diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs index c6fb18d8f3..0e849e542c 100644 --- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs +++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs @@ -1002,41 +1002,15 @@ namespace OpenSim.Region.CoreModules.World.WorldMap public void RegenerateMaptile(byte[] data) { - // 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! - UUID lastMapRegionUUID = m_scene.RegionInfo.RegionSettings.TerrainImageID; - int lastMapRefresh = 0; - int twoDays = 172800; -// int RefreshSeconds = twoDays; - - try - { - lastMapRefresh = Convert.ToInt32(m_scene.RegionInfo.lastMapRefresh); - } - catch (ArgumentException) - { - } - catch (FormatException) - { - } - catch (OverflowException) - { - } - m_log.Debug("[MAPTILE]: STORING MAPTILE IMAGE"); m_scene.RegionInfo.RegionSettings.TerrainImageID = UUID.Random(); AssetBase asset = new AssetBase( m_scene.RegionInfo.RegionSettings.TerrainImageID, - "terrainImage_" + m_scene.RegionInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString(), + "terrainImage_" + m_scene.RegionInfo.RegionID.ToString(), (sbyte)AssetType.Texture, m_scene.RegionInfo.RegionID.ToString()); asset.Data = data;