Varregion: first cut at removing Border class checks for region crossings.

Added Scene.PositionIsInCurrentRegion(pos) to sense when new position needs some crossing work.
Many changes made to EntityTransferModule to accomodate new crossing sense logic.
This commit is contained in:
Robert Adams
2015-03-22 21:53:02 -07:00
parent b5ac2eb1e1
commit 9f18e3ba80
9 changed files with 527 additions and 1104 deletions

View File

@@ -134,6 +134,49 @@ namespace OpenSim.Region.RegionCombinerModule
throw new Exception(string.Format("Region with id {0} not found", regionId));
}
// Test to see if this postiion (relative to the region) is within the area covered
// by this megaregion.
public bool PositionIsInMegaregion(UUID currentRegion, int xx, int yy)
{
bool ret = false;
if (xx < 0 || yy < 0)
return ret;
foreach (RegionConnections rootRegion in m_regions.Values)
{
if (currentRegion == rootRegion.RegionId)
{
// The caller is in the root region so this is an easy test
if (xx < rootRegion.XEnd && yy < rootRegion.YEnd)
{
ret = true;
}
break;
}
else
{
// Maybe the caller is in one of the sub-regions
foreach (RegionData childRegion in rootRegion.ConnectedRegions)
{
if (currentRegion == childRegion.RegionId)
{
// This is a child. Diddle the offsets and check if in
Vector3 positionInMegaregion = childRegion.Offset;
positionInMegaregion.X += xx;
positionInMegaregion.Y += yy;
if (positionInMegaregion.X < rootRegion.XEnd && positionInMegaregion.Y < rootRegion.YEnd)
{
ret = true;
}
break;
}
}
}
}
return ret;
}
private void NewPresence(ScenePresence presence)
{
if (presence.IsChildAgent)
@@ -220,27 +263,6 @@ namespace OpenSim.Region.RegionCombinerModule
//
*/
// 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 newConn = new RegionConnections();
newConn.ConnectedRegions = new List<RegionData>();
newConn.RegionScene = scene;
@@ -248,8 +270,8 @@ namespace OpenSim.Region.RegionCombinerModule
newConn.RegionId = scene.RegionInfo.originRegionID;
newConn.X = scene.RegionInfo.RegionLocX;
newConn.Y = scene.RegionInfo.RegionLocY;
newConn.XEnd = (int)Constants.RegionSize;
newConn.YEnd = (int)Constants.RegionSize;
newConn.XEnd = scene.RegionInfo.RegionSizeX;
newConn.YEnd = scene.RegionInfo.RegionSizeX;
lock (m_regions)
{
@@ -415,6 +437,11 @@ namespace OpenSim.Region.RegionCombinerModule
*/
#endregion
// Check to see if this new region is adjacent to the root region.
// Note that we expect the regions to be combined from the root region outward
// thus the requirement for the ordering in the configuration files.
// If we're one region over +x y (i.e. root region is to the west)
//xxx
//xxy
@@ -431,7 +458,7 @@ namespace OpenSim.Region.RegionCombinerModule
//xxx
if (rootConn.PosX >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY)
{
connectedYN = DoWorkForOneRegionOverXPlusY(rootConn, newConn, scene);
connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
break;
}
@@ -441,9 +468,8 @@ namespace OpenSim.Region.RegionCombinerModule
//xxx
if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY)
{
connectedYN = DoWorkForOneRegionOverPlusXPlusY(rootConn, newConn, scene);
connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
break;
}
}
@@ -453,20 +479,20 @@ namespace OpenSim.Region.RegionCombinerModule
DoWorkForRootRegion(newConn, scene);
}
}
// Set up infinite borders around the entire AABB of the combined ConnectedRegions
AdjustLargeRegionBounds();
}
private bool DoWorkForOneRegionOverPlusXY(RegionConnections rootConn, RegionConnections newConn, Scene scene)
{
// Offset (in meters) from the base of this region to the base of the root region.
Vector3 offset = Vector3.Zero;
offset.X = newConn.PosX - rootConn.PosX;
offset.Y = newConn.PosY - rootConn.PosY;
// The new total size of the region (in meters)
// We just extend the X and Y dimensions so the extent might temporarily include areas without regions.
Vector3 extents = Vector3.Zero;
extents.Y = rootConn.YEnd;
extents.X = rootConn.XEnd + newConn.XEnd;
extents.X = Math.Max(rootConn.XEnd, offset.X + newConn.RegionScene.RegionInfo.RegionSizeX);
extents.Y = Math.Max(rootConn.YEnd, offset.Y + newConn.RegionScene.RegionInfo.RegionSizeY);
rootConn.UpdateExtents(extents);
@@ -475,9 +501,6 @@ namespace OpenSim.Region.RegionCombinerModule
rootConn.RegionScene.RegionInfo.RegionName,
newConn.RegionScene.RegionInfo.RegionName, offset, extents);
scene.BordersLocked = true;
rootConn.RegionScene.BordersLocked = true;
RegionData ConnectedRegion = new RegionData();
ConnectedRegion.Offset = offset;
ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
@@ -490,34 +513,10 @@ namespace OpenSim.Region.RegionCombinerModule
// Inform Child region that it needs to forward it's terrain to the root region
scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
// Extend the borders as appropriate
lock (rootConn.RegionScene.EastBorders)
rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
lock (rootConn.RegionScene.NorthBorders)
rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
lock (rootConn.RegionScene.SouthBorders)
rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
lock (scene.WestBorders)
{
scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
// Trigger auto teleport to root region
scene.WestBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
scene.WestBorders[0].TriggerRegionY = rootConn.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
rootConn.RegionScene.BordersLocked = false;
scene.BordersLocked = false;
// Create a client event forwarder and add this region's events to the root region.
if (rootConn.ClientEventForwarder != null)
rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
@@ -525,6 +524,9 @@ namespace OpenSim.Region.RegionCombinerModule
return true;
}
/*
* 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;
@@ -536,9 +538,6 @@ namespace OpenSim.Region.RegionCombinerModule
extents.X = rootConn.XEnd;
rootConn.UpdateExtents(extents);
scene.BordersLocked = true;
rootConn.RegionScene.BordersLocked = true;
RegionData ConnectedRegion = new RegionData();
ConnectedRegion.Offset = offset;
ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
@@ -553,30 +552,11 @@ namespace OpenSim.Region.RegionCombinerModule
rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
lock (rootConn.RegionScene.NorthBorders)
rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
lock (rootConn.RegionScene.EastBorders)
rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
lock (rootConn.RegionScene.WestBorders)
rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
lock (scene.SouthBorders)
{
scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south
scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
scene.SouthBorders[0].TriggerRegionY = rootConn.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;
rootConn.RegionScene.BordersLocked = false;
if (rootConn.ClientEventForwarder != null)
rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
@@ -600,9 +580,6 @@ namespace OpenSim.Region.RegionCombinerModule
extents.Y = rootConn.YEnd;
extents.X = rootConn.XEnd;
scene.BordersLocked = true;
rootConn.RegionScene.BordersLocked = true;
RegionData ConnectedRegion = new RegionData();
ConnectedRegion.Offset = offset;
ConnectedRegion.RegionId = scene.RegionInfo.originRegionID;
@@ -618,67 +595,10 @@ namespace OpenSim.Region.RegionCombinerModule
rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero);
lock (rootConn.RegionScene.NorthBorders)
{
if (rootConn.RegionScene.NorthBorders.Count == 1)// && 2)
{
//compound border
// already locked above
rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
lock (rootConn.RegionScene.EastBorders)
rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
lock (rootConn.RegionScene.WestBorders)
rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
}
}
lock (scene.SouthBorders)
{
scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south
scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
scene.SouthBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY;
}
lock (rootConn.RegionScene.EastBorders)
{
if (rootConn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2)
{
rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
lock (rootConn.RegionScene.NorthBorders)
rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
lock (rootConn.RegionScene.SouthBorders)
rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
}
}
lock (scene.WestBorders)
{
scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West
scene.WestBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX;
scene.WestBorders[0].TriggerRegionY = rootConn.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;
rootConn.RegionScene.BordersLocked = false;
if (rootConn.ClientEventForwarder != null)
rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene);
@@ -687,6 +607,7 @@ namespace OpenSim.Region.RegionCombinerModule
//scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
}
*/
private void DoWorkForRootRegion(RegionConnections rootConn, Scene scene)
{
@@ -885,125 +806,6 @@ namespace OpenSim.Region.RegionCombinerModule
// }
// }
// Create a set of infinite borders around the whole aabb of the combined island.
private void AdjustLargeRegionBounds()
{
lock (m_regions)
{
foreach (RegionConnections rconn in m_regions.Values)
{
Vector3 offset = Vector3.Zero;
rconn.RegionScene.BordersLocked = true;
foreach (RegionData rdata in rconn.ConnectedRegions)
{
if (rdata.Offset.X > offset.X) offset.X = rdata.Offset.X;
if (rdata.Offset.Y > offset.Y) offset.Y = rdata.Offset.Y;
}
lock (rconn.RegionScene.NorthBorders)
{
Border northBorder = null;
// If we don't already have an infinite border, create one.
if (!TryGetInfiniteBorder(rconn.RegionScene.NorthBorders, out northBorder))
{
northBorder = new Border();
rconn.RegionScene.NorthBorders.Add(northBorder);
}
northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue,
offset.Y + (int) Constants.RegionSize); //<---
northBorder.CrossDirection = Cardinals.N;
}
lock (rconn.RegionScene.SouthBorders)
{
Border southBorder = null;
// If we don't already have an infinite border, create one.
if (!TryGetInfiniteBorder(rconn.RegionScene.SouthBorders, out southBorder))
{
southBorder = new Border();
rconn.RegionScene.SouthBorders.Add(southBorder);
}
southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
southBorder.CrossDirection = Cardinals.S;
}
lock (rconn.RegionScene.EastBorders)
{
Border eastBorder = null;
// If we don't already have an infinite border, create one.
if (!TryGetInfiniteBorder(rconn.RegionScene.EastBorders, out eastBorder))
{
eastBorder = new Border();
rconn.RegionScene.EastBorders.Add(eastBorder);
}
eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, offset.X + (int)Constants.RegionSize);
//<---
eastBorder.CrossDirection = Cardinals.E;
}
lock (rconn.RegionScene.WestBorders)
{
Border westBorder = null;
// If we don't already have an infinite border, create one.
if (!TryGetInfiniteBorder(rconn.RegionScene.WestBorders, out westBorder))
{
westBorder = new Border();
rconn.RegionScene.WestBorders.Add(westBorder);
}
westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
westBorder.CrossDirection = Cardinals.W;
}
rconn.RegionScene.BordersLocked = false;
}
}
}
/// <summary>
/// Try and get an Infinite border out of a listT of borders
/// </summary>
/// <param name="borders"></param>
/// <param name="oborder"></param>
/// <returns></returns>
public static bool TryGetInfiniteBorder(List<Border> borders, out Border oborder)
{
// Warning! Should be locked before getting here!
foreach (Border b in borders)
{
if (b.BorderLine.X == float.MinValue && b.BorderLine.Y == float.MaxValue)
{
oborder = b;
return true;
}
}
oborder = null;
return false;
}
public RegionData GetRegionFromPosition(Vector3 pPosition)
{
pPosition = pPosition/(int) Constants.RegionSize;
int OffsetX = (int) pPosition.X;
int OffsetY = (int) pPosition.Y;
lock (m_regions)
{
foreach (RegionConnections regConn in m_regions.Values)
{
foreach (RegionData reg in regConn.ConnectedRegions)
{
if (reg.Offset.X == OffsetX && reg.Offset.Y == OffsetY)
return reg;
}
}
}
return new RegionData();
}
public void ForwardPermissionRequests(RegionConnections BigRegion, Scene VirtualRegion)
{
if (BigRegion.PermissionModule == null)