From 33f36c9010254b14fe1b9fc1dd6bdd52ae1b16c9 Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Sat, 29 Aug 2009 23:39:27 -0400 Subject: * Rename the RegionCombiner Module from PhysicsCombiner --- .../CoreModules/World/Land/PhysicsCombiner.cs | 639 -------------------- .../CoreModules/World/Land/RegionCombinerModule.cs | 640 +++++++++++++++++++++ 2 files changed, 640 insertions(+), 639 deletions(-) delete mode 100644 OpenSim/Region/CoreModules/World/Land/PhysicsCombiner.cs create mode 100644 OpenSim/Region/CoreModules/World/Land/RegionCombinerModule.cs (limited to 'OpenSim/Region/CoreModules/World') diff --git a/OpenSim/Region/CoreModules/World/Land/PhysicsCombiner.cs b/OpenSim/Region/CoreModules/World/Land/PhysicsCombiner.cs deleted file mode 100644 index 8921085..0000000 --- a/OpenSim/Region/CoreModules/World/Land/PhysicsCombiner.cs +++ /dev/null @@ -1,639 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Reflection; -using log4net; -using Nini.Config; -using OpenMetaverse; -using OpenSim.Framework; -using OpenSim.Region.Framework.Interfaces; -using OpenSim.Region.Framework.Scenes; - -namespace OpenSim.Region.CoreModules.World.Land -{ - public class PhysicsCombiner : ISharedRegionModule - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - public string Name { get { return "PhysicsCombiner";} } - public Type ReplaceableInterface - { - get { return null; } - } - - public Type ReplacableInterface { get { return null; } } - - private Dictionary m_regions = new Dictionary(); - private bool enabledYN = true; - public void Initialise(IConfigSource source) - { - - } - - public void Close() - { - - } - - public void AddRegion(Scene scene) - { - if (!enabledYN) - return; - - RegionConnections regionConnections = new RegionConnections(); - regionConnections.ConnectedRegions = new List(); - regionConnections.RegionScene = scene; - regionConnections.RegionLandChannel = scene.LandChannel; - regionConnections.RegionId = scene.RegionInfo.originRegionID; - regionConnections.X = scene.RegionInfo.RegionLocX; - regionConnections.Y = scene.RegionInfo.RegionLocY; - regionConnections.XEnd = (int)Constants.RegionSize; - regionConnections.YEnd = (int)Constants.RegionSize; - lock (m_regions) - { - bool connectedYN = false; - - foreach (RegionConnections conn in m_regions.Values) - { - #region commented - /* - // If we're one region over +x +y - //xxy - //xxx - //xxx - if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd - == (regionConnections.X * (int)Constants.RegionSize)) - && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd - == (regionConnections.Y * (int)Constants.RegionSize))) - { - Vector3 offset = Vector3.Zero; - offset.X = (((regionConnections.X * (int) Constants.RegionSize)) - - ((conn.X * (int) Constants.RegionSize))); - offset.Y = (((regionConnections.Y * (int) Constants.RegionSize)) - - ((conn.Y * (int) Constants.RegionSize))); - - Vector3 extents = Vector3.Zero; - extents.Y = regionConnections.YEnd + conn.YEnd; - extents.X = conn.XEnd + conn.XEnd; - - m_log.DebugFormat("Scene: {0} to the northwest of Scene{1}. Offset: {2}. Extents:{3}", - conn.RegionScene.RegionInfo.RegionName, - regionConnections.RegionScene.RegionInfo.RegionName, - offset, extents); - - scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); - - connectedYN = true; - break; - } - */ - - /* - //If we're one region over x +y - //xxx - //xxx - //xyx - if ((((int)conn.X * (int)Constants.RegionSize) - == (regionConnections.X * (int)Constants.RegionSize)) - && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd - == (regionConnections.Y * (int)Constants.RegionSize))) - { - Vector3 offset = Vector3.Zero; - offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - - ((conn.X * (int)Constants.RegionSize))); - offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - - ((conn.Y * (int)Constants.RegionSize))); - - Vector3 extents = Vector3.Zero; - extents.Y = regionConnections.YEnd + conn.YEnd; - extents.X = conn.XEnd; - - m_log.DebugFormat("Scene: {0} to the north of Scene{1}. Offset: {2}. Extents:{3}", - conn.RegionScene.RegionInfo.RegionName, - regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); - - scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); - connectedYN = true; - break; - } - */ - - /* - // If we're one region over -x +y - //xxx - //xxx - //yxx - if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd - == (regionConnections.X * (int)Constants.RegionSize)) - && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd - == (regionConnections.Y * (int)Constants.RegionSize))) - { - Vector3 offset = Vector3.Zero; - offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - - ((conn.X * (int)Constants.RegionSize))); - offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - - ((conn.Y * (int)Constants.RegionSize))); - - Vector3 extents = Vector3.Zero; - extents.Y = regionConnections.YEnd + conn.YEnd; - extents.X = conn.XEnd + conn.XEnd; - - m_log.DebugFormat("Scene: {0} to the northeast of Scene. Offset: {2}. Extents:{3}", - conn.RegionScene.RegionInfo.RegionName, - regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); - - scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); - - - connectedYN = true; - break; - } - */ - - /* - // If we're one region over -x y - //xxx - //yxx - //xxx - if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd - == (regionConnections.X * (int)Constants.RegionSize)) - && (((int)conn.Y * (int)Constants.RegionSize) - == (regionConnections.Y * (int)Constants.RegionSize))) - { - Vector3 offset = Vector3.Zero; - offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - - ((conn.X * (int)Constants.RegionSize))); - offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - - ((conn.Y * (int)Constants.RegionSize))); - - Vector3 extents = Vector3.Zero; - extents.Y = regionConnections.YEnd; - extents.X = conn.XEnd + conn.XEnd; - - m_log.DebugFormat("Scene: {0} to the east of Scene{1} Offset: {2}. Extents:{3}", - conn.RegionScene.RegionInfo.RegionName, - regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); - - scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); - - connectedYN = true; - break; - } - */ - - /* - // If we're one region over -x -y - //yxx - //xxx - //xxx - if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd - == (regionConnections.X * (int)Constants.RegionSize)) - && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd - == (regionConnections.Y * (int)Constants.RegionSize))) - { - Vector3 offset = Vector3.Zero; - offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - - ((conn.X * (int)Constants.RegionSize))); - offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - - ((conn.Y * (int)Constants.RegionSize))); - - Vector3 extents = Vector3.Zero; - extents.Y = regionConnections.YEnd + conn.YEnd; - extents.X = conn.XEnd + conn.XEnd; - - m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}", - conn.RegionScene.RegionInfo.RegionName, - regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); - - scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); - - connectedYN = true; - break; - } - */ - #endregion - - // If we're one region over +x y - //xxx - //xxy - //xxx - if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd - >= (regionConnections.X * (int)Constants.RegionSize)) - && (((int)conn.Y * (int)Constants.RegionSize) - >= (regionConnections.Y * (int)Constants.RegionSize))) - { - Vector3 offset = Vector3.Zero; - offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - - ((conn.X * (int)Constants.RegionSize))); - offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - - ((conn.Y * (int)Constants.RegionSize))); - - Vector3 extents = Vector3.Zero; - extents.Y = conn.YEnd; - extents.X = conn.XEnd + regionConnections.XEnd; - - conn.UpdateExtents(extents); - - - m_log.DebugFormat("Scene: {0} to the west of Scene{1} Offset: {2}. Extents:{3}", - conn.RegionScene.RegionInfo.RegionName, - regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); - - - scene.BordersLocked = true; - conn.RegionScene.BordersLocked = true; - - RegionData ConnectedRegion = new RegionData(); - ConnectedRegion.Offset = offset; - ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; - ConnectedRegion.RegionScene = scene; - conn.ConnectedRegions.Add(ConnectedRegion); - - conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); - scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); - - lock (conn.RegionScene.EastBorders) - conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; - - lock (conn.RegionScene.NorthBorders) - conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; - - lock (conn.RegionScene.SouthBorders) - conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; - - lock (scene.WestBorders) - scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West - - // Reset Terrain.. since terrain normally loads first. - // - scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); - //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); - - conn.RegionScene.BordersLocked = false; - scene.BordersLocked = false; - connectedYN = true; - break; - } - - - - // If we're one region over x +y - //xyx - //xxx - //xxx - if ((((int)conn.X * (int)Constants.RegionSize) - >= (regionConnections.X * (int)Constants.RegionSize)) - && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd - >= (regionConnections.Y * (int)Constants.RegionSize))) - { - Vector3 offset = Vector3.Zero; - offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - - ((conn.X * (int)Constants.RegionSize))); - offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - - ((conn.Y * (int)Constants.RegionSize))); - - Vector3 extents = Vector3.Zero; - extents.Y = regionConnections.YEnd + conn.YEnd; - extents.X = conn.XEnd; - conn.UpdateExtents(extents); - - - scene.BordersLocked = true; - conn.RegionScene.BordersLocked = true; - - RegionData ConnectedRegion = new RegionData(); - ConnectedRegion.Offset = offset; - ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; - ConnectedRegion.RegionScene = scene; - conn.ConnectedRegions.Add(ConnectedRegion); - - m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}", - conn.RegionScene.RegionInfo.RegionName, - regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); - conn.RegionScene.PhysicsScene.Combine(null,Vector3.Zero,extents); - scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); - - lock(conn.RegionScene.NorthBorders) - conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; - lock(conn.RegionScene.EastBorders) - conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; - lock(conn.RegionScene.WestBorders) - conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; - lock(scene.SouthBorders) - scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south - - // Reset Terrain.. since terrain normally loads first. - //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); - scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); - //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); - - scene.BordersLocked = false; - conn.RegionScene.BordersLocked = false; - - connectedYN = true; - break; - } - - // If we're one region over +x +y - //xxy - //xxx - //xxx - if ((((int)conn.X * (int)Constants.RegionSize) + conn.YEnd - >= (regionConnections.X * (int)Constants.RegionSize)) - && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd - >= (regionConnections.Y * (int)Constants.RegionSize))) - { - Vector3 offset = Vector3.Zero; - offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - - ((conn.X * (int)Constants.RegionSize))); - offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - - ((conn.Y * (int)Constants.RegionSize))); - - Vector3 extents = Vector3.Zero; - extents.Y = regionConnections.YEnd + conn.YEnd; - extents.X = regionConnections.XEnd + conn.XEnd; - conn.UpdateExtents(extents); - - scene.BordersLocked = true; - conn.RegionScene.BordersLocked = true; - - RegionData ConnectedRegion = new RegionData(); - ConnectedRegion.Offset = offset; - ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; - ConnectedRegion.RegionScene = scene; - - conn.ConnectedRegions.Add(ConnectedRegion); - - m_log.DebugFormat("Scene: {0} to the NorthEast of Scene{1} Offset: {2}. Extents:{3}", - conn.RegionScene.RegionInfo.RegionName, - regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); - - conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); - scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); - lock(conn.RegionScene.NorthBorders) - if (conn.RegionScene.NorthBorders.Count == 1)// && 2) - { - //compound border - // already locked above - conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; - - lock(conn.RegionScene.EastBorders) - conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; - lock(conn.RegionScene.WestBorders) - conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; - - - - } - lock(scene.SouthBorders) - scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south - - lock(conn.RegionScene.EastBorders) - if (conn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2) - { - - conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; - lock(conn.RegionScene.NorthBorders) - conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; - lock(conn.RegionScene.SouthBorders) - conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; - - - } - - lock (scene.WestBorders) - scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West -/* - else - { - conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; - conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; - conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; - scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south - } -*/ - - - // Reset Terrain.. since terrain normally loads first. - //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); - scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); - //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); - scene.BordersLocked = false; - conn.RegionScene.BordersLocked = false; - - connectedYN = true; - - //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents); - - break; - } - - - } - if (!connectedYN) - { - RegionData rdata = new RegionData(); - rdata.Offset = Vector3.Zero; - rdata.RegionId = scene.RegionInfo.originRegionID; - rdata.RegionScene = scene; - regionConnections.RegionLandChannel = scene.LandChannel; - - LargeLandChannel lnd = new LargeLandChannel(rdata,scene.LandChannel,regionConnections.ConnectedRegions); - scene.LandChannel = lnd; - - m_regions.Add(scene.RegionInfo.originRegionID,regionConnections); - } - - } - } - - public void RemoveRegion(Scene scene) - { - - } - - public void RegionLoaded(Scene scene) - { - - } - - public void PostInitialise() - { - - } - public void OnFrame() - { - - } - - - public RegionData GetRegionFromPosition(Vector3 pPosition) - { - pPosition = pPosition/(int) Constants.RegionSize; - int OffsetX = (int) pPosition.X; - int OffsetY = (int) pPosition.Y; - foreach (RegionConnections regConn in m_regions.Values) - { - foreach (RegionData reg in regConn.ConnectedRegions) - { - if (reg.Offset.X == OffsetX && reg.Offset.Y == OffsetY) - return reg; - } - } - return new RegionData(); - } - } - public class RegionConnections - { - public UUID RegionId; - public Scene RegionScene; - public ILandChannel RegionLandChannel; - public uint X; - public uint Y; - public int XEnd; - public int YEnd; - public List ConnectedRegions; - public void UpdateExtents(Vector3 extents) - { - XEnd = (int)extents.X; - YEnd = (int)extents.Y; - } - - } - - public class RegionData - { - public UUID RegionId; - public Scene RegionScene; - public Vector3 Offset; - - } - - public class LargeLandChannel : ILandChannel - { - private static readonly ILog m_log = - LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - private RegionData RegData; - private ILandChannel RootRegionLandChannel; - private readonly List RegionConnections; - - #region ILandChannel Members - - public LargeLandChannel(RegionData regData, ILandChannel rootRegionLandChannel,List regionConnections) - { - RegData = regData; - RootRegionLandChannel = rootRegionLandChannel; - RegionConnections = regionConnections; - } - - public List ParcelsNearPoint(Vector3 position) - { - m_log.DebugFormat("[LANDPARCELNEARPOINT]: {0}>", position); - return RootRegionLandChannel.ParcelsNearPoint(position - RegData.Offset); - } - - public List AllParcels() - { - - return RootRegionLandChannel.AllParcels(); - - } - - public ILandObject GetLandObject(int x, int y) - { - m_log.DebugFormat("[BIGLANDTESTINT]: <{0},{1}>", x, y); - - if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize) - { - return RootRegionLandChannel.GetLandObject(x, y); - } - else - { - int offsetX = (x / (int)Constants.RegionSize); - int offsetY = (x / (int)Constants.RegionSize); - offsetX *= (int)Constants.RegionSize; - offsetY *= (int)Constants.RegionSize; - - foreach (RegionData regionData in RegionConnections) - { - if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY) - { - return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY); - } - } - ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene); - obj.landData.Name = "NO LAND"; - return obj; - } - } - - public ILandObject GetLandObject(int localID) - { - return RootRegionLandChannel.GetLandObject(localID); - } - - public ILandObject GetLandObject(float x, float y) - { - m_log.DebugFormat("[BIGLANDTESTFLOAT]: <{0},{1}>", x, y); - - if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize) - { - return RootRegionLandChannel.GetLandObject(x, y); - } - else - { - int offsetX = (int)(x/(int) Constants.RegionSize); - int offsetY = (int)(x/(int) Constants.RegionSize); - offsetX *= (int) Constants.RegionSize; - offsetY *= (int) Constants.RegionSize; - - foreach (RegionData regionData in RegionConnections) - { - if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY) - { - return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY); - } - } - ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene); - obj.landData.Name = "NO LAND"; - return obj; - } - } - - public bool IsLandPrimCountTainted() - { - return RootRegionLandChannel.IsLandPrimCountTainted(); - } - - public bool IsForcefulBansAllowed() - { - return RootRegionLandChannel.IsForcefulBansAllowed(); - } - - public void UpdateLandObject(int localID, LandData data) - { - RootRegionLandChannel.UpdateLandObject(localID, data); - } - - public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) - { - RootRegionLandChannel.ReturnObjectsInParcel(localID, returnType, agentIDs, taskIDs, remoteClient); - } - - public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel) - { - RootRegionLandChannel.setParcelObjectMaxOverride(overrideDel); - } - - public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel) - { - RootRegionLandChannel.setSimulatorObjectMaxOverride(overrideDel); - } - - public void SetParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime) - { - RootRegionLandChannel.SetParcelOtherCleanTime(remoteClient, localID, otherCleanTime); - } - - #endregion - } -} diff --git a/OpenSim/Region/CoreModules/World/Land/RegionCombinerModule.cs b/OpenSim/Region/CoreModules/World/Land/RegionCombinerModule.cs new file mode 100644 index 0000000..5ba6f39 --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Land/RegionCombinerModule.cs @@ -0,0 +1,640 @@ +using System; +using System.Collections.Generic; +using System.Reflection; +using log4net; +using Nini.Config; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; + +namespace OpenSim.Region.CoreModules.World.Land +{ + public class RegionCombinerModule : ISharedRegionModule + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + public string Name { get { return "RegionCombinerModule"; } } + public Type ReplaceableInterface + { + get { return null; } + } + + public Type ReplacableInterface { get { return null; } } + + private Dictionary m_regions = new Dictionary(); + private bool enabledYN = false; + public void Initialise(IConfigSource source) + { + IConfig myConfig = source.Configs["Startup"]; + enabledYN = myConfig.GetBoolean("CombineContiguiousRegions", false); + } + + public void Close() + { + + } + + public void AddRegion(Scene scene) + { + if (!enabledYN) + return; + + RegionConnections regionConnections = new RegionConnections(); + regionConnections.ConnectedRegions = new List(); + regionConnections.RegionScene = scene; + regionConnections.RegionLandChannel = scene.LandChannel; + regionConnections.RegionId = scene.RegionInfo.originRegionID; + regionConnections.X = scene.RegionInfo.RegionLocX; + regionConnections.Y = scene.RegionInfo.RegionLocY; + regionConnections.XEnd = (int)Constants.RegionSize; + regionConnections.YEnd = (int)Constants.RegionSize; + lock (m_regions) + { + bool connectedYN = false; + + foreach (RegionConnections conn in m_regions.Values) + { + #region commented + /* + // If we're one region over +x +y + //xxy + //xxx + //xxx + if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd + == (regionConnections.X * (int)Constants.RegionSize)) + && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd + == (regionConnections.Y * (int)Constants.RegionSize))) + { + Vector3 offset = Vector3.Zero; + offset.X = (((regionConnections.X * (int) Constants.RegionSize)) - + ((conn.X * (int) Constants.RegionSize))); + offset.Y = (((regionConnections.Y * (int) Constants.RegionSize)) - + ((conn.Y * (int) Constants.RegionSize))); + + Vector3 extents = Vector3.Zero; + extents.Y = regionConnections.YEnd + conn.YEnd; + extents.X = conn.XEnd + conn.XEnd; + + m_log.DebugFormat("Scene: {0} to the northwest of Scene{1}. Offset: {2}. Extents:{3}", + conn.RegionScene.RegionInfo.RegionName, + regionConnections.RegionScene.RegionInfo.RegionName, + offset, extents); + + scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); + + connectedYN = true; + break; + } + */ + + /* + //If we're one region over x +y + //xxx + //xxx + //xyx + if ((((int)conn.X * (int)Constants.RegionSize) + == (regionConnections.X * (int)Constants.RegionSize)) + && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd + == (regionConnections.Y * (int)Constants.RegionSize))) + { + Vector3 offset = Vector3.Zero; + offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - + ((conn.X * (int)Constants.RegionSize))); + offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - + ((conn.Y * (int)Constants.RegionSize))); + + Vector3 extents = Vector3.Zero; + extents.Y = regionConnections.YEnd + conn.YEnd; + extents.X = conn.XEnd; + + m_log.DebugFormat("Scene: {0} to the north of Scene{1}. Offset: {2}. Extents:{3}", + conn.RegionScene.RegionInfo.RegionName, + regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); + + scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); + connectedYN = true; + break; + } + */ + + /* + // If we're one region over -x +y + //xxx + //xxx + //yxx + if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd + == (regionConnections.X * (int)Constants.RegionSize)) + && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd + == (regionConnections.Y * (int)Constants.RegionSize))) + { + Vector3 offset = Vector3.Zero; + offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - + ((conn.X * (int)Constants.RegionSize))); + offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - + ((conn.Y * (int)Constants.RegionSize))); + + Vector3 extents = Vector3.Zero; + extents.Y = regionConnections.YEnd + conn.YEnd; + extents.X = conn.XEnd + conn.XEnd; + + m_log.DebugFormat("Scene: {0} to the northeast of Scene. Offset: {2}. Extents:{3}", + conn.RegionScene.RegionInfo.RegionName, + regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); + + scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); + + + connectedYN = true; + break; + } + */ + + /* + // If we're one region over -x y + //xxx + //yxx + //xxx + if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd + == (regionConnections.X * (int)Constants.RegionSize)) + && (((int)conn.Y * (int)Constants.RegionSize) + == (regionConnections.Y * (int)Constants.RegionSize))) + { + Vector3 offset = Vector3.Zero; + offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - + ((conn.X * (int)Constants.RegionSize))); + offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - + ((conn.Y * (int)Constants.RegionSize))); + + Vector3 extents = Vector3.Zero; + extents.Y = regionConnections.YEnd; + extents.X = conn.XEnd + conn.XEnd; + + m_log.DebugFormat("Scene: {0} to the east of Scene{1} Offset: {2}. Extents:{3}", + conn.RegionScene.RegionInfo.RegionName, + regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); + + scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); + + connectedYN = true; + break; + } + */ + + /* + // If we're one region over -x -y + //yxx + //xxx + //xxx + if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd + == (regionConnections.X * (int)Constants.RegionSize)) + && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd + == (regionConnections.Y * (int)Constants.RegionSize))) + { + Vector3 offset = Vector3.Zero; + offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - + ((conn.X * (int)Constants.RegionSize))); + offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - + ((conn.Y * (int)Constants.RegionSize))); + + Vector3 extents = Vector3.Zero; + extents.Y = regionConnections.YEnd + conn.YEnd; + extents.X = conn.XEnd + conn.XEnd; + + m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}", + conn.RegionScene.RegionInfo.RegionName, + regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); + + scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); + + connectedYN = true; + break; + } + */ + #endregion + + // If we're one region over +x y + //xxx + //xxy + //xxx + if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd + >= (regionConnections.X * (int)Constants.RegionSize)) + && (((int)conn.Y * (int)Constants.RegionSize) + >= (regionConnections.Y * (int)Constants.RegionSize))) + { + Vector3 offset = Vector3.Zero; + offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - + ((conn.X * (int)Constants.RegionSize))); + offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - + ((conn.Y * (int)Constants.RegionSize))); + + Vector3 extents = Vector3.Zero; + extents.Y = conn.YEnd; + extents.X = conn.XEnd + regionConnections.XEnd; + + conn.UpdateExtents(extents); + + + m_log.DebugFormat("Scene: {0} to the west of Scene{1} Offset: {2}. Extents:{3}", + conn.RegionScene.RegionInfo.RegionName, + regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); + + + scene.BordersLocked = true; + conn.RegionScene.BordersLocked = true; + + RegionData ConnectedRegion = new RegionData(); + ConnectedRegion.Offset = offset; + ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; + ConnectedRegion.RegionScene = scene; + conn.ConnectedRegions.Add(ConnectedRegion); + + conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); + scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); + + lock (conn.RegionScene.EastBorders) + conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; + + lock (conn.RegionScene.NorthBorders) + conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; + + lock (conn.RegionScene.SouthBorders) + conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; + + lock (scene.WestBorders) + scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West + + // Reset Terrain.. since terrain normally loads first. + // + scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); + //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); + + conn.RegionScene.BordersLocked = false; + scene.BordersLocked = false; + connectedYN = true; + break; + } + + + + // If we're one region over x +y + //xyx + //xxx + //xxx + if ((((int)conn.X * (int)Constants.RegionSize) + >= (regionConnections.X * (int)Constants.RegionSize)) + && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd + >= (regionConnections.Y * (int)Constants.RegionSize))) + { + Vector3 offset = Vector3.Zero; + offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - + ((conn.X * (int)Constants.RegionSize))); + offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - + ((conn.Y * (int)Constants.RegionSize))); + + Vector3 extents = Vector3.Zero; + extents.Y = regionConnections.YEnd + conn.YEnd; + extents.X = conn.XEnd; + conn.UpdateExtents(extents); + + + scene.BordersLocked = true; + conn.RegionScene.BordersLocked = true; + + RegionData ConnectedRegion = new RegionData(); + ConnectedRegion.Offset = offset; + ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; + ConnectedRegion.RegionScene = scene; + conn.ConnectedRegions.Add(ConnectedRegion); + + m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}", + conn.RegionScene.RegionInfo.RegionName, + regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); + conn.RegionScene.PhysicsScene.Combine(null,Vector3.Zero,extents); + scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); + + lock(conn.RegionScene.NorthBorders) + conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; + lock(conn.RegionScene.EastBorders) + conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; + lock(conn.RegionScene.WestBorders) + conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; + lock(scene.SouthBorders) + scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south + + // Reset Terrain.. since terrain normally loads first. + //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); + scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); + //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); + + scene.BordersLocked = false; + conn.RegionScene.BordersLocked = false; + + connectedYN = true; + break; + } + + // If we're one region over +x +y + //xxy + //xxx + //xxx + if ((((int)conn.X * (int)Constants.RegionSize) + conn.YEnd + >= (regionConnections.X * (int)Constants.RegionSize)) + && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd + >= (regionConnections.Y * (int)Constants.RegionSize))) + { + Vector3 offset = Vector3.Zero; + offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - + ((conn.X * (int)Constants.RegionSize))); + offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - + ((conn.Y * (int)Constants.RegionSize))); + + Vector3 extents = Vector3.Zero; + extents.Y = regionConnections.YEnd + conn.YEnd; + extents.X = regionConnections.XEnd + conn.XEnd; + conn.UpdateExtents(extents); + + scene.BordersLocked = true; + conn.RegionScene.BordersLocked = true; + + RegionData ConnectedRegion = new RegionData(); + ConnectedRegion.Offset = offset; + ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; + ConnectedRegion.RegionScene = scene; + + conn.ConnectedRegions.Add(ConnectedRegion); + + m_log.DebugFormat("Scene: {0} to the NorthEast of Scene{1} Offset: {2}. Extents:{3}", + conn.RegionScene.RegionInfo.RegionName, + regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); + + conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); + scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); + lock(conn.RegionScene.NorthBorders) + if (conn.RegionScene.NorthBorders.Count == 1)// && 2) + { + //compound border + // already locked above + conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; + + lock(conn.RegionScene.EastBorders) + conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; + lock(conn.RegionScene.WestBorders) + conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; + + + + } + lock(scene.SouthBorders) + scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south + + lock(conn.RegionScene.EastBorders) + if (conn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2) + { + + conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; + lock(conn.RegionScene.NorthBorders) + conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; + lock(conn.RegionScene.SouthBorders) + conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; + + + } + + lock (scene.WestBorders) + scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West +/* + else + { + conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; + conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; + conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; + scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south + } +*/ + + + // Reset Terrain.. since terrain normally loads first. + //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); + scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); + //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); + scene.BordersLocked = false; + conn.RegionScene.BordersLocked = false; + + connectedYN = true; + + //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents); + + break; + } + + + } + if (!connectedYN) + { + RegionData rdata = new RegionData(); + rdata.Offset = Vector3.Zero; + rdata.RegionId = scene.RegionInfo.originRegionID; + rdata.RegionScene = scene; + regionConnections.RegionLandChannel = scene.LandChannel; + + LargeLandChannel lnd = new LargeLandChannel(rdata,scene.LandChannel,regionConnections.ConnectedRegions); + scene.LandChannel = lnd; + + m_regions.Add(scene.RegionInfo.originRegionID,regionConnections); + } + + } + } + + public void RemoveRegion(Scene scene) + { + + } + + public void RegionLoaded(Scene scene) + { + + } + + public void PostInitialise() + { + + } + public void OnFrame() + { + + } + + + public RegionData GetRegionFromPosition(Vector3 pPosition) + { + pPosition = pPosition/(int) Constants.RegionSize; + int OffsetX = (int) pPosition.X; + int OffsetY = (int) pPosition.Y; + foreach (RegionConnections regConn in m_regions.Values) + { + foreach (RegionData reg in regConn.ConnectedRegions) + { + if (reg.Offset.X == OffsetX && reg.Offset.Y == OffsetY) + return reg; + } + } + return new RegionData(); + } + } + public class RegionConnections + { + public UUID RegionId; + public Scene RegionScene; + public ILandChannel RegionLandChannel; + public uint X; + public uint Y; + public int XEnd; + public int YEnd; + public List ConnectedRegions; + public void UpdateExtents(Vector3 extents) + { + XEnd = (int)extents.X; + YEnd = (int)extents.Y; + } + + } + + public class RegionData + { + public UUID RegionId; + public Scene RegionScene; + public Vector3 Offset; + + } + + public class LargeLandChannel : ILandChannel + { + private static readonly ILog m_log = + LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private RegionData RegData; + private ILandChannel RootRegionLandChannel; + private readonly List RegionConnections; + + #region ILandChannel Members + + public LargeLandChannel(RegionData regData, ILandChannel rootRegionLandChannel,List regionConnections) + { + RegData = regData; + RootRegionLandChannel = rootRegionLandChannel; + RegionConnections = regionConnections; + } + + public List ParcelsNearPoint(Vector3 position) + { + m_log.DebugFormat("[LANDPARCELNEARPOINT]: {0}>", position); + return RootRegionLandChannel.ParcelsNearPoint(position - RegData.Offset); + } + + public List AllParcels() + { + + return RootRegionLandChannel.AllParcels(); + + } + + public ILandObject GetLandObject(int x, int y) + { + m_log.DebugFormat("[BIGLANDTESTINT]: <{0},{1}>", x, y); + + if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize) + { + return RootRegionLandChannel.GetLandObject(x, y); + } + else + { + int offsetX = (x / (int)Constants.RegionSize); + int offsetY = (x / (int)Constants.RegionSize); + offsetX *= (int)Constants.RegionSize; + offsetY *= (int)Constants.RegionSize; + + foreach (RegionData regionData in RegionConnections) + { + if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY) + { + return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY); + } + } + ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene); + obj.landData.Name = "NO LAND"; + return obj; + } + } + + public ILandObject GetLandObject(int localID) + { + return RootRegionLandChannel.GetLandObject(localID); + } + + public ILandObject GetLandObject(float x, float y) + { + m_log.DebugFormat("[BIGLANDTESTFLOAT]: <{0},{1}>", x, y); + + if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize) + { + return RootRegionLandChannel.GetLandObject(x, y); + } + else + { + int offsetX = (int)(x/(int) Constants.RegionSize); + int offsetY = (int)(x/(int) Constants.RegionSize); + offsetX *= (int) Constants.RegionSize; + offsetY *= (int) Constants.RegionSize; + + foreach (RegionData regionData in RegionConnections) + { + if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY) + { + return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY); + } + } + ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene); + obj.landData.Name = "NO LAND"; + return obj; + } + } + + public bool IsLandPrimCountTainted() + { + return RootRegionLandChannel.IsLandPrimCountTainted(); + } + + public bool IsForcefulBansAllowed() + { + return RootRegionLandChannel.IsForcefulBansAllowed(); + } + + public void UpdateLandObject(int localID, LandData data) + { + RootRegionLandChannel.UpdateLandObject(localID, data); + } + + public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) + { + RootRegionLandChannel.ReturnObjectsInParcel(localID, returnType, agentIDs, taskIDs, remoteClient); + } + + public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel) + { + RootRegionLandChannel.setParcelObjectMaxOverride(overrideDel); + } + + public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel) + { + RootRegionLandChannel.setSimulatorObjectMaxOverride(overrideDel); + } + + public void SetParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime) + { + RootRegionLandChannel.SetParcelOtherCleanTime(remoteClient, localID, otherCleanTime); + } + + #endregion + } +} -- cgit v1.1