public void ForwardPermissionRequests(RegionConnections BigRegion, Scene VirtualRegion) { if (BigRegion.PermissionModule == null) BigRegion.PermissionModule = new RegionCombinerPermissionModule(BigRegion.RegionScene); VirtualRegion.Permissions.OnBypassPermissions += BigRegion.PermissionModule.BypassPermissions; VirtualRegion.Permissions.OnSetBypassPermissions += BigRegion.PermissionModule.SetBypassPermissions; VirtualRegion.Permissions.OnPropagatePermissions += BigRegion.PermissionModule.PropagatePermissions; VirtualRegion.Permissions.OnGenerateClientFlags += BigRegion.PermissionModule.GenerateClientFlags; VirtualRegion.Permissions.OnAbandonParcel += BigRegion.PermissionModule.CanAbandonParcel; VirtualRegion.Permissions.OnReclaimParcel += BigRegion.PermissionModule.CanReclaimParcel; VirtualRegion.Permissions.OnDeedParcel += BigRegion.PermissionModule.CanDeedParcel; VirtualRegion.Permissions.OnDeedObject += BigRegion.PermissionModule.CanDeedObject; VirtualRegion.Permissions.OnIsGod += BigRegion.PermissionModule.IsGod; VirtualRegion.Permissions.OnDuplicateObject += BigRegion.PermissionModule.CanDuplicateObject; VirtualRegion.Permissions.OnDeleteObject += BigRegion.PermissionModule.CanDeleteObject; //MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnEditObject += BigRegion.PermissionModule.CanEditObject; //MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnEditParcel += BigRegion.PermissionModule.CanEditParcel; //MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnInstantMessage += BigRegion.PermissionModule.CanInstantMessage; VirtualRegion.Permissions.OnInventoryTransfer += BigRegion.PermissionModule.CanInventoryTransfer; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnIssueEstateCommand += BigRegion.PermissionModule.CanIssueEstateCommand; //FULLY IMPLEMENTED VirtualRegion.Permissions.OnMoveObject += BigRegion.PermissionModule.CanMoveObject; //MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnObjectEntry += BigRegion.PermissionModule.CanObjectEntry; VirtualRegion.Permissions.OnReturnObject += BigRegion.PermissionModule.CanReturnObject; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnRezObject += BigRegion.PermissionModule.CanRezObject; //MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnRunConsoleCommand += BigRegion.PermissionModule.CanRunConsoleCommand; VirtualRegion.Permissions.OnRunScript += BigRegion.PermissionModule.CanRunScript; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnCompileScript += BigRegion.PermissionModule.CanCompileScript; VirtualRegion.Permissions.OnSellParcel += BigRegion.PermissionModule.CanSellParcel; VirtualRegion.Permissions.OnTakeObject += BigRegion.PermissionModule.CanTakeObject; VirtualRegion.Permissions.OnTakeCopyObject += BigRegion.PermissionModule.CanTakeCopyObject; VirtualRegion.Permissions.OnTerraformLand += BigRegion.PermissionModule.CanTerraformLand; VirtualRegion.Permissions.OnLinkObject += BigRegion.PermissionModule.CanLinkObject; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnDelinkObject += BigRegion.PermissionModule.CanDelinkObject; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnBuyLand += BigRegion.PermissionModule.CanBuyLand; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnViewNotecard += BigRegion.PermissionModule.CanViewNotecard; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnViewScript += BigRegion.PermissionModule.CanViewScript; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnEditNotecard += BigRegion.PermissionModule.CanEditNotecard; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnEditScript += BigRegion.PermissionModule.CanEditScript; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnCreateObjectInventory += BigRegion.PermissionModule.CanCreateObjectInventory; //NOT IMPLEMENTED HERE VirtualRegion.Permissions.OnEditObjectInventory += BigRegion.PermissionModule.CanEditObjectInventory;//MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnCopyObjectInventory += BigRegion.PermissionModule.CanCopyObjectInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnDeleteObjectInventory += BigRegion.PermissionModule.CanDeleteObjectInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnResetScript += BigRegion.PermissionModule.CanResetScript; VirtualRegion.Permissions.OnCreateUserInventory += BigRegion.PermissionModule.CanCreateUserInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnCopyUserInventory += BigRegion.PermissionModule.CanCopyUserInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnEditUserInventory += BigRegion.PermissionModule.CanEditUserInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnDeleteUserInventory += BigRegion.PermissionModule.CanDeleteUserInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnTeleport += BigRegion.PermissionModule.CanTeleport; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnUseObjectReturn += BigRegion.PermissionModule.CanUseObjectReturn; //NOT YET IMPLEMENTED }
private void RegionLoadedDoWork(Scene scene) { /* // For testing on a single instance if (scene.RegionInfo.RegionLocX == 1004 && scene.RegionInfo.RegionLocY == 1000) return; // */ 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.XEnd = (int)Constants.RegionSize; regionConnections.YEnd = (int)Constants.RegionSize; lock (m_regions) { bool connectedYN = false; foreach (RegionConnections conn in m_regions.Values) { #region commented /* // If we're one region over +x +y //xxy //xxx //xxx if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd == (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd == (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int) Constants.RegionSize)) - ((conn.X * (int) Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int) Constants.RegionSize)) - ((conn.Y * (int) Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = conn.XEnd + conn.XEnd; m_log.DebugFormat("Scene: {0} to the northwest of Scene{1}. Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); connectedYN = true; break; } */ /* //If we're one region over x +y //xxx //xxx //xyx if ((((int)conn.X * (int)Constants.RegionSize) == (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd == (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = conn.XEnd; m_log.DebugFormat("Scene: {0} to the north of Scene{1}. Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); connectedYN = true; break; } */ /* // If we're one region over -x +y //xxx //xxx //yxx if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd == (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd == (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = conn.XEnd + conn.XEnd; m_log.DebugFormat("Scene: {0} to the northeast of Scene. Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); connectedYN = true; break; } */ /* // If we're one region over -x y //xxx //yxx //xxx if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd == (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) == (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd; extents.X = conn.XEnd + conn.XEnd; m_log.DebugFormat("Scene: {0} to the east of Scene{1} Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); connectedYN = true; break; } */ /* // If we're one region over -x -y //yxx //xxx //xxx if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd == (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd == (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = conn.XEnd + conn.XEnd; m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); connectedYN = true; break; } */ #endregion // If we're one region over +x y //xxx //xxy //xxx if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd >= (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) >= (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = conn.YEnd; extents.X = conn.XEnd + regionConnections.XEnd; conn.UpdateExtents(extents); m_log.DebugFormat("Scene: {0} to the west of Scene{1} Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.BordersLocked = true; conn.RegionScene.BordersLocked = true; RegionData ConnectedRegion = new RegionData(); ConnectedRegion.Offset = offset; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; ConnectedRegion.RegionScene = scene; conn.ConnectedRegions.Add(ConnectedRegion); // 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); connectedYN = true; break; } // If we're one region over x +y //xyx //xxx //xxx if ((((int)conn.X * (int)Constants.RegionSize) >= (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd >= (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = conn.XEnd; conn.UpdateExtents(extents); scene.BordersLocked = true; conn.RegionScene.BordersLocked = true; RegionData ConnectedRegion = new RegionData(); ConnectedRegion.Offset = offset; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; ConnectedRegion.RegionScene = scene; conn.ConnectedRegions.Add(ConnectedRegion); m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); lock (conn.RegionScene.NorthBorders) conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; lock (conn.RegionScene.EastBorders) conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (conn.RegionScene.WestBorders) conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (scene.SouthBorders) { scene.SouthBorders[0].BorderLine.Z = (int)((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; } // Reset Terrain.. since terrain normally loads first. //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); scene.BordersLocked = false; conn.RegionScene.BordersLocked = false; if (conn.ClientEventForwarder != null) conn.ClientEventForwarder.AddSceneToEventForwarding(scene); connectedYN = true; break; } // If we're one region over +x +y //xxy //xxx //xxx if ((((int)conn.X * (int)Constants.RegionSize) + conn.YEnd >= (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd >= (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = regionConnections.XEnd + conn.XEnd; conn.UpdateExtents(extents); scene.BordersLocked = true; conn.RegionScene.BordersLocked = true; RegionData ConnectedRegion = new RegionData(); ConnectedRegion.Offset = offset; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; ConnectedRegion.RegionScene = scene; conn.ConnectedRegions.Add(ConnectedRegion); m_log.DebugFormat("Scene: {0} to the NorthEast of Scene{1} Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); lock (conn.RegionScene.NorthBorders) { if (conn.RegionScene.NorthBorders.Count == 1)// && 2) { //compound border // already locked above conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; lock (conn.RegionScene.EastBorders) conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (conn.RegionScene.WestBorders) conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; } } lock (scene.SouthBorders) { scene.SouthBorders[0].BorderLine.Z = (int)((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); connectedYN = true; //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents); break; } } // If !connectYN means that this region is a root region if (!connectedYN) { 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); } } // Set up infinite borders around the entire AABB of the combined ConnectedRegions AdjustLargeRegionBounds(); }
public void RegionLoaded(Scene scene) { if (!enabledYN) return; lock (m_startingScenes) m_startingScenes.Add(scene.RegionInfo.originRegionID, scene); Border northBorder = new Border(); northBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<--- northBorder.CrossDirection = Cardinals.N; scene.NorthBorders[0] = northBorder; Border southBorder = new Border(); southBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //---> southBorder.CrossDirection = Cardinals.S; scene.SouthBorders[0] = southBorder; Border eastBorder = new Border(); eastBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<--- eastBorder.CrossDirection = Cardinals.E; scene.EastBorders[0] = eastBorder; Border westBorder = new Border(); westBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //---> westBorder.CrossDirection = Cardinals.W; scene.WestBorders[0] = westBorder; RegionConnections regionConnections = new RegionConnections(); regionConnections.ConnectedRegions = new List<RegionData>(); regionConnections.RegionScene = scene; regionConnections.RegionLandChannel = scene.LandChannel; regionConnections.RegionId = scene.RegionInfo.originRegionID; regionConnections.X = scene.RegionInfo.RegionLocX; regionConnections.Y = scene.RegionInfo.RegionLocY; regionConnections.XEnd = (int)Constants.RegionSize; regionConnections.YEnd = (int)Constants.RegionSize; lock (m_regions) { bool connectedYN = false; foreach (RegionConnections conn in m_regions.Values) { #region commented /* // If we're one region over +x +y //xxy //xxx //xxx if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd == (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd == (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int) Constants.RegionSize)) - ((conn.X * (int) Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int) Constants.RegionSize)) - ((conn.Y * (int) Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = conn.XEnd + conn.XEnd; m_log.DebugFormat("Scene: {0} to the northwest of Scene{1}. Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); connectedYN = true; break; } */ /* //If we're one region over x +y //xxx //xxx //xyx if ((((int)conn.X * (int)Constants.RegionSize) == (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd == (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = conn.XEnd; m_log.DebugFormat("Scene: {0} to the north of Scene{1}. Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); connectedYN = true; break; } */ /* // If we're one region over -x +y //xxx //xxx //yxx if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd == (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd == (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = conn.XEnd + conn.XEnd; m_log.DebugFormat("Scene: {0} to the northeast of Scene. Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); connectedYN = true; break; } */ /* // If we're one region over -x y //xxx //yxx //xxx if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd == (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) == (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd; extents.X = conn.XEnd + conn.XEnd; m_log.DebugFormat("Scene: {0} to the east of Scene{1} Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); connectedYN = true; break; } */ /* // If we're one region over -x -y //yxx //xxx //xxx if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd == (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd == (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = conn.XEnd + conn.XEnd; m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); connectedYN = true; break; } */ #endregion // If we're one region over +x y //xxx //xxy //xxx if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd >= (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) >= (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = conn.YEnd; extents.X = conn.XEnd + regionConnections.XEnd; conn.UpdateExtents(extents); m_log.DebugFormat("Scene: {0} to the west of Scene{1} Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.BordersLocked = true; conn.RegionScene.BordersLocked = true; RegionData ConnectedRegion = new RegionData(); ConnectedRegion.Offset = offset; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; ConnectedRegion.RegionScene = scene; conn.ConnectedRegions.Add(ConnectedRegion); conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); lock (conn.RegionScene.EastBorders) conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; lock (conn.RegionScene.NorthBorders) conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (conn.RegionScene.SouthBorders) conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (scene.WestBorders) scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West // Reset Terrain.. since terrain normally loads first. // scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); conn.RegionScene.BordersLocked = false; scene.BordersLocked = false; if (conn.ClientEventForwarder != null) conn.ClientEventForwarder.AddSceneToEventForwarding(scene); connectedYN = true; break; } // If we're one region over x +y //xyx //xxx //xxx if ((((int)conn.X * (int)Constants.RegionSize) >= (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd >= (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = conn.XEnd; conn.UpdateExtents(extents); scene.BordersLocked = true; conn.RegionScene.BordersLocked = true; RegionData ConnectedRegion = new RegionData(); ConnectedRegion.Offset = offset; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; ConnectedRegion.RegionScene = scene; conn.ConnectedRegions.Add(ConnectedRegion); m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); lock (conn.RegionScene.NorthBorders) conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; lock (conn.RegionScene.EastBorders) conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (conn.RegionScene.WestBorders) conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (scene.SouthBorders) scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south // Reset Terrain.. since terrain normally loads first. //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); scene.BordersLocked = false; conn.RegionScene.BordersLocked = false; if (conn.ClientEventForwarder != null) conn.ClientEventForwarder.AddSceneToEventForwarding(scene); connectedYN = true; break; } // If we're one region over +x +y //xxy //xxx //xxx if ((((int)conn.X * (int)Constants.RegionSize) + conn.YEnd >= (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd >= (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = regionConnections.XEnd + conn.XEnd; conn.UpdateExtents(extents); scene.BordersLocked = true; conn.RegionScene.BordersLocked = true; RegionData ConnectedRegion = new RegionData(); ConnectedRegion.Offset = offset; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; ConnectedRegion.RegionScene = scene; conn.ConnectedRegions.Add(ConnectedRegion); m_log.DebugFormat("Scene: {0} to the NorthEast of Scene{1} Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero); lock (conn.RegionScene.NorthBorders) if (conn.RegionScene.NorthBorders.Count == 1)// && 2) { //compound border // already locked above conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; lock (conn.RegionScene.EastBorders) conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (conn.RegionScene.WestBorders) conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; } lock (scene.SouthBorders) scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south lock (conn.RegionScene.EastBorders) if (conn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2) { conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; lock (conn.RegionScene.NorthBorders) conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (conn.RegionScene.SouthBorders) conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; } lock (scene.WestBorders) scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West /* else { conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south } */ // Reset Terrain.. since terrain normally loads first. //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); scene.BordersLocked = false; conn.RegionScene.BordersLocked = false; if (conn.ClientEventForwarder != null) conn.ClientEventForwarder.AddSceneToEventForwarding(scene); connectedYN = true; //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents); break; } } if (!connectedYN) { RegionData rdata = new RegionData(); rdata.Offset = Vector3.Zero; rdata.RegionId = scene.RegionInfo.originRegionID; rdata.RegionScene = scene; regionConnections.RegionLandChannel = scene.LandChannel; RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel, regionConnections.ConnectedRegions); scene.LandChannel = lnd; lock (m_regions) { foreach (RegionData r in regionConnections.ConnectedRegions) { ForwardPermissionRequests(regionConnections, r.RegionScene); } } regionConnections.ClientEventForwarder = new RegionCombinerClientEventForwarder(regionConnections); scene.EventManager.OnNewPresence += SetCourseLocationDelegate; m_regions.Add(scene.RegionInfo.originRegionID, regionConnections); } } AdjustLargeRegionBounds(); }
private void DistributeCourseLocationUpdates(List<Vector3> locations, List<UUID> uuids, RegionConnections connectiondata, ScenePresence rootPresence) { RegionData[] rdata = connectiondata.ConnectedRegions.ToArray(); //List<IClientAPI> clients = new List<IClientAPI>(); Dictionary<Vector2, RegionCourseLocationStruct> updates = new Dictionary<Vector2, RegionCourseLocationStruct>(); // Root Region entry RegionCourseLocationStruct rootupdatedata = new RegionCourseLocationStruct(); 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); RegionCourseLocationStruct updatedata = new RegionCourseLocationStruct(); 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 RegionCourseLocationStruct updatedata = new RegionCourseLocationStruct(); 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); } } }
public RegionCombinerClientEventForwarder(RegionConnections rootScene) { m_rootScene = rootScene.RegionScene; }