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Add the missing bits for the new region-search:
- Added lookup in the data-layer - MySQL works - SQLite doesn't have a grid-db, so it won't work there - I added MSSQL-code to the best of my knowledge; but I don't know MSSQL :-) - Added the plumbing up to OGS1GridServices. This speaks with the grid-server via XMLRPC. - Modified MapSearchModule to use the new data. It's backward compatible; if used with an old grid-server, it just returns one found region instead of a list. - Refactored a bit. Note: This updates data, grid-server and region code. No new files.
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@@ -78,35 +78,44 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
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private void OnMapNameRequest(IClientAPI remoteClient, string mapName)
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{
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m_log.DebugFormat("[MAPSEARCH]: looking for region {0}", mapName);
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// TODO currently, this only returns one region per name. LL servers will return all starting with the provided name.
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RegionInfo info = m_scene.SceneGridService.RequestClosestRegion(mapName);
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// fetch the mapblock of the named sim. We need this anyway (we have the map open, and just jumped to the sim),
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// so there shouldn't be any penalty for that.
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if (info == null)
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{
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m_log.Warn("[MAPSEARCHMODULE]: Got Null Region Question!");
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return;
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if (mapName.Length < 3)
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{
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remoteClient.SendAlertMessage("Use a search string with at least 3 characters");
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return;
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}
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// try to fetch from GridServer
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List<RegionInfo> regionInfos = m_scene.SceneGridService.RequestNamedRegions(mapName, 20);
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if (regionInfos == null)
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{
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m_log.Warn("[MAPSEARCHMODULE]: RequestNamedRegions returned null. Old gridserver?");
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// service wasn't available; maybe still an old GridServer. Try the old API, though it will return only one region
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regionInfos = new List<RegionInfo>();
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RegionInfo info = m_scene.SceneGridService.RequestClosestRegion(mapName);
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if (info != null) regionInfos.Add(info);
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}
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List<MapBlockData> mapBlocks = m_scene.SceneGridService.RequestNeighbourMapBlocks((int)info.RegionLocX,
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(int)info.RegionLocY,
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(int)info.RegionLocX,
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(int)info.RegionLocY);
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List<MapBlockData> blocks = new List<MapBlockData>();
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MapBlockData data = new MapBlockData();
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data.Agents = 3; // TODO set to number of agents in region
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data.Access = 21; // TODO what's this?
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data.MapImageId = mapBlocks.Count == 0 ? UUID.Zero : mapBlocks[0].MapImageId;
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data.Name = info.RegionName;
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data.RegionFlags = 0; // TODO fix this
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data.WaterHeight = 0; // not used
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data.X = (ushort)info.RegionLocX;
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data.Y = (ushort)info.RegionLocY;
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blocks.Add(data);
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MapBlockData data;
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if (regionInfos.Count > 0)
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{
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foreach (RegionInfo info in regionInfos)
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{
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data = new MapBlockData();
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data.Agents = 0;
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data.Access = 21; // TODO what's this?
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data.MapImageId = info.RegionSettings.TerrainImageID;
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data.Name = info.RegionName;
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data.RegionFlags = 0; // TODO not used?
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data.WaterHeight = 0; // not used
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data.X = (ushort)info.RegionLocX;
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data.Y = (ushort)info.RegionLocY;
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blocks.Add(data);
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}
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}
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// final block, closing the search result
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data = new MapBlockData();
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data.Agents = 0;
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data.Access = 255;
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