* 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
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				|  | @ -26,29 +26,58 @@ | |||
|  */ | ||||
| 
 | ||||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using System.Drawing; | ||||
| using System.Reflection; | ||||
| using Axiom.Math; | ||||
| using Nini.Config; | ||||
| using log4net; | ||||
| using OpenJPEGNet; | ||||
| using OpenSim.Region.Environment.Interfaces; | ||||
| using OpenSim.Region.Environment.Scenes; | ||||
| using libsecondlife; | ||||
| 
 | ||||
| namespace OpenSim.Region.Environment.Modules.World.WorldMap | ||||
| { | ||||
|     internal class MapImageModule : IMapImageGenerator, IRegionModule | ||||
|     public class MapImageModule : IMapImageGenerator, IRegionModule | ||||
|     { | ||||
|         private static readonly ILog m_log = | ||||
|             LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||||
| 
 | ||||
|         private Scene m_scene; | ||||
|         private IConfigSource m_config; | ||||
| 
 | ||||
|         #region IMapImageGenerator Members | ||||
| 
 | ||||
|         public byte[] WriteJpeg2000Image(string gradientmap) | ||||
|         { | ||||
|             byte[] imageData = null; | ||||
|             Bitmap mapbmp = new Bitmap(256, 256); | ||||
| 
 | ||||
|             Bitmap bmp = TerrainToBitmap(gradientmap); | ||||
|             //Bitmap bmp = TerrainToBitmap(gradientmap); | ||||
|             mapbmp = TerrainToBitmap2(m_scene,mapbmp); | ||||
| 
 | ||||
|             bool drawPrimVolume = true; | ||||
| 
 | ||||
|             try | ||||
|             { | ||||
|                 imageData = OpenJPEG.EncodeFromImage(bmp, true); | ||||
|                 IConfig startupConfig = m_config.Configs["Startup"]; | ||||
|                 drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", true); | ||||
|             } | ||||
|             catch (Exception) | ||||
|             { | ||||
|                 m_log.Warn("Failed to load StartupConfig"); | ||||
|             } | ||||
| 
 | ||||
|             if (drawPrimVolume) | ||||
|             { | ||||
|                 DrawObjectVolume(m_scene, mapbmp); | ||||
|             } | ||||
| 
 | ||||
| 
 | ||||
|             try | ||||
|             { | ||||
|                 imageData = OpenJPEG.EncodeFromImage(mapbmp, true); | ||||
|             } | ||||
|             catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke | ||||
|             { | ||||
|  | @ -65,6 +94,7 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap | |||
|         public void Initialise(Scene scene, IConfigSource source) | ||||
|         { | ||||
|             m_scene = scene; | ||||
|             m_config = source; | ||||
|             m_scene.RegisterModuleInterface<IMapImageGenerator>(this); | ||||
|         } | ||||
| 
 | ||||
|  | @ -128,6 +158,381 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap | |||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private Bitmap TerrainToBitmap2(Scene whichScene, Bitmap mapbmp) | ||||
|         { | ||||
|             int tc = System.Environment.TickCount; | ||||
|             m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain"); | ||||
|              | ||||
|             double[,] hm = whichScene.Heightmap.GetDoubles(); | ||||
|             bool ShadowDebugContinue = true; | ||||
|             //Color prim = Color.FromArgb(120, 120, 120); | ||||
|             //LLVector3 RayEnd = new LLVector3(0, 0, 0); | ||||
|             //LLVector3 RayStart = new LLVector3(0, 0, 0); | ||||
|             //LLVector3 direction = new LLVector3(0, 0, -1); | ||||
|             //Vector3 AXOrigin = new Vector3(); | ||||
|             //Vector3 AXdirection = new Vector3(); | ||||
|             //Ray testRay = new Ray(); | ||||
|             //EntityIntersection rt = new EntityIntersection(); | ||||
|             bool terraincorruptedwarningsaid = false; | ||||
| 
 | ||||
|             float low = 255; | ||||
|             float high = 0; | ||||
|             for (int x = 0; x < 256; x++) | ||||
|             { | ||||
|                 for (int y = 0; y < 256; y++) | ||||
|                 { | ||||
|                     float hmval = (float)hm[x, y]; | ||||
|                     if (hmval < low) | ||||
|                         low = hmval; | ||||
|                     if (hmval > high) | ||||
|                         high = hmval; | ||||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             float mid = (high + low) * 0.5f; | ||||
| 
 | ||||
|             // temporary initializer | ||||
|             float hfvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight; | ||||
|             float hfvaluecompare = hfvalue; | ||||
|             float hfdiff = hfvalue; | ||||
|             int hfdiffi = 0; | ||||
| 
 | ||||
| 
 | ||||
|             for (int x = 0; x < 256; x++) | ||||
|             { | ||||
|                 //int tc = System.Environment.TickCount; | ||||
|                 for (int y = 0; y < 256; y++) | ||||
|                 { | ||||
|                     //RayEnd = new LLVector3(x, y, 0); | ||||
|                     //RayStart = new LLVector3(x, y, 255); | ||||
| 
 | ||||
|                     //direction = LLVector3.Norm(RayEnd - RayStart); | ||||
|                     //AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z); | ||||
|                     //AXdirection = new Vector3(direction.X, direction.Y, direction.Z); | ||||
| 
 | ||||
|                     //testRay = new Ray(AXOrigin, AXdirection); | ||||
|                     //rt = m_innerScene.GetClosestIntersectingPrim(testRay); | ||||
| 
 | ||||
|                     //if (rt.HitTF) | ||||
|                     //{ | ||||
|                     //mapbmp.SetPixel(x, y, prim); | ||||
|                     //} | ||||
|                     //else | ||||
|                     //{ | ||||
|                     //float tmpval = (float)hm[x, y]; | ||||
|                     float heightvalue = (float)hm[x, y]; | ||||
| 
 | ||||
| 
 | ||||
|                     if (heightvalue > (float)whichScene.RegionInfo.RegionSettings.WaterHeight) | ||||
|                     { | ||||
| 
 | ||||
|                         // scale height value | ||||
|                         heightvalue = low + mid * (heightvalue - low) / mid; | ||||
| 
 | ||||
|                         if (heightvalue > 255) | ||||
|                             heightvalue = 255; | ||||
| 
 | ||||
|                         if (heightvalue < 0) | ||||
|                             heightvalue = 0; | ||||
| 
 | ||||
|                         if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) | ||||
|                             heightvalue = 0; | ||||
|                         try | ||||
|                         { | ||||
|                             Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue); | ||||
| 
 | ||||
|                             // Y flip the cordinates | ||||
|                             mapbmp.SetPixel(x, (256 - y) - 1, green); | ||||
| 
 | ||||
|                             //X | ||||
|                             // . | ||||
|                             // | ||||
|                             // Shade the terrain for shadows  | ||||
|                             if ((x - 1 > 0) && (y - 1 > 0)) | ||||
|                             { | ||||
|                                 hfvalue = (float)hm[x, y]; | ||||
|                                 hfvaluecompare = (float)hm[x - 1, y - 1]; | ||||
| 
 | ||||
|                                 if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue)) | ||||
|                                     hfvalue = 0; | ||||
| 
 | ||||
|                                 if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare)) | ||||
|                                     hfvaluecompare = 0; | ||||
| 
 | ||||
|                                 hfdiff = hfvaluecompare - hfvalue; | ||||
| 
 | ||||
|                                 if (hfdiff > 0.3f) | ||||
|                                 { | ||||
| 
 | ||||
|                                 } | ||||
|                                 else if (hfdiff < -0.3f) | ||||
|                                 { | ||||
|                                     // We have to desaturate and blacken the land at the same time | ||||
|                                     // we use floats, colors use bytes, so shrink are space down to  | ||||
|                                     // 0-255 | ||||
| 
 | ||||
| 
 | ||||
|                                     try | ||||
|                                     { | ||||
|                                         hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1; | ||||
|                                         if (hfdiff % 1 != 0) | ||||
|                                         { | ||||
|                                             hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1); | ||||
|                                         } | ||||
|                                     } | ||||
|                                     catch (System.OverflowException) | ||||
|                                     { | ||||
|                                         m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString()); | ||||
|                                         ShadowDebugContinue = false; | ||||
|                                     } | ||||
| 
 | ||||
|                                     if (ShadowDebugContinue) | ||||
|                                     { | ||||
|                                         if ((256 - y) - 1 > 0) | ||||
|                                         { | ||||
|                                             Color Shade = mapbmp.GetPixel(x - 1, (256 - y) - 1); | ||||
| 
 | ||||
|                                             int r = Shade.R; | ||||
| 
 | ||||
|                                             int g = Shade.G; | ||||
|                                             int b = Shade.B; | ||||
|                                             Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? b - hfdiffi : 0); | ||||
|                                             //Console.WriteLine("d:" + hfdiff.ToString() + ", i:" + hfdiffi + ", pos: " + x + "," + y + " - R:" + Shade.R.ToString() + ", G:" + Shade.G.ToString() + ", B:" + Shade.G.ToString()); | ||||
|                                             mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade); | ||||
|                                         } | ||||
|                                     } | ||||
| 
 | ||||
| 
 | ||||
|                                 } | ||||
| 
 | ||||
|                             } | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
|                         } | ||||
|                         catch (System.ArgumentException) | ||||
|                         { | ||||
|                             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", whichScene.RegionInfo.RegionName); | ||||
|                                 terraincorruptedwarningsaid = true; | ||||
|                             } | ||||
|                             Color black = Color.Black; | ||||
|                             mapbmp.SetPixel(x, (256 - y) - 1, black); | ||||
|                         } | ||||
|                     } | ||||
|                     else | ||||
|                     { | ||||
|                         // Y flip the cordinates | ||||
|                         heightvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight - heightvalue; | ||||
|                         if (heightvalue > 19) | ||||
|                             heightvalue = 19; | ||||
|                         if (heightvalue < 0) | ||||
|                             heightvalue = 0; | ||||
| 
 | ||||
|                         heightvalue = 100 - (heightvalue * 100) / 19; | ||||
| 
 | ||||
|                         if (heightvalue > 255) | ||||
|                             heightvalue = 255; | ||||
| 
 | ||||
|                         if (heightvalue < 0) | ||||
|                             heightvalue = 0; | ||||
| 
 | ||||
|                         if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) | ||||
|                             heightvalue = 0; | ||||
| 
 | ||||
|                         try | ||||
|                         { | ||||
|                             Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255); | ||||
|                             mapbmp.SetPixel(x, (256 - y) - 1, water); | ||||
|                         } | ||||
|                         catch (System.ArgumentException) | ||||
|                         { | ||||
|                             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", whichScene.RegionInfo.RegionName); | ||||
|                                 terraincorruptedwarningsaid = true; | ||||
|                             } | ||||
|                             Color black = Color.Black; | ||||
|                             mapbmp.SetPixel(x, (256 - y) - 1, black); | ||||
|                         } | ||||
|                     } | ||||
|                 } | ||||
|                 //} | ||||
| 
 | ||||
|                 //tc = System.Environment.TickCount - tc; | ||||
|                 //m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms"); | ||||
|             } | ||||
|             m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms"); | ||||
| 
 | ||||
|             return mapbmp; | ||||
|         } | ||||
|              | ||||
|          | ||||
|         private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp) | ||||
|         { | ||||
|             int tc = 0; | ||||
|             double[,] hm = whichScene.Heightmap.GetDoubles(); | ||||
|             tc = System.Environment.TickCount; | ||||
|             m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile"); | ||||
|             List<EntityBase> objs = whichScene.GetEntities(); | ||||
| 
 | ||||
|             lock (objs) | ||||
|             { | ||||
|                 foreach (EntityBase obj in objs) | ||||
|                 { | ||||
|                     // Only draw the contents of SceneObjectGroup | ||||
|                     if (obj is SceneObjectGroup) | ||||
|                     { | ||||
|                         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.Children.Values) | ||||
|                         { | ||||
|                             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) | ||||
|                             { | ||||
|                                 // Try to get the RGBA of the default texture entry.. | ||||
|                                 // | ||||
|                                 try | ||||
|                                 { | ||||
|                                     if (part == null) | ||||
|                                         continue; | ||||
| 
 | ||||
|                                     if (part.Shape == null) | ||||
|                                         continue; | ||||
| 
 | ||||
|                                     if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree) | ||||
|                                         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; | ||||
| 
 | ||||
|                                     if (part.Shape.Textures == null) | ||||
|                                         continue; | ||||
| 
 | ||||
|                                     if (part.Shape.Textures.DefaultTexture == null) | ||||
|                                         continue; | ||||
| 
 | ||||
|                                     LLColor texcolor = part.Shape.Textures.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 LLColor | ||||
|                                             mapdotspot = Color.FromArgb(colorr, colorg, colorb); | ||||
|                                         } | ||||
|                                         catch (ArgumentException) | ||||
|                                         { | ||||
|                                         } | ||||
|                                     } | ||||
|                                 } | ||||
|                                 catch (IndexOutOfRangeException) | ||||
|                                 { | ||||
|                                     // Windows Array | ||||
|                                 } | ||||
|                                 catch (ArgumentOutOfRangeException) | ||||
|                                 { | ||||
|                                     // Mono Array | ||||
|                                 } | ||||
| 
 | ||||
|                                 LLVector3 pos = part.GetWorldPosition(); | ||||
| 
 | ||||
|                                 // 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 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) | ||||
|         { | ||||
|             Bitmap gradientmapLd = new Bitmap(gradientmap); | ||||
|  | @ -163,5 +568,6 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap | |||
|                 return bmp; | ||||
|             } | ||||
|         } | ||||
|         #endregion | ||||
|     } | ||||
| } | ||||
|  | @ -1023,6 +1023,8 @@ namespace OpenSim.Region.Environment.Scenes | |||
| 
 | ||||
|             if (terrain == null) | ||||
|             { | ||||
|                 #region Fallback default maptile generation | ||||
| 
 | ||||
|                 int tc = System.Environment.TickCount; | ||||
|                 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain"); | ||||
|                 Bitmap mapbmp = new Bitmap(256, 256); | ||||
|  | @ -1410,6 +1412,30 @@ namespace OpenSim.Region.Environment.Scenes | |||
|                     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; | ||||
| 
 | ||||
|             int lastMapRefresh = 0; | ||||
|  | @ -1437,7 +1463,6 @@ namespace OpenSim.Region.Environment.Scenes | |||
|                 m_regInfo.SaveLastMapUUID(TerrainImageLLUUID); | ||||
| 
 | ||||
|                 m_log.Warn("[MAPTILE]: STORING MAPTILE IMAGE"); | ||||
|                     //Extra protection..  probably not needed. | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|  | @ -1457,59 +1482,6 @@ namespace OpenSim.Region.Environment.Scenes | |||
|             asset.Temporary = temporary; | ||||
|             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 | ||||
| 
 | ||||
|         #region Load Land | ||||
|  |  | |||
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		Reference in New Issue
	
	 Teravus Ovares
						Teravus Ovares