/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Reflection; using log4net; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Client; 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) { } public void RemoveRegion(Scene scene) { } public void RegionLoaded(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; if (conn.ClientEventForwarder != null) conn.ClientEventForwarder.AddSceneToEventForwarding(scene); 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; if (conn.ClientEventForwarder != null) conn.ClientEventForwarder.AddSceneToEventForwarding(scene); 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; if (conn.ClientEventForwarder != null) conn.ClientEventForwarder.AddSceneToEventForwarding(scene); 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; RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel, regionConnections.ConnectedRegions); scene.LandChannel = lnd; lock (m_regions) { foreach (RegionData r in regionConnections.ConnectedRegions) { ForwardPermissionRequests(regionConnections, r.RegionScene); } } regionConnections.ClientEventForwarder = new RegionCombinerClientEventForwarder(regionConnections); scene.EventManager.OnNewPresence += SetCourseLocationDelegate; m_regions.Add(scene.RegionInfo.originRegionID, regionConnections); } } AdjustLargeRegionBounds(); } private void SetCourseLocationDelegate(ScenePresence presence) { presence.SetSendCourseLocationMethod(SendCourseLocationUpdates); } private void SendCourseLocationUpdates(UUID sceneId, ScenePresence presence) { RegionConnections connectiondata = null; lock (m_regions) { if (m_regions.ContainsKey(sceneId)) connectiondata = m_regions[sceneId]; else return; } List avatars = connectiondata.RegionScene.GetAvatars(); List CoarseLocations = new List(); List AvatarUUIDs = new List(); for (int i = 0; i < avatars.Count; i++) { if (avatars[i].UUID != presence.UUID) { if (avatars[i].ParentID != 0) { // sitting avatar SceneObjectPart sop = connectiondata.RegionScene.GetSceneObjectPart(avatars[i].ParentID); if (sop != null) { CoarseLocations.Add(sop.AbsolutePosition + avatars[i].AbsolutePosition); AvatarUUIDs.Add(avatars[i].UUID); } else { // we can't find the parent.. ! arg! CoarseLocations.Add(avatars[i].AbsolutePosition); AvatarUUIDs.Add(avatars[i].UUID); } } else { CoarseLocations.Add(avatars[i].AbsolutePosition); AvatarUUIDs.Add(avatars[i].UUID); } } } DistributeCourseLocationUpdates(CoarseLocations, AvatarUUIDs, connectiondata, presence); } private void DistributeCourseLocationUpdates(List locations, List uuids, RegionConnections connectiondata, ScenePresence rootPresence) { RegionData[] rdata = connectiondata.ConnectedRegions.ToArray(); //List clients = new List(); Dictionary updates = new Dictionary(); // Root Region entry RegionCourseLocationStruct rootupdatedata = new RegionCourseLocationStruct(); rootupdatedata.Locations = new List(); rootupdatedata.Uuids = new List(); rootupdatedata.Offset = Vector2.Zero; rootupdatedata.UserAPI = rootPresence.ControllingClient; if (rootupdatedata.UserAPI != null) updates.Add(Vector2.Zero, rootupdatedata); //Each Region needs an entry or we will end up with dead minimap dots foreach (RegionData regiondata in rdata) { Vector2 offset = new Vector2(regiondata.Offset.X, regiondata.Offset.Y); RegionCourseLocationStruct updatedata = new RegionCourseLocationStruct(); updatedata.Locations = new List(); updatedata.Uuids = new List(); updatedata.Offset = offset; if (offset == Vector2.Zero) updatedata.UserAPI = rootPresence.ControllingClient; else updatedata.UserAPI = LocateUsersChildAgentIClientAPI(offset, rootPresence.UUID, rdata); if (updatedata.UserAPI != null) updates.Add(offset, updatedata); } // go over the locations and assign them to an IClientAPI for (int i = 0; i < locations.Count; i++) //{locations[i]/(int) Constants.RegionSize; { Vector3 pPosition = new Vector3((int)locations[i].X / (int)Constants.RegionSize, (int)locations[i].Y / (int)Constants.RegionSize, locations[i].Z); Vector2 offset = new Vector2(pPosition.X*(int) Constants.RegionSize, pPosition.Y*(int) Constants.RegionSize); if (!updates.ContainsKey(offset)) { // This shouldn't happen RegionCourseLocationStruct updatedata = new RegionCourseLocationStruct(); updatedata.Locations = new List(); updatedata.Uuids = new List(); updatedata.Offset = offset; if (offset == Vector2.Zero) updatedata.UserAPI = rootPresence.ControllingClient; else updatedata.UserAPI = LocateUsersChildAgentIClientAPI(offset, rootPresence.UUID, rdata); updates.Add(offset,updatedata); } updates[offset].Locations.Add(locations[i]); updates[offset].Uuids.Add(uuids[i]); } // Send out the CoarseLocationupdates from their respective client connection based on where the avatar is foreach (Vector2 offset in updates.Keys) { if (updates[offset].UserAPI != null) { updates[offset].UserAPI.SendCoarseLocationUpdate(updates[offset].Uuids,updates[offset].Locations); } } } private IClientAPI LocateUsersChildAgentIClientAPI(Vector2 offset, UUID uUID, RegionData[] rdata) { IClientAPI returnclient = null; foreach (RegionData r in rdata) { if (r.Offset.X == offset.X && r.Offset.Y == offset.Y) { return r.RegionScene.SceneGraph.GetControllingClient(uUID); } } return returnclient; } 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 void ForwardPermissionRequests(RegionConnections BigRegion, Scene VirtualRegion) { if (BigRegion.PermissionModule == null) BigRegion.PermissionModule = new RegionCombinerPermissionModule(BigRegion.RegionScene); VirtualRegion.Permissions.OnBypassPermissions += BigRegion.PermissionModule.BypassPermissions; VirtualRegion.Permissions.OnSetBypassPermissions += BigRegion.PermissionModule.SetBypassPermissions; VirtualRegion.Permissions.OnPropagatePermissions += BigRegion.PermissionModule.PropagatePermissions; VirtualRegion.Permissions.OnGenerateClientFlags += BigRegion.PermissionModule.GenerateClientFlags; VirtualRegion.Permissions.OnAbandonParcel += BigRegion.PermissionModule.CanAbandonParcel; VirtualRegion.Permissions.OnReclaimParcel += BigRegion.PermissionModule.CanReclaimParcel; VirtualRegion.Permissions.OnDeedParcel += BigRegion.PermissionModule.CanDeedParcel; VirtualRegion.Permissions.OnDeedObject += BigRegion.PermissionModule.CanDeedObject; VirtualRegion.Permissions.OnIsGod += BigRegion.PermissionModule.IsGod; VirtualRegion.Permissions.OnDuplicateObject += BigRegion.PermissionModule.CanDuplicateObject; VirtualRegion.Permissions.OnDeleteObject += BigRegion.PermissionModule.CanDeleteObject; //MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnEditObject += BigRegion.PermissionModule.CanEditObject; //MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnEditParcel += BigRegion.PermissionModule.CanEditParcel; //MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnInstantMessage += BigRegion.PermissionModule.CanInstantMessage; VirtualRegion.Permissions.OnInventoryTransfer += BigRegion.PermissionModule.CanInventoryTransfer; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnIssueEstateCommand += BigRegion.PermissionModule.CanIssueEstateCommand; //FULLY IMPLEMENTED VirtualRegion.Permissions.OnMoveObject += BigRegion.PermissionModule.CanMoveObject; //MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnObjectEntry += BigRegion.PermissionModule.CanObjectEntry; VirtualRegion.Permissions.OnReturnObject += BigRegion.PermissionModule.CanReturnObject; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnRezObject += BigRegion.PermissionModule.CanRezObject; //MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnRunConsoleCommand += BigRegion.PermissionModule.CanRunConsoleCommand; VirtualRegion.Permissions.OnRunScript += BigRegion.PermissionModule.CanRunScript; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnCompileScript += BigRegion.PermissionModule.CanCompileScript; VirtualRegion.Permissions.OnSellParcel += BigRegion.PermissionModule.CanSellParcel; VirtualRegion.Permissions.OnTakeObject += BigRegion.PermissionModule.CanTakeObject; VirtualRegion.Permissions.OnTakeCopyObject += BigRegion.PermissionModule.CanTakeCopyObject; VirtualRegion.Permissions.OnTerraformLand += BigRegion.PermissionModule.CanTerraformLand; VirtualRegion.Permissions.OnLinkObject += BigRegion.PermissionModule.CanLinkObject; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnDelinkObject += BigRegion.PermissionModule.CanDelinkObject; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnBuyLand += BigRegion.PermissionModule.CanBuyLand; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnViewNotecard += BigRegion.PermissionModule.CanViewNotecard; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnViewScript += BigRegion.PermissionModule.CanViewScript; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnEditNotecard += BigRegion.PermissionModule.CanEditNotecard; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnEditScript += BigRegion.PermissionModule.CanEditScript; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnCreateObjectInventory += BigRegion.PermissionModule.CanCreateObjectInventory; //NOT IMPLEMENTED HERE VirtualRegion.Permissions.OnEditObjectInventory += BigRegion.PermissionModule.CanEditObjectInventory;//MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnCopyObjectInventory += BigRegion.PermissionModule.CanCopyObjectInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnDeleteObjectInventory += BigRegion.PermissionModule.CanDeleteObjectInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnResetScript += BigRegion.PermissionModule.CanResetScript; VirtualRegion.Permissions.OnCreateUserInventory += BigRegion.PermissionModule.CanCreateUserInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnCopyUserInventory += BigRegion.PermissionModule.CanCopyUserInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnEditUserInventory += BigRegion.PermissionModule.CanEditUserInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnDeleteUserInventory += BigRegion.PermissionModule.CanDeleteUserInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnTeleport += BigRegion.PermissionModule.CanTeleport; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnUseObjectReturn += BigRegion.PermissionModule.CanUseObjectReturn; //NOT YET IMPLEMENTED } } 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 RegionCombinerPermissionModule PermissionModule; public RegionCombinerClientEventForwarder ClientEventForwarder; 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; } struct RegionCourseLocationStruct { public List Locations; public List Uuids; public IClientAPI UserAPI; public Vector2 Offset; } public class RegionCombinerLargeLandChannel : 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 RegionCombinerLargeLandChannel(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 = (y / (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)(y/(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 } public class RegionCombinerPermissionModule { private Scene m_rootScene; public RegionCombinerPermissionModule(Scene RootScene) { m_rootScene = RootScene; } #region Permission Override public bool BypassPermissions() { return m_rootScene.Permissions.BypassPermissions(); } public void SetBypassPermissions(bool value) { m_rootScene.Permissions.SetBypassPermissions(value); } public bool PropagatePermissions() { return m_rootScene.Permissions.PropagatePermissions(); } public uint GenerateClientFlags(UUID userid, UUID objectidid) { return m_rootScene.Permissions.GenerateClientFlags(userid,objectidid); } public bool CanAbandonParcel(UUID user, ILandObject parcel, Scene scene) { return m_rootScene.Permissions.CanAbandonParcel(user,parcel); } public bool CanReclaimParcel(UUID user, ILandObject parcel, Scene scene) { return m_rootScene.Permissions.CanReclaimParcel(user, parcel); } public bool CanDeedParcel(UUID user, ILandObject parcel, Scene scene) { return m_rootScene.Permissions.CanDeedParcel(user, parcel); } public bool CanDeedObject(UUID user, UUID @group, Scene scene) { return m_rootScene.Permissions.CanDeedObject(user,@group); } public bool IsGod(UUID user, Scene requestfromscene) { return m_rootScene.Permissions.IsGod(user); } public bool CanDuplicateObject(int objectcount, UUID objectid, UUID owner, Scene scene, Vector3 objectposition) { return m_rootScene.Permissions.CanDuplicateObject(objectcount, objectid, owner, objectposition); } public bool CanDeleteObject(UUID objectid, UUID deleter, Scene scene) { return m_rootScene.Permissions.CanDeleteObject(objectid, deleter); } public bool CanEditObject(UUID objectid, UUID editorid, Scene scene) { return m_rootScene.Permissions.CanEditObject(objectid, editorid); } public bool CanEditParcel(UUID user, ILandObject parcel, Scene scene) { return m_rootScene.Permissions.CanEditParcel(user, parcel); } public bool CanInstantMessage(UUID user, UUID target, Scene startscene) { return m_rootScene.Permissions.CanInstantMessage(user, target); } public bool CanInventoryTransfer(UUID user, UUID target, Scene startscene) { return m_rootScene.Permissions.CanInventoryTransfer(user, target); } public bool CanIssueEstateCommand(UUID user, Scene requestfromscene, bool ownercommand) { return m_rootScene.Permissions.CanIssueEstateCommand(user, ownercommand); } public bool CanMoveObject(UUID objectid, UUID moverid, Scene scene) { return m_rootScene.Permissions.CanMoveObject(objectid, moverid); } public bool CanObjectEntry(UUID objectid, bool enteringregion, Vector3 newpoint, Scene scene) { return m_rootScene.Permissions.CanObjectEntry(objectid, enteringregion, newpoint); } public bool CanReturnObject(UUID objectid, UUID returnerid, Scene scene) { return m_rootScene.Permissions.CanReturnObject(objectid, returnerid); } public bool CanRezObject(int objectcount, UUID owner, Vector3 objectposition, Scene scene) { return m_rootScene.Permissions.CanRezObject(objectcount, owner, objectposition); } public bool CanRunConsoleCommand(UUID user, Scene requestfromscene) { return m_rootScene.Permissions.CanRunConsoleCommand(user); } public bool CanRunScript(UUID script, UUID objectid, UUID user, Scene scene) { return m_rootScene.Permissions.CanRunScript(script, objectid, user); } public bool CanCompileScript(UUID owneruuid, int scripttype, Scene scene) { return m_rootScene.Permissions.CanCompileScript(owneruuid, scripttype); } public bool CanSellParcel(UUID user, ILandObject parcel, Scene scene) { return m_rootScene.Permissions.CanSellParcel(user, parcel); } public bool CanTakeObject(UUID objectid, UUID stealer, Scene scene) { return m_rootScene.Permissions.CanTakeObject(objectid, stealer); } public bool CanTakeCopyObject(UUID objectid, UUID userid, Scene inscene) { return m_rootScene.Permissions.CanTakeObject(objectid, userid); } public bool CanTerraformLand(UUID user, Vector3 position, Scene requestfromscene) { return m_rootScene.Permissions.CanTerraformLand(user, position); } public bool CanLinkObject(UUID user, UUID objectid) { return m_rootScene.Permissions.CanLinkObject(user, objectid); } public bool CanDelinkObject(UUID user, UUID objectid) { return m_rootScene.Permissions.CanDelinkObject(user, objectid); } public bool CanBuyLand(UUID user, ILandObject parcel, Scene scene) { return m_rootScene.Permissions.CanBuyLand(user, parcel); } public bool CanViewNotecard(UUID script, UUID objectid, UUID user, Scene scene) { return m_rootScene.Permissions.CanViewNotecard(script, objectid, user); } public bool CanViewScript(UUID script, UUID objectid, UUID user, Scene scene) { return m_rootScene.Permissions.CanViewScript(script, objectid, user); } public bool CanEditNotecard(UUID notecard, UUID objectid, UUID user, Scene scene) { return m_rootScene.Permissions.CanEditNotecard(notecard, objectid, user); } public bool CanEditScript(UUID script, UUID objectid, UUID user, Scene scene) { return m_rootScene.Permissions.CanEditScript(script, objectid, user); } public bool CanCreateObjectInventory(int invtype, UUID objectid, UUID userid) { return m_rootScene.Permissions.CanCreateObjectInventory(invtype, objectid, userid); } public bool CanEditObjectInventory(UUID objectid, UUID editorid, Scene scene) { return m_rootScene.Permissions.CanEditObjectInventory(objectid, editorid); } public bool CanCopyObjectInventory(UUID itemid, UUID objectid, UUID userid) { return m_rootScene.Permissions.CanCopyObjectInventory(itemid, objectid, userid); } public bool CanDeleteObjectInventory(UUID itemid, UUID objectid, UUID userid) { return m_rootScene.Permissions.CanDeleteObjectInventory(itemid, objectid, userid); } public bool CanResetScript(UUID prim, UUID script, UUID user, Scene scene) { return m_rootScene.Permissions.CanResetScript(prim, script, user); } public bool CanCreateUserInventory(int invtype, UUID userid) { return m_rootScene.Permissions.CanCreateUserInventory(invtype, userid); } public bool CanCopyUserInventory(UUID itemid, UUID userid) { return m_rootScene.Permissions.CanCopyUserInventory(itemid, userid); } public bool CanEditUserInventory(UUID itemid, UUID userid) { return m_rootScene.Permissions.CanEditUserInventory(itemid, userid); } public bool CanDeleteUserInventory(UUID itemid, UUID userid) { return m_rootScene.Permissions.CanDeleteUserInventory(itemid, userid); } public bool CanTeleport(UUID userid, Scene scene) { return m_rootScene.Permissions.CanTeleport(userid); } public bool CanUseObjectReturn(ILandObject landdata, uint type, IClientAPI client, List retlist, Scene scene) { return m_rootScene.Permissions.CanUseObjectReturn(landdata, type, client, retlist); } #endregion } public class RegionCombinerClientEventForwarder { private Scene m_rootScene; private Dictionary m_virtScene = new Dictionary(); private Dictionary m_forwarders = new Dictionary(); public RegionCombinerClientEventForwarder(RegionConnections rootScene) { m_rootScene = rootScene.RegionScene; } public void AddSceneToEventForwarding(Scene virtualScene) { lock (m_virtScene) { if (m_virtScene.ContainsKey(virtualScene.RegionInfo.originRegionID)) { m_virtScene[virtualScene.RegionInfo.originRegionID] = virtualScene; } else { m_virtScene.Add(virtualScene.RegionInfo.originRegionID, virtualScene); } } lock (m_forwarders) { // TODO: Fix this to unregister if this happens if (m_forwarders.ContainsKey(virtualScene.RegionInfo.originRegionID)) m_forwarders.Remove(virtualScene.RegionInfo.originRegionID); RegionCombinerModuleIndividualForwarder forwarder = new RegionCombinerModuleIndividualForwarder(m_rootScene, virtualScene); m_forwarders.Add(virtualScene.RegionInfo.originRegionID, forwarder); virtualScene.EventManager.OnNewClient += forwarder.ClientConnect; virtualScene.EventManager.OnClientClosed += forwarder.ClientClosed; } } public void RemoveSceneFromEventForwarding (Scene virtualScene) { lock (m_forwarders) { RegionCombinerModuleIndividualForwarder forwarder = m_forwarders[virtualScene.RegionInfo.originRegionID]; virtualScene.EventManager.OnNewClient -= forwarder.ClientConnect; virtualScene.EventManager.OnClientClosed -= forwarder.ClientClosed; m_forwarders.Remove(virtualScene.RegionInfo.originRegionID); } lock (m_virtScene) { if (m_virtScene.ContainsKey(virtualScene.RegionInfo.originRegionID)) { m_virtScene.Remove(virtualScene.RegionInfo.originRegionID); } } } } public class RegionCombinerModuleIndividualForwarder { private Scene m_rootScene; private Scene m_virtScene; public RegionCombinerModuleIndividualForwarder(Scene rootScene, Scene virtScene) { m_rootScene = rootScene; m_virtScene = virtScene; } public void ClientConnect(IClientAPI client) { m_virtScene.UnSubscribeToClientPrimEvents(client); m_virtScene.UnSubscribeToClientPrimRezEvents(client); m_virtScene.UnSubscribeToClientInventoryEvents(client); m_virtScene.UnSubscribeToClientAttachmentEvents(client); m_virtScene.UnSubscribeToClientTeleportEvents(client); m_virtScene.UnSubscribeToClientScriptEvents(client); m_virtScene.UnSubscribeToClientGodEvents(client); m_virtScene.UnSubscribeToClientNetworkEvents(client); m_rootScene.SubscribeToClientPrimEvents(client); client.OnAddPrim += LocalAddNewPrim; client.OnRezObject += LocalRezObject; m_rootScene.SubscribeToClientInventoryEvents(client); m_rootScene.SubscribeToClientAttachmentEvents(client); m_rootScene.SubscribeToClientTeleportEvents(client); m_rootScene.SubscribeToClientScriptEvents(client); m_rootScene.SubscribeToClientGodEvents(client); m_rootScene.SubscribeToClientNetworkEvents(client); } public void ClientClosed(UUID clientid, Scene scene) { } private void LocalRezObject(IClientAPI remoteclient, UUID itemid, Vector3 rayend, Vector3 raystart, UUID raytargetid, byte bypassraycast, bool rayendisintersection, bool rezselected, bool removeitem, UUID fromtaskid) { int differenceX = (int)m_virtScene.RegionInfo.RegionLocX - (int)m_rootScene.RegionInfo.RegionLocX; int differenceY = (int)m_virtScene.RegionInfo.RegionLocY - (int)m_rootScene.RegionInfo.RegionLocY; rayend.X += differenceX * (int)Constants.RegionSize; rayend.Y += differenceY * (int)Constants.RegionSize; raystart.X += differenceX * (int)Constants.RegionSize; raystart.Y += differenceY * (int)Constants.RegionSize; m_rootScene.RezObject(remoteclient, itemid, rayend, raystart, raytargetid, bypassraycast, rayendisintersection, rezselected, removeitem, fromtaskid); } private void LocalAddNewPrim(UUID ownerid, UUID groupid, Vector3 rayend, Quaternion rot, PrimitiveBaseShape shape, byte bypassraycast, Vector3 raystart, UUID raytargetid, byte rayendisintersection) { int differenceX = (int)m_virtScene.RegionInfo.RegionLocX - (int)m_rootScene.RegionInfo.RegionLocX; int differenceY = (int)m_virtScene.RegionInfo.RegionLocY - (int)m_rootScene.RegionInfo.RegionLocY; rayend.X += differenceX * (int)Constants.RegionSize; rayend.Y += differenceY * (int)Constants.RegionSize; raystart.X += differenceX * (int)Constants.RegionSize; raystart.Y += differenceY * (int)Constants.RegionSize; m_rootScene.AddNewPrim(ownerid, groupid, rayend, rot, shape, bypassraycast, raystart, raytargetid, rayendisintersection); } } }