From 877bdcdce1533d8dc3e13c0def7b015080ee881e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 15 Feb 2014 16:01:43 -0800 Subject: 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) --- .../EntityTransfer/EntityTransferModule.cs | 48 +-- .../Framework/Interfaces/IRegionCombinerModule.cs | 5 + OpenSim/Region/Framework/Scenes/Scene.cs | 293 ++----------------- .../Region/Framework/Scenes/SceneObjectGroup.cs | 19 +- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 9 +- .../World/SceneCommands/SceneCommandsModule.cs | 31 -- .../RegionCombinerModule/RegionCombinerModule.cs | 321 ++++----------------- 7 files changed, 107 insertions(+), 619 deletions(-) (limited to 'OpenSim/Region') 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 sp.Name, position, sp.Scene.RegionInfo.RegionName); // Teleport within the same region - if (IsOutsideRegion(sp.Scene, position) || position.Z < 0) + if (!sp.Scene.PositionIsInCurrentRegion(position) || position.Z < 0) { Vector3 emergencyPos = new Vector3(128, 128, 128); @@ -580,7 +580,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer MapBlockData block = new MapBlockData(); block.X = (ushort)regX; block.Y = (ushort)regY; - block.Access = 254; // == not there + block.Access = (byte)SimAccess.Down; List blocks = new List(); blocks.Add(block); @@ -713,10 +713,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return; } - uint newRegionX = (uint)(reg.RegionHandle >> 40); - uint newRegionY = (((uint)(reg.RegionHandle)) >> 8); - uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40); - uint oldRegionY = (((uint)(sp.Scene.RegionInfo.RegionHandle)) >> 8); + uint newRegionX, newRegionY, oldRegionX, oldRegionY; + Util.RegionHandleToRegionLoc(reg.RegionHandle, out newRegionX, out newRegionY); + Util.RegionHandleToRegionLoc(sp.Scene.RegionInfo.RegionHandle, out oldRegionX, out oldRegionY); ulong destinationHandle = finalDestination.RegionHandle; @@ -1333,6 +1332,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return region; } + // This returns 'true' if the new region already has a child agent for our + // incoming agent. The implication is that, if 'false', we have to create the + // child and then teleport into the region. protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY) { if (m_regionCombinerModule != null && m_regionCombinerModule.IsRootForMegaregion(Scene.RegionInfo.RegionID)) @@ -1357,20 +1359,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY); } - protected virtual bool IsOutsideRegion(Scene s, Vector3 pos) - { - if (s.TestBorderCross(pos, Cardinals.N)) - return true; - if (s.TestBorderCross(pos, Cardinals.S)) - return true; - if (s.TestBorderCross(pos, Cardinals.E)) - return true; - if (s.TestBorderCross(pos, Cardinals.W)) - return true; - - return false; - } - #endregion #region Landmark Teleport @@ -2077,7 +2065,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer public NotFoundLocationCache() { } - // Add an area to the lost of 'not found' places. The area is the snapped region + // Add an area to the list of 'not found' places. The area is the snapped region // area around the added point. public void Add(double pX, double pY) { @@ -2305,23 +2293,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer /// private void GetMegaregionViewRange(out Vector2 swCorner, out Vector2 neCorner) { - Border[] northBorders = Scene.NorthBorders.ToArray(); - Border[] eastBorders = Scene.EastBorders.ToArray(); - Vector2 extent = Vector2.Zero; - for (int i = 0; i < eastBorders.Length; i++) - { - extent.X = (eastBorders[i].BorderLine.Z > extent.X) ? eastBorders[i].BorderLine.Z : extent.X; - } - for (int i = 0; i < northBorders.Length; i++) + + if (m_regionCombinerModule != null) { - extent.Y = (northBorders[i].BorderLine.Z > extent.Y) ? northBorders[i].BorderLine.Z : extent.Y; + Vector2 megaRegionSize = m_regionCombinerModule.GetSizeOfMegaregion(Scene.RegionInfo.RegionID); + extent.X = (float)Util.WorldToRegionLoc((uint)megaRegionSize.X); + extent.Y = (float)Util.WorldToRegionLoc((uint)megaRegionSize.Y); } - // Loss of fraction on purpose - extent.X = ((int)extent.X / (int)Constants.RegionSize); - extent.Y = ((int)extent.Y / (int)Constants.RegionSize); - swCorner.X = Scene.RegionInfo.RegionLocX - 1; swCorner.Y = Scene.RegionInfo.RegionLocY - 1; 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 /// Currently, will throw an exception if this does not match a root region. /// Vector2 GetSizeOfMegaregion(UUID regionId); + + /// + /// Tests to see of position (relative to the region) is within the megaregion + /// + bool PositionIsInMegaregion(UUID currentRegion, int xx, int yy); } } \ 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 /// public SimStatsReporter StatsReporter { get; private set; } - public List NorthBorders = new List(); - public List EastBorders = new List(); - public List SouthBorders = new List(); - public List WestBorders = new List(); - /// /// Controls whether physics can be applied to prims. Even if false, prims still have entries in a /// PhysicsScene in order to perform collision detection @@ -349,7 +344,6 @@ namespace OpenSim.Region.Framework.Scenes // TODO: Possibly stop other classes being able to manipulate this directly. private SceneGraph m_sceneGraph; - private volatile int m_bordersLocked; private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing private volatile bool m_backingup; private Dictionary m_returns = new Dictionary(); @@ -426,18 +420,6 @@ namespace OpenSim.Region.Framework.Scenes set { m_splitRegionID = value; } } - public bool BordersLocked - { - get { return m_bordersLocked == 1; } - set - { - if (value == true) - m_bordersLocked = 1; - else - m_bordersLocked = 0; - } - } - public new float TimeDilation { get { return m_sceneGraph.PhysicsScene.TimeDilation; } @@ -1031,28 +1013,6 @@ namespace OpenSim.Region.Framework.Scenes PeriodicBackup = true; UseBackup = true; - BordersLocked = true; - Border northBorder = new Border(); - northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (float)RegionInfo.RegionSizeY); //<--- - northBorder.CrossDirection = Cardinals.N; - NorthBorders.Add(northBorder); - - Border southBorder = new Border(); - southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,0); //---> - southBorder.CrossDirection = Cardinals.S; - SouthBorders.Add(southBorder); - - Border eastBorder = new Border(); - eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (float)RegionInfo.RegionSizeY); //<--- - eastBorder.CrossDirection = Cardinals.E; - EastBorders.Add(eastBorder); - - Border westBorder = new Border(); - westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,0); //---> - westBorder.CrossDirection = Cardinals.W; - WestBorders.Add(westBorder); - BordersLocked = false; - m_eventManager = new EventManager(); m_permissions = new ScenePermissions(this); @@ -2445,201 +2405,34 @@ namespace OpenSim.Region.Framework.Scenes } // Simple test to see if a position is in the current region. - // Resuming the position is relative to the region so anything outside its bounds. + // This test is mostly used to see if a region crossing is necessary. + // Assuming the position is relative to the region so anything outside its bounds. // Return 'true' if position inside region. public bool PositionIsInCurrentRegion(Vector3 pos) { - bool ret = true; + bool ret = false; int xx = (int)Math.Floor(pos.X); int yy = (int)Math.Floor(pos.Y); - if (xx < 0 - || xx >= RegionInfo.RegionSizeX - || yy < 0 - || yy >= RegionInfo.RegionSizeY) - ret = false; - return ret; - - } + if (xx < 0 || yy < 0) + return false; - public Border GetCrossedBorder(Vector3 position, Cardinals gridline) - { - if (BordersLocked) + IRegionCombinerModule regionCombinerModule = RequestModuleInterface(); + if (regionCombinerModule == null) { - switch (gridline) - { - case Cardinals.N: - lock (NorthBorders) - { - foreach (Border b in NorthBorders) - { - if (b.TestCross(position)) - return b; - } - } - break; - case Cardinals.S: - lock (SouthBorders) - { - foreach (Border b in SouthBorders) - { - if (b.TestCross(position)) - return b; - } - } - - break; - case Cardinals.E: - lock (EastBorders) - { - foreach (Border b in EastBorders) - { - if (b.TestCross(position)) - return b; - } - } - - break; - case Cardinals.W: - - lock (WestBorders) - { - foreach (Border b in WestBorders) - { - if (b.TestCross(position)) - return b; - } - } - break; - - } + // Regular region. Just check for region size + if (xx < RegionInfo.RegionSizeX || yy < RegionInfo.RegionSizeY ) + ret = true; } else { - switch (gridline) - { - case Cardinals.N: - foreach (Border b in NorthBorders) - { - if (b.TestCross(position)) - return b; - } - - break; - case Cardinals.S: - foreach (Border b in SouthBorders) - { - if (b.TestCross(position)) - return b; - } - break; - case Cardinals.E: - foreach (Border b in EastBorders) - { - if (b.TestCross(position)) - return b; - } - - break; - case Cardinals.W: - foreach (Border b in WestBorders) - { - if (b.TestCross(position)) - return b; - } - break; - - } + // We're in a mega-region so see if we are still in that larger region + ret = regionCombinerModule.PositionIsInMegaregion(this.RegionInfo.RegionID, xx, yy); } - return null; - } + return ret; - public bool TestBorderCross(Vector3 position, Cardinals border) - { - if (BordersLocked) - { - switch (border) - { - case Cardinals.N: - lock (NorthBorders) - { - foreach (Border b in NorthBorders) - { - if (b.TestCross(position)) - return true; - } - } - break; - case Cardinals.E: - lock (EastBorders) - { - foreach (Border b in EastBorders) - { - if (b.TestCross(position)) - return true; - } - } - break; - case Cardinals.S: - lock (SouthBorders) - { - foreach (Border b in SouthBorders) - { - if (b.TestCross(position)) - return true; - } - } - break; - case Cardinals.W: - lock (WestBorders) - { - foreach (Border b in WestBorders) - { - if (b.TestCross(position)) - return true; - } - } - break; - } - } - else - { - switch (border) - { - case Cardinals.N: - foreach (Border b in NorthBorders) - { - if (b.TestCross(position)) - return true; - } - break; - case Cardinals.E: - foreach (Border b in EastBorders) - { - if (b.TestCross(position)) - return true; - } - break; - case Cardinals.S: - foreach (Border b in SouthBorders) - { - if (b.TestCross(position)) - return true; - } - break; - case Cardinals.W: - foreach (Border b in WestBorders) - { - if (b.TestCross(position)) - return true; - } - break; - } - } - return false; } - /// /// Called when objects or attachments cross the border, or teleport, between regions. /// @@ -3874,61 +3667,11 @@ namespace OpenSim.Region.Framework.Scenes { // CleanDroppedAttachments(); - if (TestBorderCross(acd.startpos, Cardinals.E)) - { - Border crossedBorder = GetCrossedBorder(acd.startpos, Cardinals.E); - acd.startpos.X = crossedBorder.BorderLine.Z - 1; - m_log.DebugFormat("{0} NewUserConnection Adjusted border E. startpos={1}", LogHeader, acd.startpos); - } - - if (TestBorderCross(acd.startpos, Cardinals.N)) - { - Border crossedBorder = GetCrossedBorder(acd.startpos, Cardinals.N); - acd.startpos.Y = crossedBorder.BorderLine.Z - 1; - } - - //Mitigate http://opensimulator.org/mantis/view.php?id=3522 - // Check if start position is outside of region - // If it is, check the Z start position also.. if not, leave it alone. - if (BordersLocked) - { - lock (EastBorders) - { - if (acd.startpos.X > EastBorders[0].BorderLine.Z) - { - m_log.Warn("FIX AGENT POSITION"); - acd.startpos.X = EastBorders[0].BorderLine.Z * 0.5f; - if (acd.startpos.Z > 720) - acd.startpos.Z = 720; - } - } - lock (NorthBorders) - { - if (acd.startpos.Y > NorthBorders[0].BorderLine.Z) - { - m_log.Warn("FIX Agent POSITION"); - acd.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f; - if (acd.startpos.Z > 720) - acd.startpos.Z = 720; - } - } - } else - { - if (acd.startpos.X > EastBorders[0].BorderLine.Z) - { - m_log.Warn("FIX AGENT POSITION"); - acd.startpos.X = EastBorders[0].BorderLine.Z * 0.5f; - if (acd.startpos.Z > 720) - acd.startpos.Z = 720; - } - if (acd.startpos.Y > NorthBorders[0].BorderLine.Z) - { - m_log.Warn("FIX Agent POSITION"); - acd.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f; - if (acd.startpos.Z > 720) - acd.startpos.Z = 720; - } - } + // Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking) + if (acd.startpos.X < 0) acd.startpos.X = 1f; + if (acd.startpos.X >= RegionInfo.RegionSizeX) acd.startpos.X = RegionInfo.RegionSizeX - 1f; + if (acd.startpos.Y < 0) acd.startpos.Y = 1f; + if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f; // m_log.DebugFormat( // "[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 /// public bool IsAttachmentCheckFull() { - return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); + return (IsAttachment || (m_rootPart.Shape.PCode == (byte)PCodeEnum.Primitive && m_rootPart.Shape.State != 0)); } private struct avtocrossInfo @@ -451,19 +451,10 @@ namespace OpenSim.Region.Framework.Scenes if (Scene != null) { if ( - // (Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) - // || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) - // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) - // || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) - // Experimental change for better border crossings. - // The commented out original lines above would, it seems, trigger - // a border crossing a little early or late depending on which - // direction the object was moving. - (Scene.TestBorderCross(val, Cardinals.E) - || Scene.TestBorderCross(val, Cardinals.W) - || Scene.TestBorderCross(val, Cardinals.N) - || Scene.TestBorderCross(val, Cardinals.S)) - && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) + !Scene.PositionIsInCurrentRegion(val) + && !IsAttachmentCheckFull() + && (!Scene.LoadingPrims) + ) { IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface(); 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 if (pa != null) { - Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); - - if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) - | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) - | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) - | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) + Vector3 newpos = pa.Position; + if (!ParentGroup.Scene.PositionIsInCurrentRegion(newpos)) { + // Setting position outside current region will start region crossing ParentGroup.AbsolutePosition = newpos; return; } 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 + "If teleport is true then some extra teleport debug information is logged.\n" + "If updates is true then any frame which exceeds double the maximum desired frame time is logged.", HandleDebugSceneSetCommand); - - scene.AddCommand( - "Regions", - this, "show borders", "show borders", "Show border information for regions", HandleShowBordersCommand); - } - - private void HandleShowBordersCommand(string module, string[] args) - { - StringBuilder sb = new StringBuilder(); - sb.AppendFormat("Borders for {0}:\n", m_scene.Name); - - ConsoleDisplayTable cdt = new ConsoleDisplayTable(); - cdt.AddColumn("Cross Direction", 15); - cdt.AddColumn("Line", 34); - cdt.AddColumn("Trigger Region", 14); - - foreach (Border b in m_scene.NorthBorders) - cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY)); - - foreach (Border b in m_scene.EastBorders) - cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY)); - - foreach (Border b in m_scene.SouthBorders) - cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY)); - - foreach (Border b in m_scene.WestBorders) - cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY)); - - cdt.AddToStringBuilder(sb); - - MainConsole.Instance.Output(sb.ToString()); } 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 public class RegionCombinerModule : ISharedRegionModule, IRegionCombinerModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private static string LogHeader = "[REGION COMBINER MODULE]"; public string Name { @@ -134,6 +135,49 @@ namespace OpenSim.Region.RegionCombinerModule throw new Exception(string.Format("Region with id {0} not found", regionId)); } + // Test to see if this postiion (relative to the region) is within the area covered + // by this megaregion. + public bool PositionIsInMegaregion(UUID currentRegion, int xx, int yy) + { + bool ret = false; + if (xx < 0 || yy < 0) + return ret; + + foreach (RegionConnections rootRegion in m_regions.Values) + { + if (currentRegion == rootRegion.RegionId) + { + // The caller is in the root region so this is an easy test + if (xx < rootRegion.XEnd && yy < rootRegion.YEnd) + { + ret = true; + } + break; + } + else + { + // Maybe the caller is in one of the sub-regions + foreach (RegionData childRegion in rootRegion.ConnectedRegions) + { + if (currentRegion == childRegion.RegionId) + { + // This is a child. Diddle the offsets and check if in + Vector3 positionInMegaregion = childRegion.Offset; + positionInMegaregion.X += xx; + positionInMegaregion.Y += yy; + if (positionInMegaregion.X < rootRegion.XEnd && positionInMegaregion.Y < rootRegion.YEnd) + { + ret = true; + } + break; + } + } + } + } + + return ret; + } + private void NewPresence(ScenePresence presence) { if (presence.IsChildAgent) @@ -220,27 +264,6 @@ namespace OpenSim.Region.RegionCombinerModule // */ - // Give each region a standard set of non-infinite borders - Border northBorder = new Border(); - northBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<--- - northBorder.CrossDirection = Cardinals.N; - scene.NorthBorders[0] = northBorder; - - Border southBorder = new Border(); - southBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //---> - southBorder.CrossDirection = Cardinals.S; - scene.SouthBorders[0] = southBorder; - - Border eastBorder = new Border(); - eastBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<--- - eastBorder.CrossDirection = Cardinals.E; - scene.EastBorders[0] = eastBorder; - - Border westBorder = new Border(); - westBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //---> - westBorder.CrossDirection = Cardinals.W; - scene.WestBorders[0] = westBorder; - RegionConnections newConn = new RegionConnections(); newConn.ConnectedRegions = new List(); newConn.RegionScene = scene; @@ -248,8 +271,8 @@ namespace OpenSim.Region.RegionCombinerModule newConn.RegionId = scene.RegionInfo.originRegionID; newConn.X = scene.RegionInfo.RegionLocX; newConn.Y = scene.RegionInfo.RegionLocY; - newConn.XEnd = (int)Constants.RegionSize; - newConn.YEnd = (int)Constants.RegionSize; + newConn.XEnd = scene.RegionInfo.RegionSizeX; + newConn.YEnd = scene.RegionInfo.RegionSizeX; lock (m_regions) { @@ -415,6 +438,11 @@ namespace OpenSim.Region.RegionCombinerModule */ #endregion + + // Check to see if this new region is adjacent to the root region. + // Note that we expect the regions to be combined from the root region outward + // thus the requirement for the ordering in the configuration files. + // If we're one region over +x y (i.e. root region is to the west) //xxx //xxy @@ -431,7 +459,7 @@ namespace OpenSim.Region.RegionCombinerModule //xxx if (rootConn.PosX >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY) { - connectedYN = DoWorkForOneRegionOverXPlusY(rootConn, newConn, scene); + connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene); break; } @@ -441,9 +469,8 @@ namespace OpenSim.Region.RegionCombinerModule //xxx if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY) { - connectedYN = DoWorkForOneRegionOverPlusXPlusY(rootConn, newConn, scene); + connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene); break; - } } @@ -453,20 +480,20 @@ namespace OpenSim.Region.RegionCombinerModule DoWorkForRootRegion(newConn, scene); } } - - // Set up infinite borders around the entire AABB of the combined ConnectedRegions - AdjustLargeRegionBounds(); } private bool DoWorkForOneRegionOverPlusXY(RegionConnections rootConn, RegionConnections newConn, Scene scene) { + // Offset (in meters) from the base of this region to the base of the root region. Vector3 offset = Vector3.Zero; offset.X = newConn.PosX - rootConn.PosX; offset.Y = newConn.PosY - rootConn.PosY; + // The new total size of the region (in meters) + // We just extend the X and Y dimensions so the extent might temporarily include areas without regions. Vector3 extents = Vector3.Zero; - extents.Y = rootConn.YEnd; - extents.X = rootConn.XEnd + newConn.XEnd; + extents.X = Math.Max(rootConn.XEnd, offset.X + newConn.RegionScene.RegionInfo.RegionSizeX); + extents.Y = Math.Max(rootConn.YEnd, offset.Y + newConn.RegionScene.RegionInfo.RegionSizeY); rootConn.UpdateExtents(extents); @@ -475,9 +502,6 @@ namespace OpenSim.Region.RegionCombinerModule rootConn.RegionScene.RegionInfo.RegionName, newConn.RegionScene.RegionInfo.RegionName, offset, extents); - scene.BordersLocked = true; - rootConn.RegionScene.BordersLocked = true; - RegionData ConnectedRegion = new RegionData(); ConnectedRegion.Offset = offset; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; @@ -490,34 +514,10 @@ namespace OpenSim.Region.RegionCombinerModule // Inform Child region that it needs to forward it's terrain to the root region scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero); - // Extend the borders as appropriate - lock (rootConn.RegionScene.EastBorders) - rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; - - lock (rootConn.RegionScene.NorthBorders) - rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; - - lock (rootConn.RegionScene.SouthBorders) - rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; - - lock (scene.WestBorders) - { - scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West - - // Trigger auto teleport to root region - scene.WestBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX; - scene.WestBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY; - } - // Reset Terrain.. since terrain loads before we get here, we need to load // it again so it loads in the root region - scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); - // Unlock borders - rootConn.RegionScene.BordersLocked = false; - scene.BordersLocked = false; - // Create a client event forwarder and add this region's events to the root region. if (rootConn.ClientEventForwarder != null) rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene); @@ -525,6 +525,9 @@ namespace OpenSim.Region.RegionCombinerModule return true; } + /* + * 20140215 radams1: The border stuff was removed and the addition of regions to the mega-regions + * was generalized. These functions are not needed for the generalized solution but left for reference. private bool DoWorkForOneRegionOverXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene) { Vector3 offset = Vector3.Zero; @@ -536,9 +539,6 @@ namespace OpenSim.Region.RegionCombinerModule extents.X = rootConn.XEnd; rootConn.UpdateExtents(extents); - scene.BordersLocked = true; - rootConn.RegionScene.BordersLocked = true; - RegionData ConnectedRegion = new RegionData(); ConnectedRegion.Offset = offset; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; @@ -553,30 +553,11 @@ namespace OpenSim.Region.RegionCombinerModule rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero); - lock (rootConn.RegionScene.NorthBorders) - rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; - - lock (rootConn.RegionScene.EastBorders) - rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; - - lock (rootConn.RegionScene.WestBorders) - rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; - - lock (scene.SouthBorders) - { - scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south - scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX; - scene.SouthBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY; - } - // 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; - rootConn.RegionScene.BordersLocked = false; - if (rootConn.ClientEventForwarder != null) rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene); @@ -600,9 +581,6 @@ namespace OpenSim.Region.RegionCombinerModule extents.Y = rootConn.YEnd; extents.X = rootConn.XEnd; - scene.BordersLocked = true; - rootConn.RegionScene.BordersLocked = true; - RegionData ConnectedRegion = new RegionData(); ConnectedRegion.Offset = offset; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; @@ -618,67 +596,10 @@ namespace OpenSim.Region.RegionCombinerModule rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero); - lock (rootConn.RegionScene.NorthBorders) - { - if (rootConn.RegionScene.NorthBorders.Count == 1)// && 2) - { - //compound border - // already locked above - rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; - - lock (rootConn.RegionScene.EastBorders) - rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; - - lock (rootConn.RegionScene.WestBorders) - rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; - } - } - - lock (scene.SouthBorders) - { - scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south - scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX; - scene.SouthBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY; - } - - lock (rootConn.RegionScene.EastBorders) - { - if (rootConn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2) - { - rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; - - lock (rootConn.RegionScene.NorthBorders) - rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; - - lock (rootConn.RegionScene.SouthBorders) - rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; - } - } - - lock (scene.WestBorders) - { - scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West - scene.WestBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX; - scene.WestBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY; - } - - /* - 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; - rootConn.RegionScene.BordersLocked = false; if (rootConn.ClientEventForwarder != null) rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene); @@ -687,6 +608,7 @@ namespace OpenSim.Region.RegionCombinerModule //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents); } + */ private void DoWorkForRootRegion(RegionConnections rootConn, Scene scene) { @@ -885,125 +807,6 @@ namespace OpenSim.Region.RegionCombinerModule // } // } - // Create a set of infinite borders around the whole aabb of the combined island. - private void AdjustLargeRegionBounds() - { - lock (m_regions) - { - foreach (RegionConnections rconn in m_regions.Values) - { - Vector3 offset = Vector3.Zero; - rconn.RegionScene.BordersLocked = true; - foreach (RegionData rdata in rconn.ConnectedRegions) - { - if (rdata.Offset.X > offset.X) offset.X = rdata.Offset.X; - if (rdata.Offset.Y > offset.Y) offset.Y = rdata.Offset.Y; - } - - lock (rconn.RegionScene.NorthBorders) - { - Border northBorder = null; - // If we don't already have an infinite border, create one. - if (!TryGetInfiniteBorder(rconn.RegionScene.NorthBorders, out northBorder)) - { - northBorder = new Border(); - rconn.RegionScene.NorthBorders.Add(northBorder); - } - - northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, - offset.Y + (int) Constants.RegionSize); //<--- - northBorder.CrossDirection = Cardinals.N; - } - - lock (rconn.RegionScene.SouthBorders) - { - Border southBorder = null; - // If we don't already have an infinite border, create one. - if (!TryGetInfiniteBorder(rconn.RegionScene.SouthBorders, out southBorder)) - { - southBorder = new Border(); - rconn.RegionScene.SouthBorders.Add(southBorder); - } - southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //---> - southBorder.CrossDirection = Cardinals.S; - } - - lock (rconn.RegionScene.EastBorders) - { - Border eastBorder = null; - // If we don't already have an infinite border, create one. - if (!TryGetInfiniteBorder(rconn.RegionScene.EastBorders, out eastBorder)) - { - eastBorder = new Border(); - rconn.RegionScene.EastBorders.Add(eastBorder); - } - eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, offset.X + (int)Constants.RegionSize); - //<--- - eastBorder.CrossDirection = Cardinals.E; - } - - lock (rconn.RegionScene.WestBorders) - { - Border westBorder = null; - // If we don't already have an infinite border, create one. - if (!TryGetInfiniteBorder(rconn.RegionScene.WestBorders, out westBorder)) - { - westBorder = new Border(); - rconn.RegionScene.WestBorders.Add(westBorder); - - } - westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //---> - westBorder.CrossDirection = Cardinals.W; - } - - rconn.RegionScene.BordersLocked = false; - } - } - } - - /// - /// Try and get an Infinite border out of a listT of borders - /// - /// - /// - /// - public static bool TryGetInfiniteBorder(List borders, out Border oborder) - { - // Warning! Should be locked before getting here! - foreach (Border b in borders) - { - if (b.BorderLine.X == float.MinValue && b.BorderLine.Y == float.MaxValue) - { - oborder = b; - return true; - } - } - - oborder = null; - return false; - } - - public RegionData GetRegionFromPosition(Vector3 pPosition) - { - pPosition = pPosition/(int) Constants.RegionSize; - int OffsetX = (int) pPosition.X; - int OffsetY = (int) pPosition.Y; - - lock (m_regions) - { - 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 void ForwardPermissionRequests(RegionConnections BigRegion, Scene VirtualRegion) { if (BigRegion.PermissionModule == null) -- cgit v1.1