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1 eva 1 /*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27  
28 using System;
29 using System.Collections.Generic;
30 using System.Reflection;
31 using log4net;
32 using Nini.Config;
33 using OpenMetaverse;
34 using OpenSim.Framework;
35 using OpenSim.Framework.Client;
36 using OpenSim.Region.Framework.Interfaces;
37 using OpenSim.Region.Framework.Scenes;
38 using OpenSim.Framework.Console;
39 using OpenSim.Region.Physics.Manager;
40 using Mono.Addins;
41  
42 namespace OpenSim.Region.RegionCombinerModule
43 {
44 public class RegionCombinerModule : ISharedRegionModule, IRegionCombinerModule
45 {
46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47  
48 public string Name
49 {
50 get { return "RegionCombinerModule"; }
51 }
52  
53 public Type ReplaceableInterface
54 {
55 get { return null; }
56 }
57  
58 /// <summary>
59 /// Is this module enabled?
60 /// </summary>
61 private bool m_combineContiguousRegions = false;
62  
63 /// <summary>
64 /// This holds the root regions for the megaregions.
65 /// </summary>
66 /// <remarks>
67 /// Usually there is only ever one megaregion (and hence only one entry here).
68 /// </remarks>
69 private Dictionary<UUID, RegionConnections> m_regions = new Dictionary<UUID, RegionConnections>();
70  
71 /// <summary>
72 /// The scenes that comprise the megaregion.
73 /// </summary>
74 private Dictionary<UUID, Scene> m_startingScenes = new Dictionary<UUID, Scene>();
75  
76 public void Initialise(IConfigSource source)
77 {
78 IConfig myConfig = source.Configs["Startup"];
79 m_combineContiguousRegions = myConfig.GetBoolean("CombineContiguousRegions", false);
80  
81 MainConsole.Instance.Commands.AddCommand(
82 "RegionCombinerModule", false, "fix-phantoms", "fix-phantoms",
83 "Fixes phantom objects after an import to a megaregion or a change from a megaregion back to normal regions",
84 FixPhantoms);
85 }
86  
87 public void Close()
88 {
89 }
90  
91 public void AddRegion(Scene scene)
92 {
93 if (m_combineContiguousRegions)
94 scene.RegisterModuleInterface<IRegionCombinerModule>(this);
95 }
96  
97 public void RemoveRegion(Scene scene)
98 {
99 lock (m_startingScenes)
100 m_startingScenes.Remove(scene.RegionInfo.originRegionID);
101 }
102  
103 public void RegionLoaded(Scene scene)
104 {
105 lock (m_startingScenes)
106 m_startingScenes.Add(scene.RegionInfo.originRegionID, scene);
107  
108 if (m_combineContiguousRegions)
109 {
110 RegionLoadedDoWork(scene);
111  
112 scene.EventManager.OnNewPresence += NewPresence;
113 }
114 }
115  
116 public bool IsRootForMegaregion(UUID regionId)
117 {
118 lock (m_regions)
119 return m_regions.ContainsKey(regionId);
120 }
121  
122 public Vector2 GetSizeOfMegaregion(UUID regionId)
123 {
124 lock (m_regions)
125 {
126 if (m_regions.ContainsKey(regionId))
127 {
128 RegionConnections rootConn = m_regions[regionId];
129  
130 return new Vector2((float)rootConn.XEnd, (float)rootConn.YEnd);
131 }
132 }
133  
134 throw new Exception(string.Format("Region with id {0} not found", regionId));
135 }
136  
137 private void NewPresence(ScenePresence presence)
138 {
139 if (presence.IsChildAgent)
140 {
141 byte[] throttleData;
142  
143 try
144 {
145 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
146 }
147 catch (NotImplementedException)
148 {
149 return;
150 }
151  
152 if (throttleData == null)
153 return;
154  
155 if (throttleData.Length == 0)
156 return;
157  
158 if (throttleData.Length != 28)
159 return;
160  
161 byte[] adjData;
162 int pos = 0;
163  
164 if (!BitConverter.IsLittleEndian)
165 {
166 byte[] newData = new byte[7 * 4];
167 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
168  
169 for (int i = 0; i < 7; i++)
170 Array.Reverse(newData, i * 4, 4);
171  
172 adjData = newData;
173 }
174 else
175 {
176 adjData = throttleData;
177 }
178  
179 // 0.125f converts from bits to bytes
180 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
181 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
182 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
183 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
184 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
185 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
186 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
187 // State is a subcategory of task that we allocate a percentage to
188  
189  
190 //int total = resend + land + wind + cloud + task + texture + asset;
191  
192 byte[] data = new byte[7 * 4];
193 int ii = 0;
194  
195 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
196 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
197 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
198 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
199 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
200 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
201 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
202  
203 try
204 {
205 presence.ControllingClient.SetChildAgentThrottle(data);
206 }
207 catch (NotImplementedException)
208 {
209 return;
210 }
211 }
212 }
213  
214 private void RegionLoadedDoWork(Scene scene)
215 {
216 /*
217 // For testing on a single instance
218 if (scene.RegionInfo.RegionLocX == 1004 && scene.RegionInfo.RegionLocY == 1000)
219 return;
220 //
221 */
222  
223 // Give each region a standard set of non-infinite borders
224 Border northBorder = new Border();
225 northBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<---
226 northBorder.CrossDirection = Cardinals.N;
227 scene.NorthBorders[0] = northBorder;
228  
229 Border southBorder = new Border();
230 southBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //--->
231 southBorder.CrossDirection = Cardinals.S;
232 scene.SouthBorders[0] = southBorder;
233  
234 Border eastBorder = new Border();
235 eastBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<---
236 eastBorder.CrossDirection = Cardinals.E;
237 scene.EastBorders[0] = eastBorder;
238  
239 Border westBorder = new Border();
240 westBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //--->
241 westBorder.CrossDirection = Cardinals.W;
242 scene.WestBorders[0] = westBorder;
243  
244 RegionConnections newConn = new RegionConnections();
245 newConn.ConnectedRegions = new List<RegionData>();
246 newConn.RegionScene = scene;
247 newConn.RegionLandChannel = scene.LandChannel;
248 newConn.RegionId = scene.RegionInfo.originRegionID;
249 newConn.X = scene.RegionInfo.RegionLocX;
250 newConn.Y = scene.RegionInfo.RegionLocY;
251 newConn.XEnd = (int)Constants.RegionSize;
252 newConn.YEnd = (int)Constants.RegionSize;
253  
254 lock (m_regions)
255 {
256 bool connectedYN = false;
257  
258 foreach (RegionConnections rootConn in m_regions.Values)
259 {
260 #region commented
261 /*
262 // If we're one region over +x +y
263 //xxy
264 //xxx
265 //xxx
266 if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd
267 == (regionConnections.X * (int)Constants.RegionSize))
268 && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
269 == (regionConnections.Y * (int)Constants.RegionSize)))
270 {
271 Vector3 offset = Vector3.Zero;
272 offset.X = (((regionConnections.X * (int) Constants.RegionSize)) -
273 ((conn.X * (int) Constants.RegionSize)));
274 offset.Y = (((regionConnections.Y * (int) Constants.RegionSize)) -
275 ((conn.Y * (int) Constants.RegionSize)));
276  
277 Vector3 extents = Vector3.Zero;
278 extents.Y = regionConnections.YEnd + conn.YEnd;
279 extents.X = conn.XEnd + conn.XEnd;
280  
281 m_log.DebugFormat("Scene: {0} to the northwest of Scene{1}. Offset: {2}. Extents:{3}",
282 conn.RegionScene.RegionInfo.RegionName,
283 regionConnections.RegionScene.RegionInfo.RegionName,
284 offset, extents);
285  
286 scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
287  
288 connectedYN = true;
289 break;
290 }
291 */
292  
293 /*
294 //If we're one region over x +y
295 //xxx
296 //xxx
297 //xyx
298 if ((((int)conn.X * (int)Constants.RegionSize)
299 == (regionConnections.X * (int)Constants.RegionSize))
300 && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
301 == (regionConnections.Y * (int)Constants.RegionSize)))
302 {
303 Vector3 offset = Vector3.Zero;
304 offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
305 ((conn.X * (int)Constants.RegionSize)));
306 offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
307 ((conn.Y * (int)Constants.RegionSize)));
308  
309 Vector3 extents = Vector3.Zero;
310 extents.Y = regionConnections.YEnd + conn.YEnd;
311 extents.X = conn.XEnd;
312  
313 m_log.DebugFormat("Scene: {0} to the north of Scene{1}. Offset: {2}. Extents:{3}",
314 conn.RegionScene.RegionInfo.RegionName,
315 regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
316  
317 scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
318 connectedYN = true;
319 break;
320 }
321 */
322  
323 /*
324 // If we're one region over -x +y
325 //xxx
326 //xxx
327 //yxx
328 if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
329 == (regionConnections.X * (int)Constants.RegionSize))
330 && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd
331 == (regionConnections.Y * (int)Constants.RegionSize)))
332 {
333 Vector3 offset = Vector3.Zero;
334 offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
335 ((conn.X * (int)Constants.RegionSize)));
336 offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
337 ((conn.Y * (int)Constants.RegionSize)));
338  
339 Vector3 extents = Vector3.Zero;
340 extents.Y = regionConnections.YEnd + conn.YEnd;
341 extents.X = conn.XEnd + conn.XEnd;
342  
343 m_log.DebugFormat("Scene: {0} to the northeast of Scene. Offset: {2}. Extents:{3}",
344 conn.RegionScene.RegionInfo.RegionName,
345 regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
346  
347 scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
348  
349  
350 connectedYN = true;
351 break;
352 }
353 */
354  
355 /*
356 // If we're one region over -x y
357 //xxx
358 //yxx
359 //xxx
360 if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
361 == (regionConnections.X * (int)Constants.RegionSize))
362 && (((int)conn.Y * (int)Constants.RegionSize)
363 == (regionConnections.Y * (int)Constants.RegionSize)))
364 {
365 Vector3 offset = Vector3.Zero;
366 offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
367 ((conn.X * (int)Constants.RegionSize)));
368 offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
369 ((conn.Y * (int)Constants.RegionSize)));
370  
371 Vector3 extents = Vector3.Zero;
372 extents.Y = regionConnections.YEnd;
373 extents.X = conn.XEnd + conn.XEnd;
374  
375 m_log.DebugFormat("Scene: {0} to the east of Scene{1} Offset: {2}. Extents:{3}",
376 conn.RegionScene.RegionInfo.RegionName,
377 regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
378  
379 scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
380  
381 connectedYN = true;
382 break;
383 }
384 */
385  
386 /*
387 // If we're one region over -x -y
388 //yxx
389 //xxx
390 //xxx
391 if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd
392 == (regionConnections.X * (int)Constants.RegionSize))
393 && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
394 == (regionConnections.Y * (int)Constants.RegionSize)))
395 {
396 Vector3 offset = Vector3.Zero;
397 offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
398 ((conn.X * (int)Constants.RegionSize)));
399 offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) -
400 ((conn.Y * (int)Constants.RegionSize)));
401  
402 Vector3 extents = Vector3.Zero;
403 extents.Y = regionConnections.YEnd + conn.YEnd;
404 extents.X = conn.XEnd + conn.XEnd;
405  
406 m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}",
407 conn.RegionScene.RegionInfo.RegionName,
408 regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
409  
410 scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents);
411  
412 connectedYN = true;
413 break;
414 }
415 */
416 #endregion
417  
418 // If we're one region over +x y (i.e. root region is to the west)
419 //xxx
420 //xxy
421 //xxx
422 if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY >= newConn.PosY)
423 {
424 connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
425 break;
426 }
427  
428 // If we're one region over x +y (i.e. root region is to the south)
429 //xyx
430 //xxx
431 //xxx
432 if (rootConn.PosX >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY)
433 {
434 connectedYN = DoWorkForOneRegionOverXPlusY(rootConn, newConn, scene);
435 break;
436 }
437  
438 // If we're one region over +x +y (i.e. root region is to the south-west)
439 //xxy
440 //xxx
441 //xxx
442 if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY)
443 {
444 connectedYN = DoWorkForOneRegionOverPlusXPlusY(rootConn, newConn, scene);
445 break;
446  
447 }
448 }
449  
450 // If !connectYN means that this region is a root region
451 if (!connectedYN)
452 {
453 DoWorkForRootRegion(newConn, scene);
454 }
455 }
456  
457 // Set up infinite borders around the entire AABB of the combined ConnectedRegions
458 AdjustLargeRegionBounds();
459 }
460  
461 private bool DoWorkForOneRegionOverPlusXY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
462 {
463 Vector3 offset = Vector3.Zero;
464 offset.X = newConn.PosX - rootConn.PosX;
465 offset.Y = newConn.PosY - rootConn.PosY;
466  
467 Vector3 extents = Vector3.Zero;
468 extents.Y = rootConn.YEnd;
469 extents.X = rootConn.XEnd + newConn.XEnd;
470  
471 rootConn.UpdateExtents(extents);
472  
473 m_log.DebugFormat(
474 "[REGION COMBINER MODULE]: Root region {0} is to the west of region {1}, Offset: {2}, Extents: {3}",
475 rootConn.RegionScene.RegionInfo.RegionName,
476 newConn.RegionScene.RegionInfo.RegionName, offset, extents);
477  
478 scene.BordersLocked = true;
479 rootConn.RegionScene.BordersLocked = true;
480  
481 RegionData ConnectedRegion = new RegionData();
482 ConnectedRegion.Offset = offset;
483 ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
484 ConnectedRegion.RegionScene = scene;
485 rootConn.ConnectedRegions.Add(ConnectedRegion);
486  
487 // Inform root region Physics about the extents of this region
488 rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
489  
490 // Inform Child region that it needs to forward it's terrain to the root region
491 scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
492  
493 // Extend the borders as appropriate
494 lock (rootConn.RegionScene.EastBorders)
495 rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
496  
497 lock (rootConn.RegionScene.NorthBorders)
498 rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
499  
500 lock (rootConn.RegionScene.SouthBorders)
501 rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
502  
503 lock (scene.WestBorders)
504 {
505 scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
506  
507 // Trigger auto teleport to root region
508 scene.WestBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
509 scene.WestBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
510 }
511  
512 // Reset Terrain.. since terrain loads before we get here, we need to load
513 // it again so it loads in the root region
514  
515 scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
516  
517 // Unlock borders
518 rootConn.RegionScene.BordersLocked = false;
519 scene.BordersLocked = false;
520  
521 // Create a client event forwarder and add this region's events to the root region.
522 if (rootConn.ClientEventForwarder != null)
523 rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
524  
525 return true;
526 }
527  
528 private bool DoWorkForOneRegionOverXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
529 {
530 Vector3 offset = Vector3.Zero;
531 offset.X = newConn.PosX - rootConn.PosX;
532 offset.Y = newConn.PosY - rootConn.PosY;
533  
534 Vector3 extents = Vector3.Zero;
535 extents.Y = newConn.YEnd + rootConn.YEnd;
536 extents.X = rootConn.XEnd;
537 rootConn.UpdateExtents(extents);
538  
539 scene.BordersLocked = true;
540 rootConn.RegionScene.BordersLocked = true;
541  
542 RegionData ConnectedRegion = new RegionData();
543 ConnectedRegion.Offset = offset;
544 ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
545 ConnectedRegion.RegionScene = scene;
546 rootConn.ConnectedRegions.Add(ConnectedRegion);
547  
548 m_log.DebugFormat(
549 "[REGION COMBINER MODULE]: Root region {0} is to the south of region {1}, Offset: {2}, Extents: {3}",
550 rootConn.RegionScene.RegionInfo.RegionName,
551 newConn.RegionScene.RegionInfo.RegionName, offset, extents);
552  
553 rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
554 scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
555  
556 lock (rootConn.RegionScene.NorthBorders)
557 rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
558  
559 lock (rootConn.RegionScene.EastBorders)
560 rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
561  
562 lock (rootConn.RegionScene.WestBorders)
563 rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
564  
565 lock (scene.SouthBorders)
566 {
567 scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south
568 scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
569 scene.SouthBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
570 }
571  
572 // Reset Terrain.. since terrain normally loads first.
573 //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
574 scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
575 //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
576  
577 scene.BordersLocked = false;
578 rootConn.RegionScene.BordersLocked = false;
579  
580 if (rootConn.ClientEventForwarder != null)
581 rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
582  
583 return true;
584 }
585  
586 private bool DoWorkForOneRegionOverPlusXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
587 {
588 Vector3 offset = Vector3.Zero;
589 offset.X = newConn.PosX - rootConn.PosX;
590 offset.Y = newConn.PosY - rootConn.PosY;
591  
592 Vector3 extents = Vector3.Zero;
593  
594 // We do not want to inflate the extents for regions strictly to the NE of the root region, since this
595 // would double count regions strictly to the north and east that have already been added.
596 // extents.Y = regionConnections.YEnd + conn.YEnd;
597 // extents.X = regionConnections.XEnd + conn.XEnd;
598 // conn.UpdateExtents(extents);
599  
600 extents.Y = rootConn.YEnd;
601 extents.X = rootConn.XEnd;
602  
603 scene.BordersLocked = true;
604 rootConn.RegionScene.BordersLocked = true;
605  
606 RegionData ConnectedRegion = new RegionData();
607 ConnectedRegion.Offset = offset;
608 ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
609 ConnectedRegion.RegionScene = scene;
610  
611 rootConn.ConnectedRegions.Add(ConnectedRegion);
612  
613 m_log.DebugFormat(
614 "[REGION COMBINER MODULE]: Region {0} is to the southwest of Scene {1}, Offset: {2}, Extents: {3}",
615 rootConn.RegionScene.RegionInfo.RegionName,
616 newConn.RegionScene.RegionInfo.RegionName, offset, extents);
617  
618 rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
619 scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
620  
621 lock (rootConn.RegionScene.NorthBorders)
622 {
623 if (rootConn.RegionScene.NorthBorders.Count == 1)// && 2)
624 {
625 //compound border
626 // already locked above
627 rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
628  
629 lock (rootConn.RegionScene.EastBorders)
630 rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
631  
632 lock (rootConn.RegionScene.WestBorders)
633 rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
634 }
635 }
636  
637 lock (scene.SouthBorders)
638 {
639 scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south
640 scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
641 scene.SouthBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
642 }
643  
644 lock (rootConn.RegionScene.EastBorders)
645 {
646 if (rootConn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2)
647 {
648 rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
649  
650 lock (rootConn.RegionScene.NorthBorders)
651 rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
652  
653 lock (rootConn.RegionScene.SouthBorders)
654 rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
655 }
656 }
657  
658 lock (scene.WestBorders)
659 {
660 scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
661 scene.WestBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
662 scene.WestBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
663 }
664  
665 /*
666 else
667 {
668 conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
669 conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
670 conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
671 scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south
672 }
673 */
674  
675  
676 // Reset Terrain.. since terrain normally loads first.
677 //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
678 scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
679 //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
680 scene.BordersLocked = false;
681 rootConn.RegionScene.BordersLocked = false;
682  
683 if (rootConn.ClientEventForwarder != null)
684 rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
685  
686 return true;
687  
688 //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
689 }
690  
691 private void DoWorkForRootRegion(RegionConnections rootConn, Scene scene)
692 {
693 m_log.DebugFormat("[REGION COMBINER MODULE]: Adding root region {0}", scene.RegionInfo.RegionName);
694  
695 RegionData rdata = new RegionData();
696 rdata.Offset = Vector3.Zero;
697 rdata.RegionId = scene.RegionInfo.originRegionID;
698 rdata.RegionScene = scene;
699 // save it's land channel
700 rootConn.RegionLandChannel = scene.LandChannel;
701  
702 // Substitue our landchannel
703 RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel,
704 rootConn.ConnectedRegions);
705  
706 scene.LandChannel = lnd;
707  
708 // Forward the permissions modules of each of the connected regions to the root region
709 lock (m_regions)
710 {
711 foreach (RegionData r in rootConn.ConnectedRegions)
712 {
713 ForwardPermissionRequests(rootConn, r.RegionScene);
714 }
715  
716 // Create the root region's Client Event Forwarder
717 rootConn.ClientEventForwarder = new RegionCombinerClientEventForwarder(rootConn);
718  
719 // Sets up the CoarseLocationUpdate forwarder for this root region
720 scene.EventManager.OnNewPresence += SetCoarseLocationDelegate;
721  
722 // Adds this root region to a dictionary of regions that are connectable
723 m_regions.Add(scene.RegionInfo.originRegionID, rootConn);
724 }
725 }
726  
727 private void SetCoarseLocationDelegate(ScenePresence presence)
728 {
729 presence.SetSendCoarseLocationMethod(SendCoarseLocationUpdates);
730 }
731  
732 // This delegate was refactored for non-combined regions.
733 // This combined region version will not use the pre-compiled lists of locations and ids
734 private void SendCoarseLocationUpdates(UUID sceneId, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
735 {
736 RegionConnections connectiondata = null;
737 lock (m_regions)
738 {
739 if (m_regions.ContainsKey(sceneId))
740 connectiondata = m_regions[sceneId];
741 else
742 return;
743 }
744  
745 List<Vector3> CoarseLocations = new List<Vector3>();
746 List<UUID> AvatarUUIDs = new List<UUID>();
747  
748 connectiondata.RegionScene.ForEachRootScenePresence(delegate(ScenePresence sp)
749 {
750 if (sp.UUID != presence.UUID)
751 {
752 CoarseLocations.Add(sp.AbsolutePosition);
753 AvatarUUIDs.Add(sp.UUID);
754 }
755 });
756  
757 DistributeCoarseLocationUpdates(CoarseLocations, AvatarUUIDs, connectiondata, presence);
758 }
759  
760 private void DistributeCoarseLocationUpdates(List<Vector3> locations, List<UUID> uuids,
761 RegionConnections connectiondata, ScenePresence rootPresence)
762 {
763 RegionData[] rdata = connectiondata.ConnectedRegions.ToArray();
764 //List<IClientAPI> clients = new List<IClientAPI>();
765 Dictionary<Vector2, RegionCoarseLocationStruct> updates = new Dictionary<Vector2, RegionCoarseLocationStruct>();
766  
767 // Root Region entry
768 RegionCoarseLocationStruct rootupdatedata = new RegionCoarseLocationStruct();
769 rootupdatedata.Locations = new List<Vector3>();
770 rootupdatedata.Uuids = new List<UUID>();
771 rootupdatedata.Offset = Vector2.Zero;
772  
773 rootupdatedata.UserAPI = rootPresence.ControllingClient;
774  
775 if (rootupdatedata.UserAPI != null)
776 updates.Add(Vector2.Zero, rootupdatedata);
777  
778 //Each Region needs an entry or we will end up with dead minimap dots
779 foreach (RegionData regiondata in rdata)
780 {
781 Vector2 offset = new Vector2(regiondata.Offset.X, regiondata.Offset.Y);
782 RegionCoarseLocationStruct updatedata = new RegionCoarseLocationStruct();
783 updatedata.Locations = new List<Vector3>();
784 updatedata.Uuids = new List<UUID>();
785 updatedata.Offset = offset;
786  
787 if (offset == Vector2.Zero)
788 updatedata.UserAPI = rootPresence.ControllingClient;
789 else
790 updatedata.UserAPI = LocateUsersChildAgentIClientAPI(offset, rootPresence.UUID, rdata);
791  
792 if (updatedata.UserAPI != null)
793 updates.Add(offset, updatedata);
794 }
795  
796 // go over the locations and assign them to an IClientAPI
797 for (int i = 0; i < locations.Count; i++)
798 //{locations[i]/(int) Constants.RegionSize;
799 {
800 Vector3 pPosition = new Vector3((int)locations[i].X / (int)Constants.RegionSize,
801 (int)locations[i].Y / (int)Constants.RegionSize, locations[i].Z);
802 Vector2 offset = new Vector2(pPosition.X*(int) Constants.RegionSize,
803 pPosition.Y*(int) Constants.RegionSize);
804  
805 if (!updates.ContainsKey(offset))
806 {
807 // This shouldn't happen
808 RegionCoarseLocationStruct updatedata = new RegionCoarseLocationStruct();
809 updatedata.Locations = new List<Vector3>();
810 updatedata.Uuids = new List<UUID>();
811 updatedata.Offset = offset;
812  
813 if (offset == Vector2.Zero)
814 updatedata.UserAPI = rootPresence.ControllingClient;
815 else
816 updatedata.UserAPI = LocateUsersChildAgentIClientAPI(offset, rootPresence.UUID, rdata);
817  
818 updates.Add(offset,updatedata);
819 }
820  
821 updates[offset].Locations.Add(locations[i]);
822 updates[offset].Uuids.Add(uuids[i]);
823 }
824  
825 // Send out the CoarseLocationupdates from their respective client connection based on where the avatar is
826 foreach (Vector2 offset in updates.Keys)
827 {
828 if (updates[offset].UserAPI != null)
829 {
830 updates[offset].UserAPI.SendCoarseLocationUpdate(updates[offset].Uuids,updates[offset].Locations);
831 }
832 }
833 }
834  
835 /// <summary>
836 /// Locates a the Client of a particular region in an Array of RegionData based on offset
837 /// </summary>
838 /// <param name="offset"></param>
839 /// <param name="uUID"></param>
840 /// <param name="rdata"></param>
841 /// <returns>IClientAPI or null</returns>
842 private IClientAPI LocateUsersChildAgentIClientAPI(Vector2 offset, UUID uUID, RegionData[] rdata)
843 {
844 IClientAPI returnclient = null;
845 foreach (RegionData r in rdata)
846 {
847 if (r.Offset.X == offset.X && r.Offset.Y == offset.Y)
848 {
849 return r.RegionScene.SceneGraph.GetControllingClient(uUID);
850 }
851 }
852  
853 return returnclient;
854 }
855  
856 public void PostInitialise()
857 {
858 }
859  
860 // /// <summary>
861 // /// TODO:
862 // /// </summary>
863 // /// <param name="rdata"></param>
864 // public void UnCombineRegion(RegionData rdata)
865 // {
866 // lock (m_regions)
867 // {
868 // if (m_regions.ContainsKey(rdata.RegionId))
869 // {
870 // // uncombine root region and virtual regions
871 // }
872 // else
873 // {
874 // foreach (RegionConnections r in m_regions.Values)
875 // {
876 // foreach (RegionData rd in r.ConnectedRegions)
877 // {
878 // if (rd.RegionId == rdata.RegionId)
879 // {
880 // // uncombine virtual region
881 // }
882 // }
883 // }
884 // }
885 // }
886 // }
887  
888 // Create a set of infinite borders around the whole aabb of the combined island.
889 private void AdjustLargeRegionBounds()
890 {
891 lock (m_regions)
892 {
893 foreach (RegionConnections rconn in m_regions.Values)
894 {
895 Vector3 offset = Vector3.Zero;
896 rconn.RegionScene.BordersLocked = true;
897 foreach (RegionData rdata in rconn.ConnectedRegions)
898 {
899 if (rdata.Offset.X > offset.X) offset.X = rdata.Offset.X;
900 if (rdata.Offset.Y > offset.Y) offset.Y = rdata.Offset.Y;
901 }
902  
903 lock (rconn.RegionScene.NorthBorders)
904 {
905 Border northBorder = null;
906 // If we don't already have an infinite border, create one.
907 if (!TryGetInfiniteBorder(rconn.RegionScene.NorthBorders, out northBorder))
908 {
909 northBorder = new Border();
910 rconn.RegionScene.NorthBorders.Add(northBorder);
911 }
912  
913 northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,
914 offset.Y + (int) Constants.RegionSize); //<---
915 northBorder.CrossDirection = Cardinals.N;
916 }
917  
918 lock (rconn.RegionScene.SouthBorders)
919 {
920 Border southBorder = null;
921 // If we don't already have an infinite border, create one.
922 if (!TryGetInfiniteBorder(rconn.RegionScene.SouthBorders, out southBorder))
923 {
924 southBorder = new Border();
925 rconn.RegionScene.SouthBorders.Add(southBorder);
926 }
927 southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
928 southBorder.CrossDirection = Cardinals.S;
929 }
930  
931 lock (rconn.RegionScene.EastBorders)
932 {
933 Border eastBorder = null;
934 // If we don't already have an infinite border, create one.
935 if (!TryGetInfiniteBorder(rconn.RegionScene.EastBorders, out eastBorder))
936 {
937 eastBorder = new Border();
938 rconn.RegionScene.EastBorders.Add(eastBorder);
939 }
940 eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, offset.X + (int)Constants.RegionSize);
941 //<---
942 eastBorder.CrossDirection = Cardinals.E;
943 }
944  
945 lock (rconn.RegionScene.WestBorders)
946 {
947 Border westBorder = null;
948 // If we don't already have an infinite border, create one.
949 if (!TryGetInfiniteBorder(rconn.RegionScene.WestBorders, out westBorder))
950 {
951 westBorder = new Border();
952 rconn.RegionScene.WestBorders.Add(westBorder);
953  
954 }
955 westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
956 westBorder.CrossDirection = Cardinals.W;
957 }
958  
959 rconn.RegionScene.BordersLocked = false;
960 }
961 }
962 }
963  
964 /// <summary>
965 /// Try and get an Infinite border out of a listT of borders
966 /// </summary>
967 /// <param name="borders"></param>
968 /// <param name="oborder"></param>
969 /// <returns></returns>
970 public static bool TryGetInfiniteBorder(List<Border> borders, out Border oborder)
971 {
972 // Warning! Should be locked before getting here!
973 foreach (Border b in borders)
974 {
975 if (b.BorderLine.X == float.MinValue && b.BorderLine.Y == float.MaxValue)
976 {
977 oborder = b;
978 return true;
979 }
980 }
981  
982 oborder = null;
983 return false;
984 }
985  
986 public RegionData GetRegionFromPosition(Vector3 pPosition)
987 {
988 pPosition = pPosition/(int) Constants.RegionSize;
989 int OffsetX = (int) pPosition.X;
990 int OffsetY = (int) pPosition.Y;
991  
992 lock (m_regions)
993 {
994 foreach (RegionConnections regConn in m_regions.Values)
995 {
996 foreach (RegionData reg in regConn.ConnectedRegions)
997 {
998 if (reg.Offset.X == OffsetX && reg.Offset.Y == OffsetY)
999 return reg;
1000 }
1001 }
1002 }
1003  
1004 return new RegionData();
1005 }
1006  
1007 public void ForwardPermissionRequests(RegionConnections BigRegion, Scene VirtualRegion)
1008 {
1009 if (BigRegion.PermissionModule == null)
1010 BigRegion.PermissionModule = new RegionCombinerPermissionModule(BigRegion.RegionScene);
1011  
1012 VirtualRegion.Permissions.OnBypassPermissions += BigRegion.PermissionModule.BypassPermissions;
1013 VirtualRegion.Permissions.OnSetBypassPermissions += BigRegion.PermissionModule.SetBypassPermissions;
1014 VirtualRegion.Permissions.OnPropagatePermissions += BigRegion.PermissionModule.PropagatePermissions;
1015 VirtualRegion.Permissions.OnGenerateClientFlags += BigRegion.PermissionModule.GenerateClientFlags;
1016 VirtualRegion.Permissions.OnAbandonParcel += BigRegion.PermissionModule.CanAbandonParcel;
1017 VirtualRegion.Permissions.OnReclaimParcel += BigRegion.PermissionModule.CanReclaimParcel;
1018 VirtualRegion.Permissions.OnDeedParcel += BigRegion.PermissionModule.CanDeedParcel;
1019 VirtualRegion.Permissions.OnDeedObject += BigRegion.PermissionModule.CanDeedObject;
1020 VirtualRegion.Permissions.OnIsGod += BigRegion.PermissionModule.IsGod;
1021 VirtualRegion.Permissions.OnDuplicateObject += BigRegion.PermissionModule.CanDuplicateObject;
1022 VirtualRegion.Permissions.OnDeleteObject += BigRegion.PermissionModule.CanDeleteObject; //MAYBE FULLY IMPLEMENTED
1023 VirtualRegion.Permissions.OnEditObject += BigRegion.PermissionModule.CanEditObject; //MAYBE FULLY IMPLEMENTED
1024 VirtualRegion.Permissions.OnEditParcelProperties += BigRegion.PermissionModule.CanEditParcelProperties; //MAYBE FULLY IMPLEMENTED
1025 VirtualRegion.Permissions.OnInstantMessage += BigRegion.PermissionModule.CanInstantMessage;
1026 VirtualRegion.Permissions.OnInventoryTransfer += BigRegion.PermissionModule.CanInventoryTransfer; //NOT YET IMPLEMENTED
1027 VirtualRegion.Permissions.OnIssueEstateCommand += BigRegion.PermissionModule.CanIssueEstateCommand; //FULLY IMPLEMENTED
1028 VirtualRegion.Permissions.OnMoveObject += BigRegion.PermissionModule.CanMoveObject; //MAYBE FULLY IMPLEMENTED
1029 VirtualRegion.Permissions.OnObjectEntry += BigRegion.PermissionModule.CanObjectEntry;
1030 VirtualRegion.Permissions.OnReturnObjects += BigRegion.PermissionModule.CanReturnObjects; //NOT YET IMPLEMENTED
1031 VirtualRegion.Permissions.OnRezObject += BigRegion.PermissionModule.CanRezObject; //MAYBE FULLY IMPLEMENTED
1032 VirtualRegion.Permissions.OnRunConsoleCommand += BigRegion.PermissionModule.CanRunConsoleCommand;
1033 VirtualRegion.Permissions.OnRunScript += BigRegion.PermissionModule.CanRunScript; //NOT YET IMPLEMENTED
1034 VirtualRegion.Permissions.OnCompileScript += BigRegion.PermissionModule.CanCompileScript;
1035 VirtualRegion.Permissions.OnSellParcel += BigRegion.PermissionModule.CanSellParcel;
1036 VirtualRegion.Permissions.OnTakeObject += BigRegion.PermissionModule.CanTakeObject;
1037 VirtualRegion.Permissions.OnTakeCopyObject += BigRegion.PermissionModule.CanTakeCopyObject;
1038 VirtualRegion.Permissions.OnTerraformLand += BigRegion.PermissionModule.CanTerraformLand;
1039 VirtualRegion.Permissions.OnLinkObject += BigRegion.PermissionModule.CanLinkObject; //NOT YET IMPLEMENTED
1040 VirtualRegion.Permissions.OnDelinkObject += BigRegion.PermissionModule.CanDelinkObject; //NOT YET IMPLEMENTED
1041 VirtualRegion.Permissions.OnBuyLand += BigRegion.PermissionModule.CanBuyLand; //NOT YET IMPLEMENTED
1042 VirtualRegion.Permissions.OnViewNotecard += BigRegion.PermissionModule.CanViewNotecard; //NOT YET IMPLEMENTED
1043 VirtualRegion.Permissions.OnViewScript += BigRegion.PermissionModule.CanViewScript; //NOT YET IMPLEMENTED
1044 VirtualRegion.Permissions.OnEditNotecard += BigRegion.PermissionModule.CanEditNotecard; //NOT YET IMPLEMENTED
1045 VirtualRegion.Permissions.OnEditScript += BigRegion.PermissionModule.CanEditScript; //NOT YET IMPLEMENTED
1046 VirtualRegion.Permissions.OnCreateObjectInventory += BigRegion.PermissionModule.CanCreateObjectInventory; //NOT IMPLEMENTED HERE
1047 VirtualRegion.Permissions.OnEditObjectInventory += BigRegion.PermissionModule.CanEditObjectInventory;//MAYBE FULLY IMPLEMENTED
1048 VirtualRegion.Permissions.OnCopyObjectInventory += BigRegion.PermissionModule.CanCopyObjectInventory; //NOT YET IMPLEMENTED
1049 VirtualRegion.Permissions.OnDeleteObjectInventory += BigRegion.PermissionModule.CanDeleteObjectInventory; //NOT YET IMPLEMENTED
1050 VirtualRegion.Permissions.OnResetScript += BigRegion.PermissionModule.CanResetScript;
1051 VirtualRegion.Permissions.OnCreateUserInventory += BigRegion.PermissionModule.CanCreateUserInventory; //NOT YET IMPLEMENTED
1052 VirtualRegion.Permissions.OnCopyUserInventory += BigRegion.PermissionModule.CanCopyUserInventory; //NOT YET IMPLEMENTED
1053 VirtualRegion.Permissions.OnEditUserInventory += BigRegion.PermissionModule.CanEditUserInventory; //NOT YET IMPLEMENTED
1054 VirtualRegion.Permissions.OnDeleteUserInventory += BigRegion.PermissionModule.CanDeleteUserInventory; //NOT YET IMPLEMENTED
1055 VirtualRegion.Permissions.OnTeleport += BigRegion.PermissionModule.CanTeleport; //NOT YET IMPLEMENTED
1056 }
1057  
1058 #region console commands
1059  
1060 public void FixPhantoms(string module, string[] cmdparams)
1061 {
1062 List<Scene> scenes = new List<Scene>(m_startingScenes.Values);
1063  
1064 foreach (Scene s in scenes)
1065 {
1066 MainConsole.Instance.OutputFormat("Fixing phantoms for {0}", s.RegionInfo.RegionName);
1067  
1068 s.ForEachSOG(so => so.AbsolutePosition = so.AbsolutePosition);
1069 }
1070 }
1071  
1072 #endregion
1073 }
1074 }