Use using constructs on disposable io objects in LLRaw to ensure they are always closed even if an exception is thrown.

inv-download
Justin Clark-Casey (justincc) 2015-02-28 00:41:11 +00:00
parent 06a52b43df
commit 4717132b82
1 changed files with 111 additions and 113 deletions

View File

@ -74,12 +74,13 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
public ITerrainChannel LoadFile(string filename)
{
FileInfo file = new FileInfo(filename);
FileStream s = file.Open(FileMode.Open, FileAccess.Read);
ITerrainChannel retval = LoadStream(s);
s.Close();
ITerrainChannel channel;
return retval;
using (FileStream s = file.Open(FileMode.Open, FileAccess.Read))
channel = LoadStream(s);
return channel;
}
public ITerrainChannel LoadFile(string filename, int offsetX, int offsetY, int fileWidth, int fileHeight, int sectionWidth, int sectionHeight)
@ -87,62 +88,62 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
TerrainChannel retval = new TerrainChannel(sectionWidth, sectionHeight);
FileInfo file = new FileInfo(filename);
FileStream s = file.Open(FileMode.Open, FileAccess.Read);
BinaryReader bs = new BinaryReader(s);
int currFileYOffset = fileHeight - 1;
// if our region isn't on the first Y section of the areas to be landscaped, then
// advance to our section of the file
while (currFileYOffset > offsetY)
using (FileStream s = file.Open(FileMode.Open, FileAccess.Read))
using (BinaryReader bs = new BinaryReader(s))
{
// read a whole strip of regions
int heightsToRead = sectionHeight * (fileWidth * sectionWidth);
bs.ReadBytes(heightsToRead * 13); // because there are 13 fun channels
currFileYOffset--;
}
int currFileYOffset = fileHeight - 1;
// got to the Y start offset within the file of our region
// so read the file bits associated with our region
int y;
// for each Y within our Y offset
for (y = sectionHeight - 1; y >= 0; y--)
{
int currFileXOffset = 0;
// if our region isn't the first X section of the areas to be landscaped, then
// advance the stream to the X start pos of our section in the file
// i.e. eat X upto where we start
while (currFileXOffset < offsetX)
// if our region isn't on the first Y section of the areas to be landscaped, then
// advance to our section of the file
while (currFileYOffset > offsetY)
{
bs.ReadBytes(sectionWidth * 13);
currFileXOffset++;
// read a whole strip of regions
int heightsToRead = sectionHeight * (fileWidth * sectionWidth);
bs.ReadBytes(heightsToRead * 13); // because there are 13 fun channels
currFileYOffset--;
}
// got to our X offset, so write our regions X line
int x;
for (x = 0; x < sectionWidth; x++)
{
// Read a strip and continue
retval[x, y] = bs.ReadByte() * (bs.ReadByte() / 128.0);
bs.ReadBytes(11);
}
// record that we wrote it
currFileXOffset++;
// got to the Y start offset within the file of our region
// so read the file bits associated with our region
int y;
// if our region isn't the last X section of the areas to be landscaped, then
// advance the stream to the end of this Y column
while (currFileXOffset < fileWidth)
// for each Y within our Y offset
for (y = sectionHeight - 1; y >= 0; y--)
{
// eat the next regions x line
bs.ReadBytes(sectionWidth * 13); //The 13 channels again
int currFileXOffset = 0;
// if our region isn't the first X section of the areas to be landscaped, then
// advance the stream to the X start pos of our section in the file
// i.e. eat X upto where we start
while (currFileXOffset < offsetX)
{
bs.ReadBytes(sectionWidth * 13);
currFileXOffset++;
}
// got to our X offset, so write our regions X line
int x;
for (x = 0; x < sectionWidth; x++)
{
// Read a strip and continue
retval[x, y] = bs.ReadByte() * (bs.ReadByte() / 128.0);
bs.ReadBytes(11);
}
// record that we wrote it
currFileXOffset++;
// if our region isn't the last X section of the areas to be landscaped, then
// advance the stream to the end of this Y column
while (currFileXOffset < fileWidth)
{
// eat the next regions x line
bs.ReadBytes(sectionWidth * 13); //The 13 channels again
currFileXOffset++;
}
}
}
bs.Close();
s.Close();
return retval;
}
@ -158,90 +159,88 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
TerrainChannel retval = new TerrainChannel(trimmedDimension, trimmedDimension);
BinaryReader bs = new BinaryReader(s);
int y;
for (y = 0; y < retval.Height; y++)
using (BinaryReader bs = new BinaryReader(s))
{
int x;
for (x = 0; x < retval.Width; x++)
int y;
for (y = 0; y < retval.Height; y++)
{
retval[x, (retval.Height - 1) - y] = bs.ReadByte() * (bs.ReadByte() / 128.0);
bs.ReadBytes(11); // Advance the stream to next bytes.
int x;
for (x = 0; x < retval.Width; x++)
{
retval[x, (retval.Height - 1) - y] = bs.ReadByte() * (bs.ReadByte() / 128.0);
bs.ReadBytes(11); // Advance the stream to next bytes.
}
}
}
bs.Close();
return retval;
}
public void SaveFile(string filename, ITerrainChannel map)
{
FileInfo file = new FileInfo(filename);
FileStream s = file.Open(FileMode.CreateNew, FileAccess.Write);
SaveStream(s, map);
s.Close();
using (FileStream s = file.Open(FileMode.CreateNew, FileAccess.Write))
SaveStream(s, map);
}
public void SaveStream(Stream s, ITerrainChannel map)
{
BinaryWriter binStream = new BinaryWriter(s);
// Output the calculated raw
for (int y = 0; y < map.Height; y++)
using (BinaryWriter binStream = new BinaryWriter(s))
{
for (int x = 0; x < map.Width; x++)
// Output the calculated raw
for (int y = 0; y < map.Height; y++)
{
double t = map[x, (map.Height - 1) - y];
//if height is less than 0, set it to 0 as
//can't save -ve values in a LLRAW file
if (t < 0d)
for (int x = 0; x < map.Width; x++)
{
t = 0d;
double t = map[x, (map.Height - 1) - y];
//if height is less than 0, set it to 0 as
//can't save -ve values in a LLRAW file
if (t < 0d)
{
t = 0d;
}
int index = 0;
// The lookup table is pre-sorted, so we either find an exact match or
// the next closest (smaller) match with a binary search
index = Array.BinarySearch<HeightmapLookupValue>(LookupHeightTable, new HeightmapLookupValue(0, (float)t));
if (index < 0)
index = ~index - 1;
index = LookupHeightTable[index].Index;
byte red = (byte) (index & 0xFF);
byte green = (byte) ((index >> 8) & 0xFF);
const byte blue = 20;
const byte alpha1 = 0;
const byte alpha2 = 0;
const byte alpha3 = 0;
const byte alpha4 = 0;
const byte alpha5 = 255;
const byte alpha6 = 255;
const byte alpha7 = 255;
const byte alpha8 = 255;
byte alpha9 = red;
byte alpha10 = green;
binStream.Write(red);
binStream.Write(green);
binStream.Write(blue);
binStream.Write(alpha1);
binStream.Write(alpha2);
binStream.Write(alpha3);
binStream.Write(alpha4);
binStream.Write(alpha5);
binStream.Write(alpha6);
binStream.Write(alpha7);
binStream.Write(alpha8);
binStream.Write(alpha9);
binStream.Write(alpha10);
}
int index = 0;
// The lookup table is pre-sorted, so we either find an exact match or
// the next closest (smaller) match with a binary search
index = Array.BinarySearch<HeightmapLookupValue>(LookupHeightTable, new HeightmapLookupValue(0, (float)t));
if (index < 0)
index = ~index - 1;
index = LookupHeightTable[index].Index;
byte red = (byte) (index & 0xFF);
byte green = (byte) ((index >> 8) & 0xFF);
const byte blue = 20;
const byte alpha1 = 0;
const byte alpha2 = 0;
const byte alpha3 = 0;
const byte alpha4 = 0;
const byte alpha5 = 255;
const byte alpha6 = 255;
const byte alpha7 = 255;
const byte alpha8 = 255;
byte alpha9 = red;
byte alpha10 = green;
binStream.Write(red);
binStream.Write(green);
binStream.Write(blue);
binStream.Write(alpha1);
binStream.Write(alpha2);
binStream.Write(alpha3);
binStream.Write(alpha4);
binStream.Write(alpha5);
binStream.Write(alpha6);
binStream.Write(alpha7);
binStream.Write(alpha8);
binStream.Write(alpha9);
binStream.Write(alpha10);
}
}
binStream.Close();
}
public string FileExtension
@ -268,7 +267,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
public bool SupportsTileSave()
{
return false;
}
}
}
}
}