Properly dispose of drawing objects to reduce/stop memory leakage on generating map tiles with the MapImageModule and TexturedMapTileRenderer (the current defaults)
parent
099975dec2
commit
04e6c68242
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@ -55,7 +55,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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public struct DrawStruct
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{
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public DrawRoutine dr;
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public Rectangle rect;
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// public Rectangle rect;
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public SolidBrush brush;
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public face[] trns;
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}
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@ -119,6 +119,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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{
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mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID);
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}
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return mapbmp;
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}
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@ -280,10 +281,13 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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tc = Environment.TickCount;
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m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
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EntityBase[] objs = whichScene.GetEntities();
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Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
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//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
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List<float> z_sortheights = new List<float>();
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List<uint> z_localIDs = new List<uint>();
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Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
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try
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{
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//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
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lock (objs)
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{
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@ -576,8 +580,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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// Sort prim by Z position
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Array.Sort(sortedZHeights, sortedlocalIds);
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Graphics g = Graphics.FromImage(mapbmp);
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using (Graphics g = Graphics.FromImage(mapbmp))
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{
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for (int s = 0; s < sortedZHeights.Length; s++)
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{
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if (z_sort.ContainsKey(sortedlocalIds[s]))
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@ -590,11 +594,18 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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//g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
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}
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}
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g.Dispose();
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}
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} // lock entities objs
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}
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finally
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{
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foreach (DrawStruct ds in z_sort.Values)
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ds.brush.Dispose();
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}
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m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
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return mapbmp;
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}
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@ -54,7 +54,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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public void TerrainToBitmap(Bitmap mapbmp)
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{
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int tc = Environment.TickCount;
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m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain");
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m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain");
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double[,] hm = m_scene.Heightmap.GetDoubles();
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bool ShadowDebugContinue = true;
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@ -199,7 +199,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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{
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if (!terraincorruptedwarningsaid)
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{
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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);
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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);
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terraincorruptedwarningsaid = true;
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}
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color = Color.Black;
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@ -229,7 +229,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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{
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if (!terraincorruptedwarningsaid)
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{
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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);
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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);
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terraincorruptedwarningsaid = true;
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}
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Color black = Color.Black;
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@ -238,7 +238,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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}
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}
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}
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m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
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m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
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}
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}
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}
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@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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private Bitmap fetchTexture(UUID id)
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{
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AssetBase asset = m_scene.AssetService.Get(id.ToString());
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m_log.DebugFormat("[TexturedMapTileRenderer]: Fetched texture {0}, found: {1}", id, asset != null);
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m_log.DebugFormat("[TEXTURED MAP TILE RENDERER]: Fetched texture {0}, found: {1}", id, asset != null);
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if (asset == null) return null;
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ManagedImage managedImage;
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@ -188,17 +188,17 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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}
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catch (DllNotFoundException)
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{
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m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id);
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m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id);
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}
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catch (IndexOutOfRangeException)
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{
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m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
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m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
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}
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catch (Exception)
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{
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m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
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m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
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}
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return null;
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@ -233,10 +233,14 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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if (textureID == UUID.Zero) return defaultColor; // not set
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if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
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Bitmap bmp = fetchTexture(textureID);
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Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
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Color color;
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using (Bitmap bmp = fetchTexture(textureID))
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{
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color = bmp == null ? defaultColor : computeAverageColor(bmp);
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// store it for future reference
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m_mapping[textureID] = color;
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}
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return color;
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}
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@ -278,7 +282,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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public void TerrainToBitmap(Bitmap mapbmp)
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{
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int tc = Environment.TickCount;
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m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain");
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m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain");
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// These textures should be in the AssetCache anyway, as every client conneting to this
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// region needs them. Except on start, when the map is recreated (before anyone connected),
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@ -412,7 +416,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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}
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}
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}
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m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
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m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
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}
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}
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}
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@ -1501,8 +1501,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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private Byte[] GenerateOverlay()
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{
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Bitmap overlay = new Bitmap(256, 256);
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using (Bitmap overlay = new Bitmap(256, 256))
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{
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bool[,] saleBitmap = new bool[64, 64];
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for (int x = 0 ; x < 64 ; x++)
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{
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@ -1515,11 +1515,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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List<ILandObject> parcels = m_scene.LandChannel.AllParcels();
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Color background = Color.FromArgb(0, 0, 0, 0);
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SolidBrush transparent = new SolidBrush(background);
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Graphics g = Graphics.FromImage(overlay);
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using (Graphics g = Graphics.FromImage(overlay))
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{
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using (SolidBrush transparent = new SolidBrush(background))
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g.FillRectangle(transparent, 0, 0, 256, 256);
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SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
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foreach (ILandObject land in parcels)
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{
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@ -1540,6 +1541,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
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using (SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)))
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{
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for (int x = 0 ; x < 64 ; x++)
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{
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for (int y = 0 ; y < 64 ; y++)
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@ -1548,6 +1551,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
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}
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}
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}
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}
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try
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{
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@ -1557,6 +1562,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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{
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m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString());
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}
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}
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return null;
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}
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}
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