public RegionCombinerLargeLandChannel(RegionData regData, ILandChannel rootRegionLandChannel, List<RegionData> regionConnections) { RegData = regData; RootRegionLandChannel = rootRegionLandChannel; RegionConnections = regionConnections; }
/// <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 } } } } } }
/// <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; }
private void DoWorkForRootRegion(RegionConnections regionConnections, Scene scene) { RegionData rdata = new RegionData(); rdata.Offset = Vector3.Zero; rdata.RegionId = scene.RegionInfo.originRegionID; rdata.RegionScene = scene; // save it's land channel regionConnections.RegionLandChannel = scene.LandChannel; // Substitue our landchannel RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel, regionConnections.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 regionConnections.ConnectedRegions) { ForwardPermissionRequests(regionConnections, r.RegionScene); } } // Create the root region's Client Event Forwarder regionConnections.ClientEventForwarder = new RegionCombinerClientEventForwarder(regionConnections); // Sets up the CoarseLocationUpdate forwarder for this root region scene.EventManager.OnNewPresence += SetCourseLocationDelegate; // Adds this root region to a dictionary of regions that are connectable m_regions.Add(scene.RegionInfo.originRegionID, regionConnections); }
private bool DoWorkForOneRegionOverPlusXPlusY(RegionConnections conn, RegionConnections regionConnections, Scene scene) { 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)((scene.RegionInfo.RegionLocY - conn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south scene.SouthBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX; scene.SouthBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY; } 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)((scene.RegionInfo.RegionLocX - conn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West scene.WestBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX; scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY; } /* else { conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south } */ // Reset Terrain.. since terrain normally loads first. //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); scene.BordersLocked = false; conn.RegionScene.BordersLocked = false; if (conn.ClientEventForwarder != null) conn.ClientEventForwarder.AddSceneToEventForwarding(scene); return true; //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents); }
private bool DoWorkForOneRegionOverPlusXY(RegionConnections conn, RegionConnections regionConnections, Scene scene) { 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); // Inform root region Physics about the extents of this region conn.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(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); // Extend the borders as appropriate 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)((scene.RegionInfo.RegionLocX - conn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West // Trigger auto teleport to root region scene.WestBorders[0].TriggerRegionX = conn.RegionScene.RegionInfo.RegionLocX; scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY; } // 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()); // Unlock borders conn.RegionScene.BordersLocked = false; scene.BordersLocked = false; // Create a client event forwarder and add this region's events to the root region. if (conn.ClientEventForwarder != null) conn.ClientEventForwarder.AddSceneToEventForwarding(scene); return true; }
/// <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) { foreach (RegionData r in rdata) { if (r.Offset.X == offset.X && r.Offset.Y == offset.Y) { if(r.RegionScene.GetScenePresence(uUID) != null) return r.RegionScene.GetScenePresence(uUID).ControllingClient; } } return null; }
private void DoWorkForRootRegion(RegionConnections regionConnections, Scene scene) { RegionData rdata = new RegionData(); rdata.Offset = Vector3.Zero; rdata.RegionId = scene.RegionInfo.RegionID; rdata.RegionScene = scene; // save it's land channel regionConnections.RegionLandChannel = scene.RequestModuleInterface<IParcelManagementModule>(); // Substitue our landchannel RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.RequestModuleInterface<IParcelManagementModule>(), regionConnections.ConnectedRegions); scene.RegisterModuleInterface<IParcelManagementModule>(lnd); // Forward the permissions modules of each of the connected regions to the root region lock (m_regions) { foreach (RegionData r in regionConnections.ConnectedRegions) { ForwardPermissionRequests(regionConnections, r.RegionScene); } } // Create the root region's Client Event Forwarder regionConnections.ClientEventForwarder = new RegionCombinerClientEventForwarder(regionConnections); // Sets up the CoarseLocationUpdate forwarder for this root region scene.EventManager.OnNewPresence += SetCourseLocationDelegate; scene.EventManager.OnNewClient += EventManager_OnNewClient; scene.EventManager.OnClosingClient += OnClosingClient; // Adds this root region to a dictionary of regions that are connectable m_regions.Add(scene.RegionInfo.RegionID, regionConnections); ITerrainChannel terrainHeightmap = scene.RequestModuleInterface<ITerrainChannel>(); landTerrainChannel.AddRegion(rdata, terrainHeightmap); }
private bool DoWorkForOneRegionOverPlusXPlusY(RegionConnections conn, RegionConnections regionConnections, Scene scene) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X)) - ((conn.X))); offset.Y = (((regionConnections.Y)) - ((conn.Y))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = regionConnections.XEnd + conn.XEnd; conn.UpdateExtents(extents); RegionData ConnectedRegion = new RegionData(); ConnectedRegion.Offset = offset; ConnectedRegion.RegionId = scene.RegionInfo.RegionID; 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.SceneGraph.PhysicsScene.Combine(null, Vector3.Zero, extents); scene.SceneGraph.PhysicsScene.Combine(conn.RegionScene.SceneGraph.PhysicsScene, offset, Vector3.Zero); // Reset Terrain.. since terrain normally loads first. //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); ITerrainChannel terrainHeightmap = scene.RequestModuleInterface<ITerrainChannel>(); scene.SceneGraph.PhysicsScene.SetTerrain(terrainHeightmap.GetFloatsSerialised(scene), terrainHeightmap.GetDoubles(scene)); //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); if (conn.ClientEventForwarder != null) conn.ClientEventForwarder.AddSceneToEventForwarding(scene); landTerrainChannel.AddRegion(ConnectedRegion, terrainHeightmap); return true; //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents); }
private bool DoWorkForOneRegionOverPlusXY(RegionConnections conn, RegionConnections regionConnections, Scene scene) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X)) - ((conn.X))); offset.Y = (((regionConnections.Y)) - ((conn.Y))); 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); RegionData ConnectedRegion = new RegionData(); ConnectedRegion.Offset = offset; ConnectedRegion.RegionId = scene.RegionInfo.RegionID; ConnectedRegion.RegionScene = scene; conn.ConnectedRegions.Add(ConnectedRegion); // Inform root region Physics about the extents of this region conn.RegionScene.SceneGraph.PhysicsScene.Combine(null, Vector3.Zero, extents); // Inform Child region that it needs to forward it's terrain to the root region scene.SceneGraph.PhysicsScene.Combine(conn.RegionScene.SceneGraph.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 ITerrainChannel terrainHeightmap = scene.RequestModuleInterface<ITerrainChannel>(); scene.SceneGraph.PhysicsScene.SetTerrain(terrainHeightmap.GetFloatsSerialised(scene), terrainHeightmap.GetDoubles(scene)); // Create a client event forwarder and add this region's events to the root region. if (conn.ClientEventForwarder != null) conn.ClientEventForwarder.AddSceneToEventForwarding(scene); landTerrainChannel.AddRegion(ConnectedRegion, terrainHeightmap); return true; }
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; }
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; scene.BordersLocked = true; rootConn.RegionScene.BordersLocked = true; 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); lock (rootConn.RegionScene.NorthBorders) { if (rootConn.RegionScene.NorthBorders.Count == 1)// && 2) { //compound border // already locked above rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; lock (rootConn.RegionScene.EastBorders) rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (rootConn.RegionScene.WestBorders) rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; } } lock (scene.SouthBorders) { scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX; scene.SouthBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY; } lock (rootConn.RegionScene.EastBorders) { if (rootConn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2) { rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; lock (rootConn.RegionScene.NorthBorders) rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (rootConn.RegionScene.SouthBorders) rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; } } lock (scene.WestBorders) { scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West scene.WestBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX; scene.WestBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY; } /* 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; rootConn.RegionScene.BordersLocked = false; if (rootConn.ClientEventForwarder != null) rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene); return true; //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents); }
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); scene.BordersLocked = true; rootConn.RegionScene.BordersLocked = true; 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); lock (rootConn.RegionScene.NorthBorders) rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; lock (rootConn.RegionScene.EastBorders) rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (rootConn.RegionScene.WestBorders) rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (scene.SouthBorders) { scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX; scene.SouthBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY; } // 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; rootConn.RegionScene.BordersLocked = false; if (rootConn.ClientEventForwarder != null) rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene); return true; }
private void RegionLoadedDoWork(Scene scene) { lock (m_startingScenes) m_startingScenes.Add(scene.RegionInfo.originRegionID, scene); // Give each region a standard set of non-infinite borders 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.XExtend = (int)Constants.RegionSize; regionConnections.YExtend = (int)Constants.RegionSize; if (m_nRegions == 0) { // this is root region regionConnections.XExtend *= m_numberCombinedRegionsX; regionConnections.YExtend *= m_numberCombinedRegionsY; m_rootScene = scene; m_rootConnection = regionConnections; // save it's land channel regionConnections.RegionLandChannel = scene.LandChannel; scene.RootScene = null; scene.RegionInfo.CombinedRegionHandle = 0; Vector3 extents; extents.X = regionConnections.XExtend; extents.Y = regionConnections.YExtend; extents.Z = 0; scene.RegionInfo.RegionSizeX = (uint)extents.X; scene.RegionInfo.RegionSizeY = (uint)extents.Y; // scene.PhysicsScene.Combine(null, Vector3.Zero, extents); lock (scene.SouthBorders) scene.SouthBorders[0].BorderLine.Y = regionConnections.XExtend; lock (scene.WestBorders) scene.WestBorders[0].BorderLine.Y = regionConnections.YExtend; lock (scene.EastBorders) { scene.EastBorders[0].BorderLine.Z = regionConnections.XExtend; scene.EastBorders[0].BorderLine.Y = regionConnections.YExtend; } lock (scene.NorthBorders) { scene.NorthBorders[0].BorderLine.Z = regionConnections.YExtend; scene.NorthBorders[0].BorderLine.Y = regionConnections.XExtend; } // Substitue our landchannel RegionData rdata = new RegionData(); rdata.Offset = Vector3.Zero; rdata.RegionId = scene.RegionInfo.originRegionID; rdata.RegionScene = scene; RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel, regionConnections.ConnectedRegions); scene.LandChannel = lnd; // Forward the permissions modules of each of the connected regions to the root region // Create the root region's Client Event Forwarder regionConnections.ClientEventForwarder = new RegionCombinerClientEventForwarder(regionConnections); // Sets up the CoarseLocationUpdate forwarder for this root region scene.EventManager.OnNewPresence += SetCourseLocationDelegate; // Adds this root region to a dictionary of regions that are connectable m_regions.Add(scene.RegionInfo.originRegionID, regionConnections); } else if (m_rootScene != null) { scene.RootScene = m_rootScene; scene.RegionInfo.CombinedRegionHandle = m_rootScene.RegionInfo.RegionHandle; Vector3 offset = Vector3.Zero; offset.X = ((int)regionConnections.X - (int)m_rootConnection.X) * Constants.RegionSize; offset.Y = ((int)regionConnections.Y - (int)m_rootConnection.Y) * Constants.RegionSize; RegionData ConnectedRegion = new RegionData(); ConnectedRegion.Offset = offset; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; ConnectedRegion.RegionScene = scene; m_rootConnection.ConnectedRegions.Add(ConnectedRegion); scene.Physics_Enabled = false; scene.Scripts_Enabled = false; m_rootScene.PhysicsScene.CombineTerrain(scene.Heightmap.GetFloatsSerialised(),offset); scene.EventManager.OnNewPresence += SetCourseLocationDelegate; // Create a client event forwarder and add this region's events to the root region. if (m_rootConnection.ClientEventForwarder != null) m_rootConnection.ClientEventForwarder.AddSceneToEventForwarding(scene); } m_nRegions++; if (m_nRegions == m_nRegionsToLoad) { // final work lock (m_regions) { foreach (RegionData r in regionConnections.ConnectedRegions) { ForwardPermissionRequests(regionConnections, r.RegionScene); } } } AdjustLargeRegionBounds(); return; }