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; } } private Dictionary m_regions = new Dictionary(); private bool enabledYN = false; private Dictionary m_startingScenes = new Dictionary(); public void Initialise(IConfigSource source) { IConfig myConfig = source.Configs["Startup"]; enabledYN = myConfig.GetBoolean("CombineContiguousRegions", false); //enabledYN = true; } public void Close() { } public void AddRegion(Scene scene) { if (!enabledYN) return; lock (m_startingScenes) m_startingScenes.Add(scene.RegionInfo.originRegionID, scene); 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 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); } } AdjustLargeRegionBounds(); } public void RemoveRegion(Scene scene) { } public void RegionLoaded(Scene scene) { } public void PostInitialise() { } public void UnCombineRegion(RegionData rdata) { lock (m_regions) { if (m_regions.ContainsKey(rdata.RegionId)) { // uncombine root region and virtual regions } else { foreach (RegionConnections r in m_regions.Values) { foreach (RegionData rd in r.ConnectedRegions) { if (rd.RegionId == rdata.RegionId) { // uncombine virtual region } } } } } } // 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 (!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 (!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 (!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 (!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; } } } 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; 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 } }