aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
blob: 0fe3ab01c85a04701ae9be2d9e066d95fd7bbacb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
/*
 * 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;
using OpenSim.Framework.Console;
using OpenSim.Region.Physics.Manager;
using Mono.Addins;

namespace OpenSim.Region.RegionCombinerModule
{
    [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "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
        {
            get { return "RegionCombinerModule"; }
        }

        public Type ReplaceableInterface
        {
            get { return null; }
        }

        /// <summary>
        /// Is this module enabled?
        /// </summary>
        private bool m_combineContiguousRegions = false;

        /// <summary>
        /// This holds the root regions for the megaregions.
        /// </summary>
        /// <remarks>
        /// Usually there is only ever one megaregion (and hence only one entry here).
        /// </remarks>
        private Dictionary<UUID, RegionConnections> m_regions = new Dictionary<UUID, RegionConnections>();

        /// <summary>
        /// The scenes that comprise the megaregion.
        /// </summary>
        private Dictionary<UUID, Scene> m_startingScenes = new Dictionary<UUID, Scene>();

        public void Initialise(IConfigSource source)
        {
            IConfig myConfig = source.Configs["Startup"];
            m_combineContiguousRegions = myConfig.GetBoolean("CombineContiguousRegions", false);

            MainConsole.Instance.Commands.AddCommand(
                "RegionCombinerModule", false, "fix-phantoms", "fix-phantoms",
                "Fixes phantom objects after an import to a megaregion or a change from a megaregion back to normal regions",
                FixPhantoms);
        }

        public void Close()
        {
        }

        public void AddRegion(Scene scene)
        {
            if (m_combineContiguousRegions)
                scene.RegisterModuleInterface<IRegionCombinerModule>(this);
        }

        public void RemoveRegion(Scene scene)
        {
            lock (m_startingScenes)
                m_startingScenes.Remove(scene.RegionInfo.originRegionID);
        }

        public void RegionLoaded(Scene scene)
        {
            lock (m_startingScenes)
                m_startingScenes.Add(scene.RegionInfo.originRegionID, scene);

            if (m_combineContiguousRegions)
            {
                RegionLoadedDoWork(scene);

                scene.EventManager.OnNewPresence += NewPresence;
            }
        }

        public bool IsRootForMegaregion(UUID regionId)
        {
            lock (m_regions)
                return m_regions.ContainsKey(regionId);
        }

        public Vector2 GetSizeOfMegaregion(UUID regionId)
        {
            lock (m_regions)
            {
                if (m_regions.ContainsKey(regionId))
                {
                    RegionConnections rootConn = m_regions[regionId];

                    return new Vector2((float)rootConn.XEnd, (float)rootConn.YEnd);
                }
            }

            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)
            {
                byte[] throttleData;

                try
                {
                    throttleData = presence.ControllingClient.GetThrottlesPacked(1);
                } 
                catch (NotImplementedException)
                {
                    return;
                }

                if (throttleData == null)
                    return;

                if (throttleData.Length == 0)
                    return;

                if (throttleData.Length != 28)
                    return;

                byte[] adjData;
                int pos = 0;

                if (!BitConverter.IsLittleEndian)
                {
                    byte[] newData = new byte[7 * 4];
                    Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);

                    for (int i = 0; i < 7; i++)
                        Array.Reverse(newData, i * 4, 4);

                    adjData = newData;
                }
                else
                {
                    adjData = throttleData;
                }

                // 0.125f converts from bits to bytes
                int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
                int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
                int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
                int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
                int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
                int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
                int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
                // State is a subcategory of task that we allocate a percentage to


                //int total = resend + land + wind + cloud + task + texture + asset;

                byte[] data = new byte[7 * 4];
                int ii = 0;

                Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
                Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
                Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
                Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
                Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
                Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
                Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);

                try
                {
                    presence.ControllingClient.SetChildAgentThrottle(data);
                }
                catch (NotImplementedException)
                {
                    return;
                }
            }
        }

        private void RegionLoadedDoWork(Scene scene)
        {
/* 
            // For testing on a single instance
            if (scene.RegionInfo.RegionLocX == 1004 && scene.RegionInfo.RegionLocY == 1000)
                return;
            // 
*/

            RegionConnections newConn = new RegionConnections();
            newConn.ConnectedRegions = new List<RegionData>();
            newConn.RegionScene = scene;
            newConn.RegionLandChannel = scene.LandChannel;
            newConn.RegionId = scene.RegionInfo.originRegionID;
            newConn.X = scene.RegionInfo.RegionLocX;
            newConn.Y = scene.RegionInfo.RegionLocY;
            newConn.XEnd = scene.RegionInfo.RegionSizeX;
            newConn.YEnd = scene.RegionInfo.RegionSizeX;

            lock (m_regions)
            {
                bool connectedYN = false;

                foreach (RegionConnections rootConn 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


                    // 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
                    //xxx
                    if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY >= newConn.PosY)
                    {
                        connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
                        break;
                    }

                    // If we're one region over x +y (i.e. root region is to the south)
                    //xyx
                    //xxx
                    //xxx
                    if (rootConn.PosX >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY)
                    {
                        connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
                        break;
                    }

                    // If we're one region over +x +y (i.e. root region is to the south-west)
                    //xxy
                    //xxx
                    //xxx
                    if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY)
                    {
                        connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
                        break;
                    }
                }

                // If !connectYN means that this region is a root region
                if (!connectedYN)
                {
                    DoWorkForRootRegion(newConn, scene);
                }
            }
        }

        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.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);

            m_log.DebugFormat(
                "[REGION COMBINER MODULE]: Root region {0} is to the west of region {1}, Offset: {2}, Extents: {3}",
                rootConn.RegionScene.RegionInfo.RegionName,
                newConn.RegionScene.RegionInfo.RegionName, offset, extents);

            RegionData ConnectedRegion = new RegionData();
            ConnectedRegion.Offset = offset;
            ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
            ConnectedRegion.RegionScene = scene;
            rootConn.ConnectedRegions.Add(ConnectedRegion);

            // Inform root region Physics about the extents of this region
            rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);

            // Inform Child region that it needs to forward it's terrain to the root region
            scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);

            // 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());

            // Create a client event forwarder and add this region's events to the root region.
            if (rootConn.ClientEventForwarder != null)
                rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);

            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;
            offset.X = newConn.PosX - rootConn.PosX;
            offset.Y = newConn.PosY - rootConn.PosY;

            Vector3 extents = Vector3.Zero;
            extents.Y = newConn.YEnd + rootConn.YEnd;
            extents.X = rootConn.XEnd;
            rootConn.UpdateExtents(extents);

            RegionData ConnectedRegion = new RegionData();
            ConnectedRegion.Offset = offset;
            ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
            ConnectedRegion.RegionScene = scene;
            rootConn.ConnectedRegions.Add(ConnectedRegion);

            m_log.DebugFormat(
                "[REGION COMBINER MODULE]: Root region {0} is to the south of region {1}, Offset: {2}, Extents: {3}",
                rootConn.RegionScene.RegionInfo.RegionName,
                newConn.RegionScene.RegionInfo.RegionName, offset, extents);

            rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
            scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);

            // 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());

            if (rootConn.ClientEventForwarder != null)
                rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);

            return true;
        }

        private bool DoWorkForOneRegionOverPlusXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
        {
            Vector3 offset = Vector3.Zero;
            offset.X = newConn.PosX - rootConn.PosX;
            offset.Y = newConn.PosY - rootConn.PosY;

            Vector3 extents = Vector3.Zero;

            // We do not want to inflate the extents for regions strictly to the NE of the root region, since this
            // would double count regions strictly to the north and east that have already been added.
//            extents.Y = regionConnections.YEnd + conn.YEnd;
//            extents.X = regionConnections.XEnd + conn.XEnd;
//            conn.UpdateExtents(extents);

            extents.Y = rootConn.YEnd;
            extents.X = rootConn.XEnd;

            RegionData ConnectedRegion = new RegionData();
            ConnectedRegion.Offset = offset;
            ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
            ConnectedRegion.RegionScene = scene;

            rootConn.ConnectedRegions.Add(ConnectedRegion);

            m_log.DebugFormat(
                "[REGION COMBINER MODULE]: Region {0} is to the southwest of Scene {1}, Offset: {2}, Extents: {3}",
                rootConn.RegionScene.RegionInfo.RegionName,
                newConn.RegionScene.RegionInfo.RegionName, offset, extents);

            rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
            scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);

            // 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());

            if (rootConn.ClientEventForwarder != null)
                rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);

            return true;

            //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
        }
         */

        private void DoWorkForRootRegion(RegionConnections rootConn, Scene scene)
        {
            m_log.DebugFormat("[REGION COMBINER MODULE]: Adding root region {0}", scene.RegionInfo.RegionName);

            RegionData rdata = new RegionData();
            rdata.Offset = Vector3.Zero;
            rdata.RegionId = scene.RegionInfo.originRegionID;
            rdata.RegionScene = scene;
            // save it's land channel
            rootConn.RegionLandChannel = scene.LandChannel;

            // Substitue our landchannel
            RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel,
                                                            rootConn.ConnectedRegions);

            scene.LandChannel = lnd;

            // Forward the permissions modules of each of the connected regions to the root region
            lock (m_regions)
            {
                foreach (RegionData r in rootConn.ConnectedRegions)
                {
                    ForwardPermissionRequests(rootConn, r.RegionScene);
                }

                // Create the root region's Client Event Forwarder
                rootConn.ClientEventForwarder = new RegionCombinerClientEventForwarder(rootConn);
    
                // Sets up the CoarseLocationUpdate forwarder for this root region
                scene.EventManager.OnNewPresence += SetCoarseLocationDelegate;
    
                // Adds this root region to a dictionary of regions that are connectable
                m_regions.Add(scene.RegionInfo.originRegionID, rootConn);
            }
        }

        private void SetCoarseLocationDelegate(ScenePresence presence)
        {
            presence.SetSendCoarseLocationMethod(SendCoarseLocationUpdates);
        }

        // This delegate was refactored for non-combined regions.
        // This combined region version will not use the pre-compiled lists of locations and ids
        private void SendCoarseLocationUpdates(UUID sceneId, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
        {
            RegionConnections connectiondata = null; 
            lock (m_regions)
            {
                if (m_regions.ContainsKey(sceneId))
                    connectiondata = m_regions[sceneId];
                else
                    return;
            }

            List<Vector3> CoarseLocations = new List<Vector3>();
            List<UUID> AvatarUUIDs = new List<UUID>();

            connectiondata.RegionScene.ForEachRootScenePresence(delegate(ScenePresence sp)
            {
                if (sp.UUID != presence.UUID)
                {
                    CoarseLocations.Add(sp.AbsolutePosition);
                    AvatarUUIDs.Add(sp.UUID);
                }
            });

            DistributeCoarseLocationUpdates(CoarseLocations, AvatarUUIDs, connectiondata, presence);
        }

        private void DistributeCoarseLocationUpdates(List<Vector3> locations, List<UUID> uuids, 
                                                     RegionConnections connectiondata, ScenePresence rootPresence)
        {
            RegionData[] rdata = connectiondata.ConnectedRegions.ToArray();
            //List<IClientAPI> clients = new List<IClientAPI>();
            Dictionary<Vector2, RegionCoarseLocationStruct> updates = new Dictionary<Vector2, RegionCoarseLocationStruct>();
            
            // Root Region entry
            RegionCoarseLocationStruct rootupdatedata = new RegionCoarseLocationStruct();
            rootupdatedata.Locations = new List<Vector3>();
            rootupdatedata.Uuids = new List<UUID>();
            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);
                RegionCoarseLocationStruct updatedata = new RegionCoarseLocationStruct();
                updatedata.Locations = new List<Vector3>();
                updatedata.Uuids = new List<UUID>();
                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
                    RegionCoarseLocationStruct updatedata = new RegionCoarseLocationStruct();
                    updatedata.Locations = new List<Vector3>();
                    updatedata.Uuids = new List<UUID>();
                    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);
                }
            }
        }

        /// <summary>
        /// Locates a the Client of a particular region in an Array of RegionData based on offset
        /// </summary>
        /// <param name="offset"></param>
        /// <param name="uUID"></param>
        /// <param name="rdata"></param>
        /// <returns>IClientAPI or null</returns>
        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()
        {
        }
        
//        /// <summary>
//        /// TODO:
//        /// </summary>
//        /// <param name="rdata"></param>
//        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
//                            }
//                        }
//                    }
//                }
//            }
//        }

        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.OnEditParcelProperties += BigRegion.PermissionModule.CanEditParcelProperties; //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.OnReturnObjects += BigRegion.PermissionModule.CanReturnObjects; //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
        }

        #region console commands

        public void FixPhantoms(string module, string[] cmdparams)
        {
            List<Scene> scenes = new List<Scene>(m_startingScenes.Values);

            foreach (Scene s in scenes)
            {
                MainConsole.Instance.OutputFormat("Fixing phantoms for {0}", s.RegionInfo.RegionName);
                
                s.ForEachSOG(so => so.AbsolutePosition = so.AbsolutePosition);
            }
        }

        #endregion
    }
}