* Turned on the MapImageModule as opposed to the code in Scene for generating the map image. Copied the code in Scene into the MapImageModule, made a few tweaks to get it to work with the module's interface.
* Refactored a few things in Scene to make maptile saving easier to understand. * Added comments to describe the 'clever code' assetcache update without the gridasset being updated so as to lessen possible confusion in patches in the future. * If the MapImageModule isn't loaded, default to the code in Scene still.0.6.0-stable
parent
40abeed7d4
commit
0683a07081
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@ -26,29 +26,58 @@
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*/
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*/
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using System;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing;
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using System.Reflection;
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using Axiom.Math;
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using Nini.Config;
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using Nini.Config;
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using log4net;
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using OpenJPEGNet;
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using OpenJPEGNet;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Scenes;
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using libsecondlife;
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namespace OpenSim.Region.Environment.Modules.World.WorldMap
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namespace OpenSim.Region.Environment.Modules.World.WorldMap
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{
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{
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internal class MapImageModule : IMapImageGenerator, IRegionModule
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public class MapImageModule : IMapImageGenerator, IRegionModule
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{
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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private Scene m_scene;
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private IConfigSource m_config;
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#region IMapImageGenerator Members
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#region IMapImageGenerator Members
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public byte[] WriteJpeg2000Image(string gradientmap)
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public byte[] WriteJpeg2000Image(string gradientmap)
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{
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{
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byte[] imageData = null;
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byte[] imageData = null;
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Bitmap mapbmp = new Bitmap(256, 256);
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Bitmap bmp = TerrainToBitmap(gradientmap);
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//Bitmap bmp = TerrainToBitmap(gradientmap);
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mapbmp = TerrainToBitmap2(m_scene,mapbmp);
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bool drawPrimVolume = true;
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try
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try
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{
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{
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imageData = OpenJPEG.EncodeFromImage(bmp, true);
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IConfig startupConfig = m_config.Configs["Startup"];
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drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", true);
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}
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catch (Exception)
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{
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m_log.Warn("Failed to load StartupConfig");
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}
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if (drawPrimVolume)
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{
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DrawObjectVolume(m_scene, mapbmp);
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}
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try
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{
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imageData = OpenJPEG.EncodeFromImage(mapbmp, true);
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}
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}
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catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
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catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
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{
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{
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@ -65,6 +94,7 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
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public void Initialise(Scene scene, IConfigSource source)
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public void Initialise(Scene scene, IConfigSource source)
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{
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{
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m_scene = scene;
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m_scene = scene;
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m_config = source;
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m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
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m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
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}
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}
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@ -128,6 +158,381 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
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}
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}
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}
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}
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private Bitmap TerrainToBitmap2(Scene whichScene, Bitmap mapbmp)
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{
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int tc = System.Environment.TickCount;
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m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
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double[,] hm = whichScene.Heightmap.GetDoubles();
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bool ShadowDebugContinue = true;
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//Color prim = Color.FromArgb(120, 120, 120);
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//LLVector3 RayEnd = new LLVector3(0, 0, 0);
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//LLVector3 RayStart = new LLVector3(0, 0, 0);
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//LLVector3 direction = new LLVector3(0, 0, -1);
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//Vector3 AXOrigin = new Vector3();
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//Vector3 AXdirection = new Vector3();
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//Ray testRay = new Ray();
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//EntityIntersection rt = new EntityIntersection();
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bool terraincorruptedwarningsaid = false;
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float low = 255;
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float high = 0;
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for (int x = 0; x < 256; x++)
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{
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for (int y = 0; y < 256; y++)
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{
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float hmval = (float)hm[x, y];
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if (hmval < low)
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low = hmval;
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if (hmval > high)
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high = hmval;
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}
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}
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float mid = (high + low) * 0.5f;
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// temporary initializer
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float hfvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight;
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float hfvaluecompare = hfvalue;
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float hfdiff = hfvalue;
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int hfdiffi = 0;
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for (int x = 0; x < 256; x++)
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{
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//int tc = System.Environment.TickCount;
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for (int y = 0; y < 256; y++)
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{
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//RayEnd = new LLVector3(x, y, 0);
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//RayStart = new LLVector3(x, y, 255);
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//direction = LLVector3.Norm(RayEnd - RayStart);
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//AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
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//AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
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//testRay = new Ray(AXOrigin, AXdirection);
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//rt = m_innerScene.GetClosestIntersectingPrim(testRay);
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//if (rt.HitTF)
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//{
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//mapbmp.SetPixel(x, y, prim);
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//}
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//else
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//{
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//float tmpval = (float)hm[x, y];
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float heightvalue = (float)hm[x, y];
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if (heightvalue > (float)whichScene.RegionInfo.RegionSettings.WaterHeight)
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{
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// scale height value
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heightvalue = low + mid * (heightvalue - low) / mid;
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if (heightvalue > 255)
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heightvalue = 255;
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if (heightvalue < 0)
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heightvalue = 0;
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if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
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heightvalue = 0;
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try
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{
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Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
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// Y flip the cordinates
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mapbmp.SetPixel(x, (256 - y) - 1, green);
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//X
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// .
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//
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// Shade the terrain for shadows
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if ((x - 1 > 0) && (y - 1 > 0))
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{
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hfvalue = (float)hm[x, y];
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hfvaluecompare = (float)hm[x - 1, y - 1];
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if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
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hfvalue = 0;
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if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
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hfvaluecompare = 0;
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hfdiff = hfvaluecompare - hfvalue;
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if (hfdiff > 0.3f)
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{
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}
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else if (hfdiff < -0.3f)
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{
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// We have to desaturate and blacken the land at the same time
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// we use floats, colors use bytes, so shrink are space down to
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// 0-255
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try
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{
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hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
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if (hfdiff % 1 != 0)
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{
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hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
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}
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}
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catch (System.OverflowException)
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{
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m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
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ShadowDebugContinue = false;
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}
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if (ShadowDebugContinue)
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{
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if ((256 - y) - 1 > 0)
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{
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Color Shade = mapbmp.GetPixel(x - 1, (256 - y) - 1);
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int r = Shade.R;
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int g = Shade.G;
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int b = Shade.B;
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Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? b - hfdiffi : 0);
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//Console.WriteLine("d:" + hfdiff.ToString() + ", i:" + hfdiffi + ", pos: " + x + "," + y + " - R:" + Shade.R.ToString() + ", G:" + Shade.G.ToString() + ", B:" + Shade.G.ToString());
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mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade);
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}
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}
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}
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}
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}
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catch (System.ArgumentException)
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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", whichScene.RegionInfo.RegionName);
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terraincorruptedwarningsaid = true;
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}
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Color black = Color.Black;
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mapbmp.SetPixel(x, (256 - y) - 1, black);
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}
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}
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else
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{
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// Y flip the cordinates
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heightvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight - heightvalue;
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if (heightvalue > 19)
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heightvalue = 19;
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if (heightvalue < 0)
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heightvalue = 0;
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heightvalue = 100 - (heightvalue * 100) / 19;
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if (heightvalue > 255)
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heightvalue = 255;
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if (heightvalue < 0)
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heightvalue = 0;
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if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
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heightvalue = 0;
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try
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{
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Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
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mapbmp.SetPixel(x, (256 - y) - 1, water);
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}
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catch (System.ArgumentException)
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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", whichScene.RegionInfo.RegionName);
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terraincorruptedwarningsaid = true;
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}
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Color black = Color.Black;
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mapbmp.SetPixel(x, (256 - y) - 1, black);
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}
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}
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}
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//}
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//tc = System.Environment.TickCount - tc;
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//m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms");
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}
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m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
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return mapbmp;
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}
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private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp)
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{
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int tc = 0;
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double[,] hm = whichScene.Heightmap.GetDoubles();
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tc = System.Environment.TickCount;
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m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
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List<EntityBase> objs = whichScene.GetEntities();
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lock (objs)
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{
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foreach (EntityBase obj in objs)
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{
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// Only draw the contents of SceneObjectGroup
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if (obj is SceneObjectGroup)
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{
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SceneObjectGroup mapdot = (SceneObjectGroup)obj;
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Color mapdotspot = Color.Gray; // Default color when prim color is white
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// Loop over prim in group
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foreach (SceneObjectPart part in mapdot.Children.Values)
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{
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if (part == null)
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continue;
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// Draw if the object is at least 1 meter wide in any direction
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if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
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{
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// Try to get the RGBA of the default texture entry..
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//
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try
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{
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if (part == null)
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continue;
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if (part.Shape == null)
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continue;
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if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree)
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continue; // eliminates trees from this since we don't really have a good tree representation
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// if you want tree blocks on the map comment the above line and uncomment the below line
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//mapdotspot = Color.PaleGreen;
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if (part.Shape.Textures == null)
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continue;
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if (part.Shape.Textures.DefaultTexture == null)
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continue;
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LLColor texcolor = part.Shape.Textures.DefaultTexture.RGBA;
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// Not sure why some of these are null, oh well.
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int colorr = 255 - (int)(texcolor.R * 255f);
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int colorg = 255 - (int)(texcolor.G * 255f);
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int colorb = 255 - (int)(texcolor.B * 255f);
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if (!(colorr == 255 && colorg == 255 && colorb == 255))
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{
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//Try to set the map spot color
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try
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{
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// If the color gets goofy somehow, skip it *shakes fist at LLColor
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mapdotspot = Color.FromArgb(colorr, colorg, colorb);
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}
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|
catch (ArgumentException)
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|
{
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|
}
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|
}
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|
}
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catch (IndexOutOfRangeException)
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{
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// Windows Array
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}
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catch (ArgumentOutOfRangeException)
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{
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// Mono Array
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|
}
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LLVector3 pos = part.GetWorldPosition();
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// skip prim outside of retion
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if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
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|
continue;
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// skip prim in non-finite position
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if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || Single.IsInfinity(pos.X)
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|| Single.IsInfinity(pos.Y))
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continue;
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// Figure out if object is under 256m above the height of the terrain
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bool isBelow256AboveTerrain = false;
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|
try
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{
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isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
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||||||
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}
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|
catch (Exception)
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||||||
|
{
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||||||
|
}
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||||||
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||||||
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if (isBelow256AboveTerrain)
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{
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// Translate scale by rotation so scale is represented properly when object is rotated
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||||||
|
Vector3 scale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
|
||||||
|
LLQuaternion llrot = part.GetWorldRotation();
|
||||||
|
Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
|
||||||
|
scale = rot * scale;
|
||||||
|
|
||||||
|
// 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 > 255 || mapdrawendX < 0 || mapdrawendX > 255
|
||||||
|
|| mapdrawstartY < 0 || mapdrawstartY > 255 || mapdrawendY < 0
|
||||||
|
|| mapdrawendY > 255)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
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
|
||||||
|
for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
|
||||||
|
{
|
||||||
|
for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
|
||||||
|
{
|
||||||
|
//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
|
||||||
|
} // lock entities objs
|
||||||
|
|
||||||
|
m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (System.Environment.TickCount - tc) + " ms");
|
||||||
|
return mapbmp;
|
||||||
|
}
|
||||||
|
|
||||||
|
# region Depreciated Maptile Generation. Adam may update this
|
||||||
private Bitmap TerrainToBitmap(string gradientmap)
|
private Bitmap TerrainToBitmap(string gradientmap)
|
||||||
{
|
{
|
||||||
Bitmap gradientmapLd = new Bitmap(gradientmap);
|
Bitmap gradientmapLd = new Bitmap(gradientmap);
|
||||||
|
@ -163,5 +568,6 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
|
||||||
return bmp;
|
return bmp;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -1023,6 +1023,8 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
|
|
||||||
if (terrain == null)
|
if (terrain == null)
|
||||||
{
|
{
|
||||||
|
#region Fallback default maptile generation
|
||||||
|
|
||||||
int tc = System.Environment.TickCount;
|
int tc = System.Environment.TickCount;
|
||||||
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
|
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
|
||||||
Bitmap mapbmp = new Bitmap(256, 256);
|
Bitmap mapbmp = new Bitmap(256, 256);
|
||||||
|
@ -1410,6 +1412,30 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
LazySaveGeneratedMaptile(data,temporary);
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Use the module to generate the maptile.
|
||||||
|
byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
|
||||||
|
if (data != null)
|
||||||
|
{
|
||||||
|
LazySaveGeneratedMaptile(data,temporary);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void LazySaveGeneratedMaptile(byte[] data, bool temporary)
|
||||||
|
{
|
||||||
|
// Overwrites the local Asset cache with new maptile data
|
||||||
|
// Assets are single write, this causes the asset server to ignore this update,
|
||||||
|
// but the local asset cache does not
|
||||||
|
|
||||||
|
// this is on purpose! The net result of this is the region always has the most up to date
|
||||||
|
// map tile while protecting the (grid) asset database from bloat caused by a new asset each
|
||||||
|
// time a mapimage is generated!
|
||||||
|
|
||||||
LLUUID lastMapRegionUUID = m_regInfo.lastMapUUID;
|
LLUUID lastMapRegionUUID = m_regInfo.lastMapUUID;
|
||||||
|
|
||||||
int lastMapRefresh = 0;
|
int lastMapRefresh = 0;
|
||||||
|
@ -1437,7 +1463,6 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
m_regInfo.SaveLastMapUUID(TerrainImageLLUUID);
|
m_regInfo.SaveLastMapUUID(TerrainImageLLUUID);
|
||||||
|
|
||||||
m_log.Warn("[MAPTILE]: STORING MAPTILE IMAGE");
|
m_log.Warn("[MAPTILE]: STORING MAPTILE IMAGE");
|
||||||
//Extra protection.. probably not needed.
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -1457,59 +1482,6 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
asset.Temporary = temporary;
|
asset.Temporary = temporary;
|
||||||
AssetCache.AddAsset(asset);
|
AssetCache.AddAsset(asset);
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
|
||||||
byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
|
|
||||||
if (data != null)
|
|
||||||
{
|
|
||||||
LLUUID lastMapRegionUUID = m_regInfo.lastMapUUID;
|
|
||||||
|
|
||||||
int lastMapRefresh = 0;
|
|
||||||
int twoDays = 172800;
|
|
||||||
int RefreshSeconds = twoDays;
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
|
||||||
lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh);
|
|
||||||
}
|
|
||||||
catch (ArgumentException)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
catch (FormatException)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
catch (OverflowException)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
LLUUID TerrainImageLLUUID = LLUUID.Random();
|
|
||||||
|
|
||||||
if (lastMapRegionUUID == LLUUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch())
|
|
||||||
{
|
|
||||||
m_regInfo.SaveLastMapUUID(TerrainImageLLUUID);
|
|
||||||
|
|
||||||
//m_log.Warn(terrainImageID);
|
|
||||||
//Extra protection.. probably not needed.
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
TerrainImageLLUUID = lastMapRegionUUID;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_regInfo.RegionSettings.TerrainImageID = TerrainImageLLUUID;
|
|
||||||
|
|
||||||
AssetBase asset = new AssetBase();
|
|
||||||
asset.FullID = m_regInfo.RegionSettings.TerrainImageID;
|
|
||||||
asset.Data = data;
|
|
||||||
asset.Name = "terrainImage_" + m_regInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString();
|
|
||||||
asset.Description = RegionInfo.RegionName;
|
|
||||||
asset.Type = 0;
|
|
||||||
asset.Temporary = temporary;
|
|
||||||
AssetCache.AddAsset(asset);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Load Land
|
#region Load Land
|
||||||
|
|
Loading…
Reference in New Issue