diff options
Diffstat (limited to 'OpenSim/Region/CoreModules')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Land/PhysicsCombiner.cs | 73 |
1 files changed, 54 insertions, 19 deletions
diff --git a/OpenSim/Region/CoreModules/World/Land/PhysicsCombiner.cs b/OpenSim/Region/CoreModules/World/Land/PhysicsCombiner.cs index 22ef107..2fc1623 100644 --- a/OpenSim/Region/CoreModules/World/Land/PhysicsCombiner.cs +++ b/OpenSim/Region/CoreModules/World/Land/PhysicsCombiner.cs | |||
@@ -236,20 +236,31 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
236 | m_log.DebugFormat("Scene: {0} to the west of Scene{1} Offset: {2}. Extents:{3}", | 236 | m_log.DebugFormat("Scene: {0} to the west of Scene{1} Offset: {2}. Extents:{3}", |
237 | conn.RegionScene.RegionInfo.RegionName, | 237 | conn.RegionScene.RegionInfo.RegionName, |
238 | regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); | 238 | regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); |
239 | 239 | ||
240 | |||
241 | scene.BordersLocked = true; | ||
242 | conn.RegionScene.BordersLocked = true; | ||
240 | conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); | 243 | conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); |
241 | scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); | 244 | scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); |
242 | 245 | ||
243 | conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; | 246 | lock (conn.RegionScene.EastBorders) |
244 | conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; | 247 | conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; |
245 | conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; | 248 | |
249 | lock (conn.RegionScene.NorthBorders) | ||
250 | conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
251 | |||
252 | lock (conn.RegionScene.SouthBorders) | ||
253 | conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
246 | 254 | ||
247 | scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West | 255 | lock (scene.WestBorders) |
256 | scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West | ||
248 | 257 | ||
249 | // Reset Terrain.. since terrain normally loads first. | 258 | // Reset Terrain.. since terrain normally loads first. |
250 | // | 259 | // |
251 | scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); | 260 | scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); |
252 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); | 261 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); |
262 | conn.RegionScene.BordersLocked = false; | ||
263 | scene.BordersLocked = false; | ||
253 | 264 | ||
254 | connectedYN = true; | 265 | connectedYN = true; |
255 | break; | 266 | break; |
@@ -277,23 +288,33 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
277 | extents.X = conn.XEnd; | 288 | extents.X = conn.XEnd; |
278 | conn.UpdateExtents(extents); | 289 | conn.UpdateExtents(extents); |
279 | 290 | ||
291 | |||
292 | scene.BordersLocked = true; | ||
293 | conn.RegionScene.BordersLocked = true; | ||
294 | |||
280 | m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}", | 295 | m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}", |
281 | conn.RegionScene.RegionInfo.RegionName, | 296 | conn.RegionScene.RegionInfo.RegionName, |
282 | regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); | 297 | regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); |
283 | conn.RegionScene.PhysicsScene.Combine(null,Vector3.Zero,extents); | 298 | conn.RegionScene.PhysicsScene.Combine(null,Vector3.Zero,extents); |
284 | scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); | 299 | scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); |
285 | 300 | ||
286 | conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; | 301 | lock(conn.RegionScene.NorthBorders) |
287 | conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; | 302 | conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; |
288 | conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; | 303 | lock(conn.RegionScene.EastBorders) |
289 | 304 | conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; | |
290 | scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south | 305 | lock(conn.RegionScene.WestBorders) |
306 | conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
307 | lock(scene.SouthBorders) | ||
308 | scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south | ||
291 | 309 | ||
292 | // Reset Terrain.. since terrain normally loads first. | 310 | // Reset Terrain.. since terrain normally loads first. |
293 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); | 311 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); |
294 | scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); | 312 | scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); |
295 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); | 313 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); |
296 | 314 | ||
315 | scene.BordersLocked = false; | ||
316 | conn.RegionScene.BordersLocked = false; | ||
317 | |||
297 | connectedYN = true; | 318 | connectedYN = true; |
298 | break; | 319 | break; |
299 | } | 320 | } |
@@ -318,36 +339,48 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
318 | extents.X = regionConnections.XEnd + conn.XEnd; | 339 | extents.X = regionConnections.XEnd + conn.XEnd; |
319 | conn.UpdateExtents(extents); | 340 | conn.UpdateExtents(extents); |
320 | 341 | ||
342 | scene.BordersLocked = true; | ||
343 | conn.RegionScene.BordersLocked = true; | ||
344 | |||
321 | m_log.DebugFormat("Scene: {0} to the NorthEast of Scene{1} Offset: {2}. Extents:{3}", | 345 | m_log.DebugFormat("Scene: {0} to the NorthEast of Scene{1} Offset: {2}. Extents:{3}", |
322 | conn.RegionScene.RegionInfo.RegionName, | 346 | conn.RegionScene.RegionInfo.RegionName, |
323 | regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); | 347 | regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); |
324 | 348 | ||
325 | conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); | 349 | conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); |
326 | scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); | 350 | scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); |
327 | 351 | lock(conn.RegionScene.NorthBorders) | |
328 | if (conn.RegionScene.NorthBorders.Count == 1)// && 2) | 352 | if (conn.RegionScene.NorthBorders.Count == 1)// && 2) |
329 | { | 353 | { |
330 | //compound border | 354 | //compound border |
355 | // already locked above | ||
331 | conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; | 356 | conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; |
332 | conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; | 357 | |
333 | conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; | 358 | lock(conn.RegionScene.EastBorders) |
359 | conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
360 | lock(conn.RegionScene.WestBorders) | ||
361 | conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
334 | 362 | ||
335 | 363 | ||
336 | 364 | ||
337 | } | 365 | } |
338 | 366 | lock(scene.SouthBorders) | |
339 | scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south | 367 | scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south |
340 | 368 | ||
369 | lock(conn.RegionScene.EastBorders) | ||
341 | if (conn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2) | 370 | if (conn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2) |
342 | { | 371 | { |
343 | 372 | ||
344 | conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; | 373 | conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; |
345 | conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; | 374 | lock(conn.RegionScene.NorthBorders) |
346 | conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; | 375 | conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; |
376 | lock(conn.RegionScene.SouthBorders) | ||
377 | conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; | ||
347 | 378 | ||
348 | 379 | ||
349 | } | 380 | } |
350 | scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West | 381 | |
382 | lock (scene.WestBorders) | ||
383 | scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West | ||
351 | /* | 384 | /* |
352 | else | 385 | else |
353 | { | 386 | { |
@@ -363,6 +396,8 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
363 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); | 396 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); |
364 | scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); | 397 | scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); |
365 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); | 398 | //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); |
399 | scene.BordersLocked = false; | ||
400 | conn.RegionScene.BordersLocked = false; | ||
366 | 401 | ||
367 | connectedYN = true; | 402 | connectedYN = true; |
368 | 403 | ||