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|
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<UUID, RegionConnections> m_regions = new Dictionary<UUID, RegionConnections>();
private bool enabledYN = false;
private Dictionary<UUID, Scene> m_startingScenes = new Dictionary<UUID, Scene>();
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<RegionData>();
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<Border> 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<RegionData> 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<RegionData> RegionConnections;
#region ILandChannel Members
public LargeLandChannel(RegionData regData, ILandChannel rootRegionLandChannel,List<RegionData> regionConnections)
{
RegData = regData;
RootRegionLandChannel = rootRegionLandChannel;
RegionConnections = regionConnections;
}
public List<ILandObject> ParcelsNearPoint(Vector3 position)
{
//m_log.DebugFormat("[LANDPARCELNEARPOINT]: {0}>", position);
return RootRegionLandChannel.ParcelsNearPoint(position - RegData.Offset);
}
public List<ILandObject> 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
}
}
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