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This is the second part of the 'not crash on regionsize changes'. This lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
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@@ -317,8 +317,8 @@ namespace OpenSim.Region.CoreModules.World.Land
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public void SendLandUpdate(ScenePresence avatar, bool force)
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{
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ILandObject over = GetLandObject((int)Math.Min(255, Math.Max(0, Math.Round(avatar.AbsolutePosition.X))),
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(int)Math.Min(255, Math.Max(0, Math.Round(avatar.AbsolutePosition.Y))));
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ILandObject over = GetLandObject((int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.X))),
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(int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.Y))));
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if (over != null)
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{
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@@ -849,10 +849,12 @@ namespace OpenSim.Region.CoreModules.World.Land
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byte[] byteArray = new byte[LAND_BLOCKS_PER_PACKET];
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int byteArrayCount = 0;
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int sequenceID = 0;
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int blockmeters = 4 * (int) Constants.RegionSize/(int)Constants.TerrainPatchSize;
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for (int y = 0; y < 64; y++)
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for (int y = 0; y < blockmeters; y++)
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{
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for (int x = 0; x < 64; x++)
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for (int x = 0; x < blockmeters; x++)
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{
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byte tempByte = 0; //This represents the byte for the current 4x4
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@@ -305,8 +305,8 @@ namespace OpenSim.Region.CoreModules.World.Land
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try
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{
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over =
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m_scene.LandChannel.GetLandObject(Util.Clamp<int>((int)Math.Round(avatars[i].AbsolutePosition.X), 0, 255),
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Util.Clamp<int>((int)Math.Round(avatars[i].AbsolutePosition.Y), 0, 255));
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m_scene.LandChannel.GetLandObject(Util.Clamp<int>((int)Math.Round(avatars[i].AbsolutePosition.X), 0, ((int)Constants.RegionSize - 1)),
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Util.Clamp<int>((int)Math.Round(avatars[i].AbsolutePosition.Y), 0, ((int)Constants.RegionSize - 1)));
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}
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catch (Exception)
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{
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@@ -455,21 +455,21 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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}
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int tx = min_x * 4;
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if (tx > 255)
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tx = 255;
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if (tx > ((int)Constants.RegionSize - 1))
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tx = ((int)Constants.RegionSize - 1);
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int ty = min_y * 4;
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if (ty > 255)
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ty = 255;
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if (ty > ((int)Constants.RegionSize - 1))
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ty = ((int)Constants.RegionSize - 1);
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landData.AABBMin =
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new Vector3((float) (min_x * 4), (float) (min_y * 4),
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(float) m_scene.Heightmap[tx, ty]);
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tx = max_x * 4;
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if (tx > 255)
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tx = 255;
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if (tx > ((int)Constants.RegionSize - 1))
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tx = ((int)Constants.RegionSize - 1);
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ty = max_y * 4;
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if (ty > 255)
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ty = 255;
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if (ty > ((int)Constants.RegionSize - 1))
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ty = ((int)Constants.RegionSize - 1);
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landData.AABBMax =
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new Vector3((float) (max_x * 4), (float) (max_y * 4),
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(float) m_scene.Heightmap[tx, ty]);
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@@ -1355,10 +1355,10 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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float X = position.X;
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float Y = position.Y;
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if (X > 255)
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X = 255;
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if (Y > 255)
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Y = 255;
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if (X > ((int)Constants.RegionSize - 1))
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X = ((int)Constants.RegionSize - 1);
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if (Y > ((int)Constants.RegionSize - 1))
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Y = ((int)Constants.RegionSize - 1);
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if (X < 0)
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X = 0;
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if (Y < 0)
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@@ -331,9 +331,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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int mapdrawendY = (int)(pos.Y + scale.Y);
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// If object is beyond the edge of the map, don't draw it to avoid errors
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if (mapdrawstartX < 0 || mapdrawstartX > 255 || mapdrawendX < 0 || mapdrawendX > 255
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|| mapdrawstartY < 0 || mapdrawstartY > 255 || mapdrawendY < 0
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|| mapdrawendY > 255)
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if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
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|| mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
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|| mapdrawendY > ((int)Constants.RegionSize - 1))
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continue;
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#region obb face reconstruction part duex
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@@ -537,7 +537,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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// float z = -point3d.z - topos.z;
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returnpt.X = (int)point3d.X;//(int)((topos.x - point3d.x) / z * d);
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returnpt.Y = (int)(255 - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
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returnpt.Y = (int)(((int)Constants.RegionSize - 1) - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
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return returnpt;
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}
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@@ -107,7 +107,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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// .
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//
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// Shade the terrain for shadows
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if (x < 255 && yr < 255)
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if (x < ((int)Constants.RegionSize - 1) && yr < ((int)Constants.RegionSize - 1))
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{
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float hfvalue = (float)hm[x, y];
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float hfvaluecompare = 0f;
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@@ -266,7 +266,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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// the heigthfield might have some jumps in values. Rendered land is smooth, though,
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// as a slope is rendered at that place. So average 4 neighbour values to emulate that.
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private float getHeight(double[,] hm, int x, int y) {
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if (x < 255 && y < 255)
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if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1))
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return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112);
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else
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return (float)hm[x, y];
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