From 04e6c68242db78200aa5d96315e5d7bffb2f9155 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Fri, 24 Jan 2014 00:14:58 +0000 Subject: [PATCH] Properly dispose of drawing objects to reduce/stop memory leakage on generating map tiles with the MapImageModule and TexturedMapTileRenderer (the current defaults) --- .../World/LegacyMap/MapImageModule.cs | 575 +++++++++--------- .../World/LegacyMap/ShadedMapTileRenderer.cs | 11 +- .../LegacyMap/TexturedMapTileRenderer.cs | 27 +- .../World/WorldMap/WorldMapModule.cs | 107 ++-- 4 files changed, 372 insertions(+), 348 deletions(-) diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs index 61ba5f3605..bc52a4361e 100644 --- a/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs +++ b/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs @@ -55,7 +55,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap public struct DrawStruct { public DrawRoutine dr; - public Rectangle rect; +// public Rectangle rect; public SolidBrush brush; public face[] trns; } @@ -119,6 +119,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap { mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID); } + return mapbmp; } @@ -280,321 +281,331 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap tc = Environment.TickCount; m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile"); EntityBase[] objs = whichScene.GetEntities(); - Dictionary z_sort = new Dictionary(); - //SortedList z_sort = new SortedList(); List z_sortheights = new List(); List z_localIDs = new List(); + Dictionary z_sort = new Dictionary(); - lock (objs) + try { - foreach (EntityBase obj in objs) + //SortedList z_sort = new SortedList(); + + lock (objs) { - // Only draw the contents of SceneObjectGroup - if (obj is SceneObjectGroup) + foreach (EntityBase obj in objs) { - SceneObjectGroup mapdot = (SceneObjectGroup)obj; - Color mapdotspot = Color.Gray; // Default color when prim color is white - - // Loop over prim in group - foreach (SceneObjectPart part in mapdot.Parts) + // Only draw the contents of SceneObjectGroup + if (obj is SceneObjectGroup) { - if (part == null) - continue; - - // Draw if the object is at least 1 meter wide in any direction - if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f) + SceneObjectGroup mapdot = (SceneObjectGroup)obj; + Color mapdotspot = Color.Gray; // Default color when prim color is white + + // Loop over prim in group + foreach (SceneObjectPart part in mapdot.Parts) { - // Try to get the RGBA of the default texture entry.. - // - try - { - // get the null checks out of the way - // skip the ones that break - if (part == null) - continue; - - if (part.Shape == null) - continue; - - if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass) - continue; // eliminates trees from this since we don't really have a good tree representation - // if you want tree blocks on the map comment the above line and uncomment the below line - //mapdotspot = Color.PaleGreen; - - Primitive.TextureEntry textureEntry = part.Shape.Textures; - - if (textureEntry == null || textureEntry.DefaultTexture == null) - continue; - - Color4 texcolor = textureEntry.DefaultTexture.RGBA; - - // Not sure why some of these are null, oh well. - - int colorr = 255 - (int)(texcolor.R * 255f); - int colorg = 255 - (int)(texcolor.G * 255f); - int colorb = 255 - (int)(texcolor.B * 255f); - - if (!(colorr == 255 && colorg == 255 && colorb == 255)) - { - //Try to set the map spot color - try - { - // If the color gets goofy somehow, skip it *shakes fist at Color4 - mapdotspot = Color.FromArgb(colorr, colorg, colorb); - } - catch (ArgumentException) - { - } - } - } - catch (IndexOutOfRangeException) - { - // Windows Array - } - catch (ArgumentOutOfRangeException) - { - // Mono Array - } - - Vector3 pos = part.GetWorldPosition(); - - // skip prim outside of retion - if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f) + if (part == null) continue; - // skip prim in non-finite position - if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || - Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y)) - continue; - - // Figure out if object is under 256m above the height of the terrain - bool isBelow256AboveTerrain = false; - - try + // Draw if the object is at least 1 meter wide in any direction + if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f) { - isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f)); - } - catch (Exception) - { - } - - if (isBelow256AboveTerrain) - { - // Translate scale by rotation so scale is represented properly when object is rotated - Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z); - Vector3 scale = new Vector3(); - Vector3 tScale = new Vector3(); - Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z); - - Quaternion llrot = part.GetWorldRotation(); - Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z); - scale = lscale * rot; - - // negative scales don't work in this situation - scale.X = Math.Abs(scale.X); - scale.Y = Math.Abs(scale.Y); - scale.Z = Math.Abs(scale.Z); - - // This scaling isn't very accurate and doesn't take into account the face rotation :P - int mapdrawstartX = (int)(pos.X - scale.X); - int mapdrawstartY = (int)(pos.Y - scale.Y); - int mapdrawendX = (int)(pos.X + scale.X); - int mapdrawendY = (int)(pos.Y + scale.Y); - - // If object is beyond the edge of the map, don't draw it to avoid errors - if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1) - || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0 - || mapdrawendY > ((int)Constants.RegionSize - 1)) - continue; - -#region obb face reconstruction part duex - Vector3[] vertexes = new Vector3[8]; - - // float[] distance = new float[6]; - Vector3[] FaceA = new Vector3[6]; // vertex A for Facei - Vector3[] FaceB = new Vector3[6]; // vertex B for Facei - Vector3[] FaceC = new Vector3[6]; // vertex C for Facei - Vector3[] FaceD = new Vector3[6]; // vertex D for Facei - - tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z); - scale = ((tScale * rot)); - vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - // vertexes[0].x = pos.X + vertexes[0].x; - //vertexes[0].y = pos.Y + vertexes[0].y; - //vertexes[0].z = pos.Z + vertexes[0].z; - - FaceA[0] = vertexes[0]; - FaceB[3] = vertexes[0]; - FaceA[4] = vertexes[0]; - - tScale = lscale; - scale = ((tScale * rot)); - vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - - // vertexes[1].x = pos.X + vertexes[1].x; - // vertexes[1].y = pos.Y + vertexes[1].y; - //vertexes[1].z = pos.Z + vertexes[1].z; - - FaceB[0] = vertexes[1]; - FaceA[1] = vertexes[1]; - FaceC[4] = vertexes[1]; - - tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z); - scale = ((tScale * rot)); - - vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - - //vertexes[2].x = pos.X + vertexes[2].x; - //vertexes[2].y = pos.Y + vertexes[2].y; - //vertexes[2].z = pos.Z + vertexes[2].z; - - FaceC[0] = vertexes[2]; - FaceD[3] = vertexes[2]; - FaceC[5] = vertexes[2]; - - tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z); - scale = ((tScale * rot)); - vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - - //vertexes[3].x = pos.X + vertexes[3].x; - // vertexes[3].y = pos.Y + vertexes[3].y; - // vertexes[3].z = pos.Z + vertexes[3].z; - - FaceD[0] = vertexes[3]; - FaceC[1] = vertexes[3]; - FaceA[5] = vertexes[3]; - - tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z); - scale = ((tScale * rot)); - vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - - // vertexes[4].x = pos.X + vertexes[4].x; - // vertexes[4].y = pos.Y + vertexes[4].y; - // vertexes[4].z = pos.Z + vertexes[4].z; - - FaceB[1] = vertexes[4]; - FaceA[2] = vertexes[4]; - FaceD[4] = vertexes[4]; - - tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z); - scale = ((tScale * rot)); - vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - - // vertexes[5].x = pos.X + vertexes[5].x; - // vertexes[5].y = pos.Y + vertexes[5].y; - // vertexes[5].z = pos.Z + vertexes[5].z; - - FaceD[1] = vertexes[5]; - FaceC[2] = vertexes[5]; - FaceB[5] = vertexes[5]; - - tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z); - scale = ((tScale * rot)); - vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - - // vertexes[6].x = pos.X + vertexes[6].x; - // vertexes[6].y = pos.Y + vertexes[6].y; - // vertexes[6].z = pos.Z + vertexes[6].z; - - FaceB[2] = vertexes[6]; - FaceA[3] = vertexes[6]; - FaceB[4] = vertexes[6]; - - tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z); - scale = ((tScale * rot)); - vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - - // vertexes[7].x = pos.X + vertexes[7].x; - // vertexes[7].y = pos.Y + vertexes[7].y; - // vertexes[7].z = pos.Z + vertexes[7].z; - - FaceD[2] = vertexes[7]; - FaceC[3] = vertexes[7]; - FaceD[5] = vertexes[7]; -#endregion - - //int wy = 0; - - //bool breakYN = false; // If we run into an error drawing, break out of the - // loop so we don't lag to death on error handling - DrawStruct ds = new DrawStruct(); - ds.brush = new SolidBrush(mapdotspot); - //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY); - - ds.trns = new face[FaceA.Length]; - - for (int i = 0; i < FaceA.Length; i++) + // Try to get the RGBA of the default texture entry.. + // + try { - Point[] working = new Point[5]; - working[0] = project(FaceA[i], axPos); - working[1] = project(FaceB[i], axPos); - working[2] = project(FaceD[i], axPos); - working[3] = project(FaceC[i], axPos); - working[4] = project(FaceA[i], axPos); + // get the null checks out of the way + // skip the ones that break + if (part == null) + continue; - face workingface = new face(); - workingface.pts = working; + if (part.Shape == null) + continue; - ds.trns[i] = workingface; + if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass) + continue; // eliminates trees from this since we don't really have a good tree representation + // if you want tree blocks on the map comment the above line and uncomment the below line + //mapdotspot = Color.PaleGreen; + + Primitive.TextureEntry textureEntry = part.Shape.Textures; + + if (textureEntry == null || textureEntry.DefaultTexture == null) + continue; + + Color4 texcolor = textureEntry.DefaultTexture.RGBA; + + // Not sure why some of these are null, oh well. + + int colorr = 255 - (int)(texcolor.R * 255f); + int colorg = 255 - (int)(texcolor.G * 255f); + int colorb = 255 - (int)(texcolor.B * 255f); + + if (!(colorr == 255 && colorg == 255 && colorb == 255)) + { + //Try to set the map spot color + try + { + // If the color gets goofy somehow, skip it *shakes fist at Color4 + mapdotspot = Color.FromArgb(colorr, colorg, colorb); + } + catch (ArgumentException) + { + } + } + } + catch (IndexOutOfRangeException) + { + // Windows Array + } + catch (ArgumentOutOfRangeException) + { + // Mono Array } - z_sort.Add(part.LocalId, ds); - z_localIDs.Add(part.LocalId); - z_sortheights.Add(pos.Z); + Vector3 pos = part.GetWorldPosition(); - //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++) - //{ - //for (wy = mapdrawstartY; wy < mapdrawendY; wy++) + // skip prim outside of retion + if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f) + continue; + + // skip prim in non-finite position + if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || + Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y)) + continue; + + // Figure out if object is under 256m above the height of the terrain + bool isBelow256AboveTerrain = false; + + try + { + isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f)); + } + catch (Exception) + { + } + + if (isBelow256AboveTerrain) + { + // Translate scale by rotation so scale is represented properly when object is rotated + Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z); + Vector3 scale = new Vector3(); + Vector3 tScale = new Vector3(); + Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z); + + Quaternion llrot = part.GetWorldRotation(); + Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z); + scale = lscale * rot; + + // negative scales don't work in this situation + scale.X = Math.Abs(scale.X); + scale.Y = Math.Abs(scale.Y); + scale.Z = Math.Abs(scale.Z); + + // This scaling isn't very accurate and doesn't take into account the face rotation :P + int mapdrawstartX = (int)(pos.X - scale.X); + int mapdrawstartY = (int)(pos.Y - scale.Y); + int mapdrawendX = (int)(pos.X + scale.X); + int mapdrawendY = (int)(pos.Y + scale.Y); + + // If object is beyond the edge of the map, don't draw it to avoid errors + if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1) + || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0 + || mapdrawendY > ((int)Constants.RegionSize - 1)) + continue; + + #region obb face reconstruction part duex + Vector3[] vertexes = new Vector3[8]; + + // float[] distance = new float[6]; + Vector3[] FaceA = new Vector3[6]; // vertex A for Facei + Vector3[] FaceB = new Vector3[6]; // vertex B for Facei + Vector3[] FaceC = new Vector3[6]; // vertex C for Facei + Vector3[] FaceD = new Vector3[6]; // vertex D for Facei + + tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z); + scale = ((tScale * rot)); + vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + // vertexes[0].x = pos.X + vertexes[0].x; + //vertexes[0].y = pos.Y + vertexes[0].y; + //vertexes[0].z = pos.Z + vertexes[0].z; + + FaceA[0] = vertexes[0]; + FaceB[3] = vertexes[0]; + FaceA[4] = vertexes[0]; + + tScale = lscale; + scale = ((tScale * rot)); + vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + + // vertexes[1].x = pos.X + vertexes[1].x; + // vertexes[1].y = pos.Y + vertexes[1].y; + //vertexes[1].z = pos.Z + vertexes[1].z; + + FaceB[0] = vertexes[1]; + FaceA[1] = vertexes[1]; + FaceC[4] = vertexes[1]; + + tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z); + scale = ((tScale * rot)); + + vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + + //vertexes[2].x = pos.X + vertexes[2].x; + //vertexes[2].y = pos.Y + vertexes[2].y; + //vertexes[2].z = pos.Z + vertexes[2].z; + + FaceC[0] = vertexes[2]; + FaceD[3] = vertexes[2]; + FaceC[5] = vertexes[2]; + + tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z); + scale = ((tScale * rot)); + vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + + //vertexes[3].x = pos.X + vertexes[3].x; + // vertexes[3].y = pos.Y + vertexes[3].y; + // vertexes[3].z = pos.Z + vertexes[3].z; + + FaceD[0] = vertexes[3]; + FaceC[1] = vertexes[3]; + FaceA[5] = vertexes[3]; + + tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z); + scale = ((tScale * rot)); + vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + + // vertexes[4].x = pos.X + vertexes[4].x; + // vertexes[4].y = pos.Y + vertexes[4].y; + // vertexes[4].z = pos.Z + vertexes[4].z; + + FaceB[1] = vertexes[4]; + FaceA[2] = vertexes[4]; + FaceD[4] = vertexes[4]; + + tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z); + scale = ((tScale * rot)); + vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + + // vertexes[5].x = pos.X + vertexes[5].x; + // vertexes[5].y = pos.Y + vertexes[5].y; + // vertexes[5].z = pos.Z + vertexes[5].z; + + FaceD[1] = vertexes[5]; + FaceC[2] = vertexes[5]; + FaceB[5] = vertexes[5]; + + tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z); + scale = ((tScale * rot)); + vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + + // vertexes[6].x = pos.X + vertexes[6].x; + // vertexes[6].y = pos.Y + vertexes[6].y; + // vertexes[6].z = pos.Z + vertexes[6].z; + + FaceB[2] = vertexes[6]; + FaceA[3] = vertexes[6]; + FaceB[4] = vertexes[6]; + + tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z); + scale = ((tScale * rot)); + vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + + // vertexes[7].x = pos.X + vertexes[7].x; + // vertexes[7].y = pos.Y + vertexes[7].y; + // vertexes[7].z = pos.Z + vertexes[7].z; + + FaceD[2] = vertexes[7]; + FaceC[3] = vertexes[7]; + FaceD[5] = vertexes[7]; + #endregion + + //int wy = 0; + + //bool breakYN = false; // If we run into an error drawing, break out of the + // loop so we don't lag to death on error handling + DrawStruct ds = new DrawStruct(); + ds.brush = new SolidBrush(mapdotspot); + //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY); + + ds.trns = new face[FaceA.Length]; + + for (int i = 0; i < FaceA.Length; i++) + { + Point[] working = new Point[5]; + working[0] = project(FaceA[i], axPos); + working[1] = project(FaceB[i], axPos); + working[2] = project(FaceD[i], axPos); + working[3] = project(FaceC[i], axPos); + working[4] = project(FaceA[i], axPos); + + face workingface = new face(); + workingface.pts = working; + + ds.trns[i] = workingface; + } + + z_sort.Add(part.LocalId, ds); + z_localIDs.Add(part.LocalId); + z_sortheights.Add(pos.Z); + + //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++) //{ - //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy); - //try + //for (wy = mapdrawstartY; wy < mapdrawendY; wy++) //{ - // Remember, flip the y! - // mapbmp.SetPixel(wx, (255 - wy), mapdotspot); - //} - //catch (ArgumentException) - //{ - // breakYN = true; + //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy); + //try + //{ + // Remember, flip the y! + // mapbmp.SetPixel(wx, (255 - wy), mapdotspot); + //} + //catch (ArgumentException) + //{ + // breakYN = true; + //} + + //if (breakYN) + // break; //} //if (breakYN) // break; //} + } // Object is within 256m Z of terrain + } // object is at least a meter wide + } // loop over group children + } // entitybase is sceneobject group + } // foreach loop over entities - //if (breakYN) - // break; - //} - } // Object is within 256m Z of terrain - } // object is at least a meter wide - } // loop over group children - } // entitybase is sceneobject group - } // foreach loop over entities + float[] sortedZHeights = z_sortheights.ToArray(); + uint[] sortedlocalIds = z_localIDs.ToArray(); - float[] sortedZHeights = z_sortheights.ToArray(); - uint[] sortedlocalIds = z_localIDs.ToArray(); + // Sort prim by Z position + Array.Sort(sortedZHeights, sortedlocalIds); - // Sort prim by Z position - Array.Sort(sortedZHeights, sortedlocalIds); - - Graphics g = Graphics.FromImage(mapbmp); - - for (int s = 0; s < sortedZHeights.Length; s++) - { - if (z_sort.ContainsKey(sortedlocalIds[s])) + using (Graphics g = Graphics.FromImage(mapbmp)) { - DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]]; - for (int r = 0; r < rectDrawStruct.trns.Length; r++) + for (int s = 0; s < sortedZHeights.Length; s++) { - g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts); + if (z_sort.ContainsKey(sortedlocalIds[s])) + { + DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]]; + for (int r = 0; r < rectDrawStruct.trns.Length; r++) + { + g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts); + } + //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect); + } } - //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect); } - } + } // lock entities objs - g.Dispose(); - } // lock entities objs + } + finally + { + foreach (DrawStruct ds in z_sort.Values) + ds.brush.Dispose(); + } m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms"); + return mapbmp; } diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs b/OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs index 992bff3290..cb06fd4490 100644 --- a/OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs +++ b/OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs @@ -54,7 +54,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap public void TerrainToBitmap(Bitmap mapbmp) { int tc = Environment.TickCount; - m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain"); + m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain"); double[,] hm = m_scene.Heightmap.GetDoubles(); bool ShadowDebugContinue = true; @@ -199,7 +199,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap { if (!terraincorruptedwarningsaid) { - m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName); + m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName); terraincorruptedwarningsaid = true; } color = Color.Black; @@ -229,7 +229,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap { if (!terraincorruptedwarningsaid) { - m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName); + m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName); terraincorruptedwarningsaid = true; } Color black = Color.Black; @@ -238,7 +238,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap } } } - m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms"); + + m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms"); } } -} +} \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs b/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs index d13c2ef91d..e895178791 100644 --- a/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs +++ b/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs @@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap private Bitmap fetchTexture(UUID id) { AssetBase asset = m_scene.AssetService.Get(id.ToString()); - m_log.DebugFormat("[TexturedMapTileRenderer]: Fetched texture {0}, found: {1}", id, asset != null); + m_log.DebugFormat("[TEXTURED MAP TILE RENDERER]: Fetched texture {0}, found: {1}", id, asset != null); if (asset == null) return null; ManagedImage managedImage; @@ -188,17 +188,17 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap } catch (DllNotFoundException) { - m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id); + m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id); } catch (IndexOutOfRangeException) { - m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id); + m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id); } catch (Exception) { - m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id); + m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id); } return null; @@ -233,10 +233,14 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap if (textureID == UUID.Zero) return defaultColor; // not set if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures - Bitmap bmp = fetchTexture(textureID); - Color color = bmp == null ? defaultColor : computeAverageColor(bmp); - // store it for future reference - m_mapping[textureID] = color; + Color color; + + using (Bitmap bmp = fetchTexture(textureID)) + { + color = bmp == null ? defaultColor : computeAverageColor(bmp); + // store it for future reference + m_mapping[textureID] = color; + } return color; } @@ -278,7 +282,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap public void TerrainToBitmap(Bitmap mapbmp) { int tc = Environment.TickCount; - m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain"); + m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain"); // These textures should be in the AssetCache anyway, as every client conneting to this // region needs them. Except on start, when the map is recreated (before anyone connected), @@ -412,7 +416,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap } } } - m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms"); + + m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms"); } } -} +} \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs index 8df96237f6..ddaf9fbe02 100644 --- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs +++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs @@ -1501,62 +1501,69 @@ namespace OpenSim.Region.CoreModules.World.WorldMap private Byte[] GenerateOverlay() { - Bitmap overlay = new Bitmap(256, 256); - - bool[,] saleBitmap = new bool[64, 64]; - for (int x = 0 ; x < 64 ; x++) + using (Bitmap overlay = new Bitmap(256, 256)) { - for (int y = 0 ; y < 64 ; y++) - saleBitmap[x, y] = false; - } - - bool landForSale = false; - - List parcels = m_scene.LandChannel.AllParcels(); - - Color background = Color.FromArgb(0, 0, 0, 0); - SolidBrush transparent = new SolidBrush(background); - Graphics g = Graphics.FromImage(overlay); - g.FillRectangle(transparent, 0, 0, 256, 256); - - SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)); - - foreach (ILandObject land in parcels) - { - // m_log.DebugFormat("[WORLD MAP]: Parcel {0} flags {1}", land.LandData.Name, land.LandData.Flags); - if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) + bool[,] saleBitmap = new bool[64, 64]; + for (int x = 0 ; x < 64 ; x++) { - landForSale = true; + for (int y = 0 ; y < 64 ; y++) + saleBitmap[x, y] = false; + } - saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); + bool landForSale = false; + + List parcels = m_scene.LandChannel.AllParcels(); + + Color background = Color.FromArgb(0, 0, 0, 0); + + using (Graphics g = Graphics.FromImage(overlay)) + { + using (SolidBrush transparent = new SolidBrush(background)) + g.FillRectangle(transparent, 0, 0, 256, 256); + + + foreach (ILandObject land in parcels) + { + // m_log.DebugFormat("[WORLD MAP]: Parcel {0} flags {1}", land.LandData.Name, land.LandData.Flags); + if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) + { + landForSale = true; + + saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); + } + } + + if (!landForSale) + { + m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName); + return null; + } + + m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); + + using (SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9))) + { + for (int x = 0 ; x < 64 ; x++) + { + for (int y = 0 ; y < 64 ; y++) + { + if (saleBitmap[x, y]) + g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4); + } + } + } + } + + try + { + return OpenJPEG.EncodeFromImage(overlay, true); + } + catch (Exception e) + { + m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString()); } } - if (!landForSale) - { - m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName); - return null; - } - - m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); - - for (int x = 0 ; x < 64 ; x++) - { - for (int y = 0 ; y < 64 ; y++) - { - if (saleBitmap[x, y]) - g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4); - } - } - - try - { - return OpenJPEG.EncodeFromImage(overlay, true); - } - catch (Exception e) - { - m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString()); - } return null; } }