refactor: move more map tile generation code from scene to IWorldMapModule
parent
39a748b47a
commit
5f5c65e4ba
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@ -347,9 +347,13 @@ namespace OpenSim
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// Prims have to be loaded after module configuration since some modules may be invoked during the load
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scene.LoadPrimsFromStorage(regionInfo.originRegionID);
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// moved these here as the terrain texture has to be created after the modules are initialized
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// moved these here as the map texture has to be created after the modules are initialized
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// and has to happen before the region is registered with the grid.
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scene.CreateTerrainTexture();
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IWorldMapModule mapModule = scene.RequestModuleInterface<IWorldMapModule>();
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if (mapModule != null)
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mapModule.GenerateMaptile();
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else
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m_log.WarnFormat("[STARTUP]: No map module available to generate map tile");
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// TODO : Try setting resource for region xstats here on scene
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MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
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@ -1000,11 +1000,24 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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return responsemap;
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}
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public void RegenerateMaptile(byte[] data)
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public void GenerateMaptile()
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{
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// Cannot create a map for a nonexistant heightmap
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if (m_scene.Heightmap == null)
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return;
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//create a texture asset of the terrain
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IMapImageGenerator terrain = m_scene.RequestModuleInterface<IMapImageGenerator>();
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if (terrain == null)
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return;
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byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
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if (data == null)
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return;
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UUID lastMapRegionUUID = m_scene.RegionInfo.RegionSettings.TerrainImageID;
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m_log.Debug("[MAPTILE]: STORING MAPTILE IMAGE");
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m_log.Debug("[WORLDMAP]: STORING MAPTILE IMAGE");
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m_scene.RegionInfo.RegionSettings.TerrainImageID = UUID.Random();
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@ -29,6 +29,9 @@ namespace OpenSim.Region.Framework.Interfaces
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{
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public interface IWorldMapModule
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{
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void RegenerateMaptile(byte[] data);
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/// <summary>
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/// Generate a map tile for the scene. a terrain texture for this scene
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/// </summary>
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void GenerateMaptile();
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}
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}
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@ -1812,33 +1812,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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/// Create a terrain texture for this scene
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/// </summary>
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public void CreateTerrainTexture()
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{
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//create a texture asset of the terrain
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IMapImageGenerator terrain = RequestModuleInterface<IMapImageGenerator>();
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// Cannot create a map for a nonexistant heightmap yet.
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if (Heightmap == null)
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return;
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if (terrain == null)
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return;
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byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
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if (data != null)
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{
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IWorldMapModule mapModule = RequestModuleInterface<IWorldMapModule>();
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if (mapModule != null)
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mapModule.RegenerateMaptile(data);
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else
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m_log.DebugFormat("[SCENE]: MapModule is null, can't save maptile");
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}
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}
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#endregion
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#region Load Land
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