Rewrite of mega-region code to use new form of border checking.

This commit eliminates all of the 'border' class and list code and replaces
it with testing if in the current region.
Impacts: can make a mega-region out of varregions of the same size; and
mega-region combinations must be rectangular (not square but rectangular)
This commit is contained in:
Robert Adams
2014-02-15 16:01:43 -08:00
parent bdbbeaa494
commit 877bdcdce1
7 changed files with 114 additions and 626 deletions

View File

@@ -55,5 +55,10 @@ namespace OpenSim.Region.Framework.Interfaces
/// Currently, will throw an exception if this does not match a root region.
/// </param>
Vector2 GetSizeOfMegaregion(UUID regionId);
/// <summary>
/// Tests to see of position (relative to the region) is within the megaregion
/// </summary>
bool PositionIsInMegaregion(UUID currentRegion, int xx, int yy);
}
}

View File

@@ -160,11 +160,6 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public SimStatsReporter StatsReporter { get; private set; }
public List<Border> NorthBorders = new List<Border>();
public List<Border> EastBorders = new List<Border>();
public List<Border> SouthBorders = new List<Border>();
public List<Border> WestBorders = new List<Border>();
/// <summary>
/// Controls whether physics can be applied to prims. Even if false, prims still have entries in a
/// PhysicsScene in order to perform collision detection
@@ -349,7 +344,6 @@ namespace OpenSim.Region.Framework.Scenes
// TODO: Possibly stop other classes being able to manipulate this directly.
private SceneGraph m_sceneGraph;
private volatile int m_bordersLocked;
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
private volatile bool m_backingup;
private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
@@ -426,18 +420,6 @@ namespace OpenSim.Region.Framework.Scenes
set { m_splitRegionID = value; }
}
public bool BordersLocked
{
get { return m_bordersLocked == 1; }
set
{
if (value == true)
m_bordersLocked = 1;
else
m_bordersLocked = 0;
}
}
public new float TimeDilation
{
get { return m_sceneGraph.PhysicsScene.TimeDilation; }
@@ -1031,28 +1013,6 @@ namespace OpenSim.Region.Framework.Scenes
PeriodicBackup = true;
UseBackup = true;
BordersLocked = true;
Border northBorder = new Border();
northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (float)RegionInfo.RegionSizeY); //<---
northBorder.CrossDirection = Cardinals.N;
NorthBorders.Add(northBorder);
Border southBorder = new Border();
southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,0); //--->
southBorder.CrossDirection = Cardinals.S;
SouthBorders.Add(southBorder);
Border eastBorder = new Border();
eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (float)RegionInfo.RegionSizeY); //<---
eastBorder.CrossDirection = Cardinals.E;
EastBorders.Add(eastBorder);
Border westBorder = new Border();
westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,0); //--->
westBorder.CrossDirection = Cardinals.W;
WestBorders.Add(westBorder);
BordersLocked = false;
m_eventManager = new EventManager();
m_permissions = new ScenePermissions(this);
@@ -2445,201 +2405,34 @@ namespace OpenSim.Region.Framework.Scenes
}
// Simple test to see if a position is in the current region.
// Resuming the position is relative to the region so anything outside its bounds.
// This test is mostly used to see if a region crossing is necessary.
// Assuming the position is relative to the region so anything outside its bounds.
// Return 'true' if position inside region.
public bool PositionIsInCurrentRegion(Vector3 pos)
{
bool ret = true;
bool ret = false;
int xx = (int)Math.Floor(pos.X);
int yy = (int)Math.Floor(pos.Y);
if (xx < 0
|| xx >= RegionInfo.RegionSizeX
|| yy < 0
|| yy >= RegionInfo.RegionSizeY)
ret = false;
if (xx < 0 || yy < 0)
return false;
IRegionCombinerModule regionCombinerModule = RequestModuleInterface<IRegionCombinerModule>();
if (regionCombinerModule == null)
{
// Regular region. Just check for region size
if (xx < RegionInfo.RegionSizeX || yy < RegionInfo.RegionSizeY )
ret = true;
}
else
{
// We're in a mega-region so see if we are still in that larger region
ret = regionCombinerModule.PositionIsInMegaregion(this.RegionInfo.RegionID, xx, yy);
}
return ret;
}
public Border GetCrossedBorder(Vector3 position, Cardinals gridline)
{
if (BordersLocked)
{
switch (gridline)
{
case Cardinals.N:
lock (NorthBorders)
{
foreach (Border b in NorthBorders)
{
if (b.TestCross(position))
return b;
}
}
break;
case Cardinals.S:
lock (SouthBorders)
{
foreach (Border b in SouthBorders)
{
if (b.TestCross(position))
return b;
}
}
break;
case Cardinals.E:
lock (EastBorders)
{
foreach (Border b in EastBorders)
{
if (b.TestCross(position))
return b;
}
}
break;
case Cardinals.W:
lock (WestBorders)
{
foreach (Border b in WestBorders)
{
if (b.TestCross(position))
return b;
}
}
break;
}
}
else
{
switch (gridline)
{
case Cardinals.N:
foreach (Border b in NorthBorders)
{
if (b.TestCross(position))
return b;
}
break;
case Cardinals.S:
foreach (Border b in SouthBorders)
{
if (b.TestCross(position))
return b;
}
break;
case Cardinals.E:
foreach (Border b in EastBorders)
{
if (b.TestCross(position))
return b;
}
break;
case Cardinals.W:
foreach (Border b in WestBorders)
{
if (b.TestCross(position))
return b;
}
break;
}
}
return null;
}
public bool TestBorderCross(Vector3 position, Cardinals border)
{
if (BordersLocked)
{
switch (border)
{
case Cardinals.N:
lock (NorthBorders)
{
foreach (Border b in NorthBorders)
{
if (b.TestCross(position))
return true;
}
}
break;
case Cardinals.E:
lock (EastBorders)
{
foreach (Border b in EastBorders)
{
if (b.TestCross(position))
return true;
}
}
break;
case Cardinals.S:
lock (SouthBorders)
{
foreach (Border b in SouthBorders)
{
if (b.TestCross(position))
return true;
}
}
break;
case Cardinals.W:
lock (WestBorders)
{
foreach (Border b in WestBorders)
{
if (b.TestCross(position))
return true;
}
}
break;
}
}
else
{
switch (border)
{
case Cardinals.N:
foreach (Border b in NorthBorders)
{
if (b.TestCross(position))
return true;
}
break;
case Cardinals.E:
foreach (Border b in EastBorders)
{
if (b.TestCross(position))
return true;
}
break;
case Cardinals.S:
foreach (Border b in SouthBorders)
{
if (b.TestCross(position))
return true;
}
break;
case Cardinals.W:
foreach (Border b in WestBorders)
{
if (b.TestCross(position))
return true;
}
break;
}
}
return false;
}
/// <summary>
/// Called when objects or attachments cross the border, or teleport, between regions.
/// </summary>
@@ -3874,61 +3667,11 @@ namespace OpenSim.Region.Framework.Scenes
{
// CleanDroppedAttachments();
if (TestBorderCross(acd.startpos, Cardinals.E))
{
Border crossedBorder = GetCrossedBorder(acd.startpos, Cardinals.E);
acd.startpos.X = crossedBorder.BorderLine.Z - 1;
m_log.DebugFormat("{0} NewUserConnection Adjusted border E. startpos={1}", LogHeader, acd.startpos);
}
if (TestBorderCross(acd.startpos, Cardinals.N))
{
Border crossedBorder = GetCrossedBorder(acd.startpos, Cardinals.N);
acd.startpos.Y = crossedBorder.BorderLine.Z - 1;
}
//Mitigate http://opensimulator.org/mantis/view.php?id=3522
// Check if start position is outside of region
// If it is, check the Z start position also.. if not, leave it alone.
if (BordersLocked)
{
lock (EastBorders)
{
if (acd.startpos.X > EastBorders[0].BorderLine.Z)
{
m_log.Warn("FIX AGENT POSITION");
acd.startpos.X = EastBorders[0].BorderLine.Z * 0.5f;
if (acd.startpos.Z > 720)
acd.startpos.Z = 720;
}
}
lock (NorthBorders)
{
if (acd.startpos.Y > NorthBorders[0].BorderLine.Z)
{
m_log.Warn("FIX Agent POSITION");
acd.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f;
if (acd.startpos.Z > 720)
acd.startpos.Z = 720;
}
}
} else
{
if (acd.startpos.X > EastBorders[0].BorderLine.Z)
{
m_log.Warn("FIX AGENT POSITION");
acd.startpos.X = EastBorders[0].BorderLine.Z * 0.5f;
if (acd.startpos.Z > 720)
acd.startpos.Z = 720;
}
if (acd.startpos.Y > NorthBorders[0].BorderLine.Z)
{
m_log.Warn("FIX Agent POSITION");
acd.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f;
if (acd.startpos.Z > 720)
acd.startpos.Z = 720;
}
}
// Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking)
if (acd.startpos.X < 0) acd.startpos.X = 1f;
if (acd.startpos.X >= RegionInfo.RegionSizeX) acd.startpos.X = RegionInfo.RegionSizeX - 1f;
if (acd.startpos.Y < 0) acd.startpos.Y = 1f;
if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
// m_log.DebugFormat(
// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",

View File

@@ -429,7 +429,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
public bool IsAttachmentCheckFull()
{
return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
return (IsAttachment || (m_rootPart.Shape.PCode == (byte)PCodeEnum.Primitive && m_rootPart.Shape.State != 0));
}
private struct avtocrossInfo
@@ -451,19 +451,10 @@ namespace OpenSim.Region.Framework.Scenes
if (Scene != null)
{
if (
// (Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E)
// || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
// || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N)
// || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
// Experimental change for better border crossings.
// The commented out original lines above would, it seems, trigger
// a border crossing a little early or late depending on which
// direction the object was moving.
(Scene.TestBorderCross(val, Cardinals.E)
|| Scene.TestBorderCross(val, Cardinals.W)
|| Scene.TestBorderCross(val, Cardinals.N)
|| Scene.TestBorderCross(val, Cardinals.S))
&& !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
!Scene.PositionIsInCurrentRegion(val)
&& !IsAttachmentCheckFull()
&& (!Scene.LoadingPrims)
)
{
IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
string version = String.Empty;

View File

@@ -2479,13 +2479,10 @@ namespace OpenSim.Region.Framework.Scenes
if (pa != null)
{
Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
Vector3 newpos = pa.Position;
if (!ParentGroup.Scene.PositionIsInCurrentRegion(newpos))
{
// Setting position outside current region will start region crossing
ParentGroup.AbsolutePosition = newpos;
return;
}