a04406e99938329aea.tar.gz opensim-SC_OLD-05f7fa1543b2da90ceb616a04406e99938329aea.tar.bz2 opensim-SC_OLD-05f7fa1543b2da90ceb616a04406e99938329aea.tar.xz |
Broke the monster RegionLoaded method in RegionCombinerModule into 4 smaller methods. Let's see if this avoids a mono bug that is making megaregions not work in mono. Long shot, but worth a try.
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Land/RegionCombinerModule.cs | 472 |
1 files changed, 248 insertions, 224 deletions
diff --git a/OpenSim/Region/CoreModules/World/Land/RegionCombinerModule.cs b/OpenSim/Region/CoreModules/World/Land/RegionCombinerModule.cs index d8c5ed9..ebd8ee7 100644 --- a/OpenSim/Region/CoreModules/World/Land/RegionCombinerModule.cs +++ b/OpenSim/Region/CoreModules/World/Land/RegionCombinerModule.cs | |||
@@ -299,76 +299,13 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
299 | //xxy | 299 | //xxy |
300 | //xxx | 300 | //xxx |
301 | 301 | ||
302 | |||
302 | if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd | 303 | if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd |
303 | >= (regionConnections.X * (int)Constants.RegionSize)) | 304 | >= (regionConnections.X * (int)Constants.RegionSize)) |
304 | && (((int)conn.Y * (int)Constants.RegionSize) | 305 | && (((int)conn.Y * (int)Constants.RegionSize) |
305 | >= (regionConnections.Y * (int)Constants.RegionSize))) | 306 | >= (regionConnections.Y * (int)Constants.RegionSize))) |
306 | { | 307 | { |
307 | Vector3 offset = Vector3.Zero; | 308 | connectedYN = DoWorkForOneRegionOverPlusXY(conn, regionConnections, scene); |
308 | offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - | ||
309 | ((conn.X * (int)Constants.RegionSize))); | ||
310 | offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - | ||
311 | ((conn.Y * (int)Constants.RegionSize))); | ||
312 | |||
313 | Vector3 extents = Vector3.Zero; | ||
314 | extents.Y = conn.YEnd; | ||
315 | extents.X = conn.XEnd + regionConnections.XEnd; | ||
316 | |||
317 | conn.UpdateExtents(extents); | ||
318 | |||
319 | m_log.DebugFormat("Scene: {0} to the west of Scene{1} Offset: {2}. Extents:{3}", | ||
320 | conn.RegionScene.RegionInfo.RegionName, | ||
321 | regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); | ||
322 | |||
323 | scene.BordersLocked = true; | ||
324 | conn.RegionScene.BordersLocked = true; | ||
325 | |||
326 | RegionData ConnectedRegion = new RegionData(); | ||
327 | ConnectedRegion.Offset = offset; | ||
328 | ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; | ||
329 | ConnectedRegion.RegionScene = scene; | ||
330 | conn.ConnectedRegions.Add(ConnectedRegion); | ||
331 | |||
332 | // Inform root region Physics about the extents of this region | ||
333 | conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); | ||
334 | |||
335 | // Inform Child region that it needs to forward it's terrain to the root region | ||
336 | scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); | ||
337 | |||
338 | // Extend the borders as appropriate | ||
339 | lock (conn.RegionScene.EastBorders) | ||
340 | conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; | ||
341 | |||
342 | lock (conn.RegionScene.NorthBorders) | ||
343 | conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
344 | |||
345 | lock (conn.RegionScene.SouthBorders) | ||
346 | conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
347 | |||
348 | lock (scene.WestBorders) | ||
349 | { | ||
350 | |||
351 | |||
352 | scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - conn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West | ||
353 | |||
354 | // Trigger auto teleport to root region | ||
355 | scene.WestBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX; | ||
356 | scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY; | ||
357 | } | ||
358 | |||
359 | // Reset Terrain.. since terrain loads before we get here, we need to load | ||
360 | // it again so it loads in the root region | ||
361 | |||
362 | scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); | ||
363 | |||
364 | // Unlock borders | ||
365 | conn.RegionScene.BordersLocked = false; | ||
366 | scene.BordersLocked = false; | ||
367 | |||
368 | // Create a client event forwarder and add this region's events to the root region. | ||
369 | if (conn.ClientEventForwarder != null) | ||
370 | conn.ClientEventForwarder.AddSceneToEventForwarding(scene); | ||
371 | connectedYN = true; | ||
372 | break; | 309 | break; |
373 | } | 310 | } |
374 | 311 | ||
@@ -381,57 +318,8 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
381 | && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd | 318 | && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd |
382 | >= (regionConnections.Y * (int)Constants.RegionSize))) | 319 | >= (regionConnections.Y * (int)Constants.RegionSize))) |
383 | { | 320 | { |
384 | Vector3 offset = Vector3.Zero; | 321 | connectedYN = DoWorkForOneRegionOverXPlusY(conn, regionConnections, scene); |
385 | offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - | 322 | break; |
386 | ((conn.X * (int)Constants.RegionSize))); | ||
387 | offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - | ||
388 | ((conn.Y * (int)Constants.RegionSize))); | ||
389 | |||
390 | Vector3 extents = Vector3.Zero; | ||
391 | extents.Y = regionConnections.YEnd + conn.YEnd; | ||
392 | extents.X = conn.XEnd; | ||
393 | conn.UpdateExtents(extents); | ||
394 | |||
395 | scene.BordersLocked = true; | ||
396 | conn.RegionScene.BordersLocked = true; | ||
397 | |||
398 | RegionData ConnectedRegion = new RegionData(); | ||
399 | ConnectedRegion.Offset = offset; | ||
400 | ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; | ||
401 | ConnectedRegion.RegionScene = scene; | ||
402 | conn.ConnectedRegions.Add(ConnectedRegion); | ||
403 | |||
404 | m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}", | ||
405 | conn.RegionScene.RegionInfo.RegionName, | ||
406 | regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); | ||
407 | |||
408 | conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); | ||
409 | scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); | ||
410 | |||
411 | lock (conn.RegionScene.NorthBorders) | ||
412 | conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; | ||
413 | lock (conn.RegionScene.EastBorders) | ||
414 | conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
415 | lock (conn.RegionScene.WestBorders) | ||
416 | conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
417 | lock (scene.SouthBorders) | ||
418 | { | ||
419 | scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - conn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south | ||
420 | scene.SouthBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX; | ||
421 | scene.SouthBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY; | ||
422 | } | ||
423 | |||
424 | // Reset Terrain.. since terrain normally loads first. | ||
425 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); | ||
426 | scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); | ||
427 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); | ||
428 | |||
429 | scene.BordersLocked = false; | ||
430 | conn.RegionScene.BordersLocked = false; | ||
431 | if (conn.ClientEventForwarder != null) | ||
432 | conn.ClientEventForwarder.AddSceneToEventForwarding(scene); | ||
433 | connectedYN = true; | ||
434 | break; | ||
435 | } | 323 | } |
436 | 324 | ||
437 | // If we're one region over +x +y | 325 | // If we're one region over +x +y |
@@ -443,140 +331,276 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
443 | && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd | 331 | && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd |
444 | >= (regionConnections.Y * (int)Constants.RegionSize))) | 332 | >= (regionConnections.Y * (int)Constants.RegionSize))) |
445 | { | 333 | { |
446 | Vector3 offset = Vector3.Zero; | 334 | connectedYN = DoWorkForOneRegionOverPlusXPlusY(conn, regionConnections, scene); |
447 | offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - | 335 | break; |
448 | ((conn.X * (int)Constants.RegionSize))); | ||
449 | offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - | ||
450 | ((conn.Y * (int)Constants.RegionSize))); | ||
451 | 336 | ||
452 | Vector3 extents = Vector3.Zero; | 337 | } |
453 | extents.Y = regionConnections.YEnd + conn.YEnd; | 338 | } |
454 | extents.X = regionConnections.XEnd + conn.XEnd; | ||
455 | conn.UpdateExtents(extents); | ||
456 | 339 | ||
457 | scene.BordersLocked = true; | 340 | // If !connectYN means that this region is a root region |
458 | conn.RegionScene.BordersLocked = true; | 341 | if (!connectedYN) |
342 | { | ||
343 | DoWorkForRootRegion(regionConnections, scene); | ||
459 | 344 | ||
460 | RegionData ConnectedRegion = new RegionData(); | 345 | } |
461 | ConnectedRegion.Offset = offset; | 346 | } |
462 | ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; | 347 | // Set up infinite borders around the entire AABB of the combined ConnectedRegions |
463 | ConnectedRegion.RegionScene = scene; | 348 | AdjustLargeRegionBounds(); |
349 | } | ||
464 | 350 | ||
465 | conn.ConnectedRegions.Add(ConnectedRegion); | 351 | private bool DoWorkForOneRegionOverPlusXY(RegionConnections conn, RegionConnections regionConnections, Scene scene) |
352 | { | ||
353 | Vector3 offset = Vector3.Zero; | ||
354 | offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - | ||
355 | ((conn.X * (int)Constants.RegionSize))); | ||
356 | offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - | ||
357 | ((conn.Y * (int)Constants.RegionSize))); | ||
466 | 358 | ||
467 | m_log.DebugFormat("Scene: {0} to the NorthEast of Scene{1} Offset: {2}. Extents:{3}", | 359 | Vector3 extents = Vector3.Zero; |
468 | conn.RegionScene.RegionInfo.RegionName, | 360 | extents.Y = conn.YEnd; |
469 | regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); | 361 | extents.X = conn.XEnd + regionConnections.XEnd; |
470 | 362 | ||
471 | conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); | 363 | conn.UpdateExtents(extents); |
472 | scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); | ||
473 | lock (conn.RegionScene.NorthBorders) | ||
474 | { | ||
475 | if (conn.RegionScene.NorthBorders.Count == 1)// && 2) | ||
476 | { | ||
477 | //compound border | ||
478 | // already locked above | ||
479 | conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; | ||
480 | |||
481 | lock (conn.RegionScene.EastBorders) | ||
482 | conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
483 | lock (conn.RegionScene.WestBorders) | ||
484 | conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
485 | } | ||
486 | } | ||
487 | 364 | ||
488 | lock (scene.SouthBorders) | 365 | m_log.DebugFormat("Scene: {0} to the west of Scene{1} Offset: {2}. Extents:{3}", |
489 | { | 366 | conn.RegionScene.RegionInfo.RegionName, |
490 | scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - conn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south | 367 | regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); |
491 | scene.SouthBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX; | ||
492 | scene.SouthBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY; | ||
493 | } | ||
494 | 368 | ||
495 | lock (conn.RegionScene.EastBorders) | 369 | scene.BordersLocked = true; |
496 | { | 370 | conn.RegionScene.BordersLocked = true; |
497 | if (conn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2) | ||
498 | { | ||
499 | 371 | ||
500 | conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; | 372 | RegionData ConnectedRegion = new RegionData(); |
501 | lock (conn.RegionScene.NorthBorders) | 373 | ConnectedRegion.Offset = offset; |
502 | conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; | 374 | ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; |
503 | lock (conn.RegionScene.SouthBorders) | 375 | ConnectedRegion.RegionScene = scene; |
504 | conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; | 376 | conn.ConnectedRegions.Add(ConnectedRegion); |
505 | 377 | ||
378 | // Inform root region Physics about the extents of this region | ||
379 | conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); | ||
506 | 380 | ||
507 | } | 381 | // Inform Child region that it needs to forward it's terrain to the root region |
508 | } | 382 | scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); |
509 | 383 | ||
510 | lock (scene.WestBorders) | 384 | // Extend the borders as appropriate |
511 | { | 385 | lock (conn.RegionScene.EastBorders) |
512 | scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - conn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West | 386 | conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; |
513 | scene.WestBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX; | ||
514 | scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY; | ||
515 | } | ||
516 | 387 | ||
517 | /* | 388 | lock (conn.RegionScene.NorthBorders) |
518 | else | 389 | conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; |
519 | { | ||
520 | conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; | ||
521 | conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
522 | conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
523 | scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south | ||
524 | } | ||
525 | */ | ||
526 | 390 | ||
391 | lock (conn.RegionScene.SouthBorders) | ||
392 | conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
527 | 393 | ||
528 | // Reset Terrain.. since terrain normally loads first. | 394 | lock (scene.WestBorders) |
529 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); | 395 | { |
530 | scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); | ||
531 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); | ||
532 | scene.BordersLocked = false; | ||
533 | conn.RegionScene.BordersLocked = false; | ||
534 | 396 | ||
535 | if (conn.ClientEventForwarder != null) | ||
536 | conn.ClientEventForwarder.AddSceneToEventForwarding(scene); | ||
537 | 397 | ||
538 | connectedYN = true; | 398 | scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - conn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West |
539 | 399 | ||
540 | //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents); | 400 | // Trigger auto teleport to root region |
401 | scene.WestBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX; | ||
402 | scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY; | ||
403 | } | ||
541 | 404 | ||
542 | break; | 405 | // Reset Terrain.. since terrain loads before we get here, we need to load |
543 | } | 406 | // it again so it loads in the root region |
407 | |||
408 | scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); | ||
409 | |||
410 | // Unlock borders | ||
411 | conn.RegionScene.BordersLocked = false; | ||
412 | scene.BordersLocked = false; | ||
413 | |||
414 | // Create a client event forwarder and add this region's events to the root region. | ||
415 | if (conn.ClientEventForwarder != null) | ||
416 | conn.ClientEventForwarder.AddSceneToEventForwarding(scene); | ||
417 | |||
418 | return true; | ||
419 | } | ||
420 | |||
421 | private bool DoWorkForOneRegionOverXPlusY(RegionConnections conn, RegionConnections regionConnections, Scene scene) | ||
422 | { | ||
423 | Vector3 offset = Vector3.Zero; | ||
424 | offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - | ||
425 | ((conn.X * (int)Constants.RegionSize))); | ||
426 | offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - | ||
427 | ((conn.Y * (int)Constants.RegionSize))); | ||
428 | |||
429 | Vector3 extents = Vector3.Zero; | ||
430 | extents.Y = regionConnections.YEnd + conn.YEnd; | ||
431 | extents.X = conn.XEnd; | ||
432 | conn.UpdateExtents(extents); | ||
433 | |||
434 | scene.BordersLocked = true; | ||
435 | conn.RegionScene.BordersLocked = true; | ||
436 | |||
437 | RegionData ConnectedRegion = new RegionData(); | ||
438 | ConnectedRegion.Offset = offset; | ||
439 | ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; | ||
440 | ConnectedRegion.RegionScene = scene; | ||
441 | conn.ConnectedRegions.Add(ConnectedRegion); | ||
442 | |||
443 | m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}", | ||
444 | conn.RegionScene.RegionInfo.RegionName, | ||
445 | regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); | ||
446 | |||
447 | conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); | ||
448 | scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); | ||
449 | |||
450 | lock (conn.RegionScene.NorthBorders) | ||
451 | conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; | ||
452 | lock (conn.RegionScene.EastBorders) | ||
453 | conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
454 | lock (conn.RegionScene.WestBorders) | ||
455 | conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
456 | lock (scene.SouthBorders) | ||
457 | { | ||
458 | scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - conn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south | ||
459 | scene.SouthBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX; | ||
460 | scene.SouthBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY; | ||
461 | } | ||
462 | |||
463 | // Reset Terrain.. since terrain normally loads first. | ||
464 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); | ||
465 | scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); | ||
466 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); | ||
467 | |||
468 | scene.BordersLocked = false; | ||
469 | conn.RegionScene.BordersLocked = false; | ||
470 | if (conn.ClientEventForwarder != null) | ||
471 | conn.ClientEventForwarder.AddSceneToEventForwarding(scene); | ||
472 | return true; | ||
473 | } | ||
474 | |||
475 | private bool DoWorkForOneRegionOverPlusXPlusY(RegionConnections conn, RegionConnections regionConnections, Scene scene) | ||
476 | { | ||
477 | Vector3 offset = Vector3.Zero; | ||
478 | offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - | ||
479 | ((conn.X * (int)Constants.RegionSize))); | ||
480 | offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - | ||
481 | ((conn.Y * (int)Constants.RegionSize))); | ||
482 | |||
483 | Vector3 extents = Vector3.Zero; | ||
484 | extents.Y = regionConnections.YEnd + conn.YEnd; | ||
485 | extents.X = regionConnections.XEnd + conn.XEnd; | ||
486 | conn.UpdateExtents(extents); | ||
487 | |||
488 | scene.BordersLocked = true; | ||
489 | conn.RegionScene.BordersLocked = true; | ||
490 | |||
491 | RegionData ConnectedRegion = new RegionData(); | ||
492 | ConnectedRegion.Offset = offset; | ||
493 | ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; | ||
494 | ConnectedRegion.RegionScene = scene; | ||
495 | |||
496 | conn.ConnectedRegions.Add(ConnectedRegion); | ||
497 | |||
498 | m_log.DebugFormat("Scene: {0} to the NorthEast of Scene{1} Offset: {2}. Extents:{3}", | ||
499 | conn.RegionScene.RegionInfo.RegionName, | ||
500 | regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); | ||
501 | |||
502 | conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); | ||
503 | scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); | ||
504 | lock (conn.RegionScene.NorthBorders) | ||
505 | { | ||
506 | if (conn.RegionScene.NorthBorders.Count == 1)// && 2) | ||
507 | { | ||
508 | //compound border | ||
509 | // already locked above | ||
510 | conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; | ||
511 | |||
512 | lock (conn.RegionScene.EastBorders) | ||
513 | conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
514 | lock (conn.RegionScene.WestBorders) | ||
515 | conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
544 | } | 516 | } |
517 | } | ||
545 | 518 | ||
546 | // If !connectYN means that this region is a root region | 519 | lock (scene.SouthBorders) |
547 | if (!connectedYN) | 520 | { |
521 | scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - conn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south | ||
522 | scene.SouthBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX; | ||
523 | scene.SouthBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY; | ||
524 | } | ||
525 | |||
526 | lock (conn.RegionScene.EastBorders) | ||
527 | { | ||
528 | if (conn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2) | ||
548 | { | 529 | { |
549 | RegionData rdata = new RegionData(); | ||
550 | rdata.Offset = Vector3.Zero; | ||
551 | rdata.RegionId = scene.RegionInfo.originRegionID; | ||
552 | rdata.RegionScene = scene; | ||
553 | // save it's land channel | ||
554 | regionConnections.RegionLandChannel = scene.LandChannel; | ||
555 | |||
556 | // Substitue our landchannel | ||
557 | RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel, | ||
558 | regionConnections.ConnectedRegions); | ||
559 | scene.LandChannel = lnd; | ||
560 | // Forward the permissions modules of each of the connected regions to the root region | ||
561 | lock (m_regions) | ||
562 | { | ||
563 | foreach (RegionData r in regionConnections.ConnectedRegions) | ||
564 | { | ||
565 | ForwardPermissionRequests(regionConnections, r.RegionScene); | ||
566 | } | ||
567 | } | ||
568 | // Create the root region's Client Event Forwarder | ||
569 | regionConnections.ClientEventForwarder = new RegionCombinerClientEventForwarder(regionConnections); | ||
570 | 530 | ||
571 | // Sets up the CoarseLocationUpdate forwarder for this root region | 531 | conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; |
572 | scene.EventManager.OnNewPresence += SetCourseLocationDelegate; | 532 | lock (conn.RegionScene.NorthBorders) |
533 | conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
534 | lock (conn.RegionScene.SouthBorders) | ||
535 | conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
536 | |||
573 | 537 | ||
574 | // Adds this root region to a dictionary of regions that are connectable | ||
575 | m_regions.Add(scene.RegionInfo.originRegionID, regionConnections); | ||
576 | } | 538 | } |
577 | } | 539 | } |
578 | // Set up infinite borders around the entire AABB of the combined ConnectedRegions | 540 | |
579 | AdjustLargeRegionBounds(); | 541 | lock (scene.WestBorders) |
542 | { | ||
543 | scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - conn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West | ||
544 | scene.WestBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX; | ||
545 | scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY; | ||
546 | } | ||
547 | |||
548 | /* | ||
549 | else | ||
550 | { | ||
551 | conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; | ||
552 | conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
553 | conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
554 | scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south | ||
555 | } | ||
556 | */ | ||
557 | |||
558 | |||
559 | // Reset Terrain.. since terrain normally loads first. | ||
560 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); | ||
561 | scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); | ||
562 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); | ||
563 | scene.BordersLocked = false; | ||
564 | conn.RegionScene.BordersLocked = false; | ||
565 | |||
566 | if (conn.ClientEventForwarder != null) | ||
567 | conn.ClientEventForwarder.AddSceneToEventForwarding(scene); | ||
568 | |||
569 | return true; | ||
570 | |||
571 | //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents); | ||
572 | |||
573 | } | ||
574 | |||
575 | private void DoWorkForRootRegion(RegionConnections regionConnections, Scene scene) | ||
576 | { | ||
577 | RegionData rdata = new RegionData(); | ||
578 | rdata.Offset = Vector3.Zero; | ||
579 | rdata.RegionId = scene.RegionInfo.originRegionID; | ||
580 | rdata.RegionScene = scene; | ||
581 | // save it's land channel | ||
582 | regionConnections.RegionLandChannel = scene.LandChannel; | ||
583 | |||
584 | // Substitue our landchannel | ||
585 | RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel, | ||
586 | regionConnections.ConnectedRegions); | ||
587 | scene.LandChannel = lnd; | ||
588 | // Forward the permissions modules of each of the connected regions to the root region | ||
589 | lock (m_regions) | ||
590 | { | ||
591 | foreach (RegionData r in regionConnections.ConnectedRegions) | ||
592 | { | ||
593 | ForwardPermissionRequests(regionConnections, r.RegionScene); | ||
594 | } | ||
595 | } | ||
596 | // Create the root region's Client Event Forwarder | ||
597 | regionConnections.ClientEventForwarder = new RegionCombinerClientEventForwarder(regionConnections); | ||
598 | |||
599 | // Sets up the CoarseLocationUpdate forwarder for this root region | ||
600 | scene.EventManager.OnNewPresence += SetCourseLocationDelegate; | ||
601 | |||
602 | // Adds this root region to a dictionary of regions that are connectable | ||
603 | m_regions.Add(scene.RegionInfo.originRegionID, regionConnections); | ||
580 | } | 604 | } |
581 | 605 | ||
582 | private void SetCourseLocationDelegate(ScenePresence presence) | 606 | private void SetCourseLocationDelegate(ScenePresence presence) |