/* * 20140215 radams1: The border stuff was removed and the addition of regions to the mega-regions * was generalized. These functions are not needed for the generalized solution but left for reference. * private bool DoWorkForOneRegionOverXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene) * { * Vector3 offset = Vector3.Zero; * offset.X = newConn.PosX - rootConn.PosX; * offset.Y = newConn.PosY - rootConn.PosY; * * Vector3 extents = Vector3.Zero; * extents.Y = newConn.YEnd + rootConn.YEnd; * extents.X = rootConn.XEnd; * rootConn.UpdateExtents(extents); * * RegionData ConnectedRegion = new RegionData(); * ConnectedRegion.Offset = offset; * ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; * ConnectedRegion.RegionScene = scene; * rootConn.ConnectedRegions.Add(ConnectedRegion); * * m_log.DebugFormat( * "[REGION COMBINER MODULE]: Root region {0} is to the south of region {1}, Offset: {2}, Extents: {3}", * rootConn.RegionScene.RegionInfo.RegionName, * newConn.RegionScene.RegionInfo.RegionName, offset, extents); * * rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); * scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero); * * // Reset Terrain.. since terrain normally loads first. * //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); * scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); * //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); * * if (rootConn.ClientEventForwarder != null) * rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene); * * return true; * } * * private bool DoWorkForOneRegionOverPlusXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene) * { * Vector3 offset = Vector3.Zero; * offset.X = newConn.PosX - rootConn.PosX; * offset.Y = newConn.PosY - rootConn.PosY; * * Vector3 extents = Vector3.Zero; * * // We do not want to inflate the extents for regions strictly to the NE of the root region, since this * // would double count regions strictly to the north and east that have already been added. * // extents.Y = regionConnections.YEnd + conn.YEnd; * // extents.X = regionConnections.XEnd + conn.XEnd; * // conn.UpdateExtents(extents); * * extents.Y = rootConn.YEnd; * extents.X = rootConn.XEnd; * * RegionData ConnectedRegion = new RegionData(); * ConnectedRegion.Offset = offset; * ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; * ConnectedRegion.RegionScene = scene; * * rootConn.ConnectedRegions.Add(ConnectedRegion); * * m_log.DebugFormat( * "[REGION COMBINER MODULE]: Region {0} is to the southwest of Scene {1}, Offset: {2}, Extents: {3}", * rootConn.RegionScene.RegionInfo.RegionName, * newConn.RegionScene.RegionInfo.RegionName, offset, extents); * * rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); * scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero); * * // Reset Terrain.. since terrain normally loads first. * //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); * scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); * //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); * * if (rootConn.ClientEventForwarder != null) * rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene); * * return true; * * //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents); * } */ private void DoWorkForRootRegion(RegionConnections rootConn, Scene scene) { m_log.DebugFormat("[REGION COMBINER MODULE]: Adding root region {0}", scene.RegionInfo.RegionName); RegionData rdata = new RegionData(); rdata.Offset = Vector3.Zero; rdata.RegionId = scene.RegionInfo.originRegionID; rdata.RegionScene = scene; // save it's land channel rootConn.RegionLandChannel = scene.LandChannel; // Substitue our landchannel RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel, rootConn.ConnectedRegions); scene.LandChannel = lnd; // Forward the permissions modules of each of the connected regions to the root region lock (m_regions) { foreach (RegionData r in rootConn.ConnectedRegions) { ForwardPermissionRequests(rootConn, r.RegionScene); } // Create the root region's Client Event Forwarder rootConn.ClientEventForwarder = new RegionCombinerClientEventForwarder(rootConn); // Sets up the CoarseLocationUpdate forwarder for this root region scene.EventManager.OnNewPresence += SetCoarseLocationDelegate; // Adds this root region to a dictionary of regions that are connectable m_regions.Add(scene.RegionInfo.originRegionID, rootConn); } }
private void 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 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 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; }