Make parcel sale overlays work. No auction support.
parent
a0206e5a17
commit
71012ef883
|
@ -432,6 +432,9 @@ namespace OpenSim
|
|||
// TODO : Try setting resource for region xstats here on scene
|
||||
MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
|
||||
|
||||
scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
|
||||
scene.EventManager.TriggerParcelPrimCountUpdate();
|
||||
|
||||
if (scene.SnmpService != null)
|
||||
{
|
||||
scene.SnmpService.BootInfo("Grid Registration in progress", scene);
|
||||
|
@ -460,9 +463,6 @@ namespace OpenSim
|
|||
scene.SnmpService.BootInfo("Grid Registration done", scene);
|
||||
}
|
||||
|
||||
scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
|
||||
scene.EventManager.TriggerParcelPrimCountUpdate();
|
||||
|
||||
// We need to do this after we've initialized the
|
||||
// scripting engines.
|
||||
scene.CreateScriptInstances();
|
||||
|
|
|
@ -213,7 +213,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
UUID agentID, Caps caps)
|
||||
{
|
||||
//try
|
||||
//{
|
||||
//
|
||||
//m_log.DebugFormat("[MAPLAYER]: path: {0}, param: {1}, agent:{2}",
|
||||
// path, param, agentID.ToString());
|
||||
|
||||
|
@ -1345,10 +1345,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
if (data == null)
|
||||
return;
|
||||
|
||||
byte[] overlay = GenerateOverlay();
|
||||
|
||||
m_log.Debug("[WORLDMAP]: STORING MAPTILE IMAGE");
|
||||
|
||||
UUID terrainImageID = UUID.Random();
|
||||
UUID parcelImageID = UUID.Zero; // UUID.Random();
|
||||
UUID parcelImageID = UUID.Zero;
|
||||
|
||||
AssetBase asset = new AssetBase(
|
||||
terrainImageID,
|
||||
|
@ -1364,9 +1366,26 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
m_log.DebugFormat("[WORLDMAP]: Storing map tile {0}", asset.ID);
|
||||
m_scene.AssetService.Store(asset);
|
||||
|
||||
if (overlay != null)
|
||||
{
|
||||
parcelImageID = UUID.Random();
|
||||
|
||||
AssetBase parcels = new AssetBase(
|
||||
parcelImageID,
|
||||
"parcelImage_" + m_scene.RegionInfo.RegionID.ToString(),
|
||||
(sbyte)AssetType.Texture,
|
||||
m_scene.RegionInfo.RegionID.ToString());
|
||||
parcels.Data = overlay;
|
||||
parcels.Description = m_scene.RegionInfo.RegionName;
|
||||
parcels.Temporary = false;
|
||||
parcels.Flags = AssetFlags.Maptile;
|
||||
|
||||
m_scene.AssetService.Store(parcels);
|
||||
}
|
||||
|
||||
// Switch to the new one
|
||||
UUID lastTerrainImageID = m_scene.RegionInfo.RegionSettings.TerrainImageID;
|
||||
UUID lastParcelImageID = m_scene.RegionInfo.RegionSettings.TerrainImageID;
|
||||
UUID lastParcelImageID = m_scene.RegionInfo.RegionSettings.ParcelImageID;
|
||||
m_scene.RegionInfo.RegionSettings.TerrainImageID = terrainImageID;
|
||||
m_scene.RegionInfo.RegionSettings.ParcelImageID = parcelImageID;
|
||||
m_scene.RegionInfo.RegionSettings.Save();
|
||||
|
@ -1374,7 +1393,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
// Delete the old one
|
||||
// m_log.DebugFormat("[WORLDMAP]: Deleting old map tile {0}", lastTerrainImageID);
|
||||
m_scene.AssetService.Delete(lastTerrainImageID.ToString());
|
||||
m_scene.AssetService.Delete(lastParcelImageID.ToString());
|
||||
if (lastParcelImageID != UUID.Zero)
|
||||
m_scene.AssetService.Delete(lastParcelImageID.ToString());
|
||||
}
|
||||
|
||||
private void MakeRootAgent(ScenePresence avatar)
|
||||
|
@ -1420,6 +1440,66 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
}
|
||||
}
|
||||
|
||||
private Byte[] GenerateOverlay()
|
||||
{
|
||||
Bitmap overlay = new Bitmap(256, 256);
|
||||
|
||||
bool[,] saleBitmap = new bool[64, 64];
|
||||
for (int x = 0 ; x < 64 ; x++)
|
||||
{
|
||||
for (int y = 0 ; y < 64 ; y++)
|
||||
saleBitmap[x, y] = false;
|
||||
}
|
||||
|
||||
bool landForSale = false;
|
||||
|
||||
List<ILandObject> parcels = m_scene.LandChannel.AllParcels();
|
||||
|
||||
Color background = Color.FromArgb(0, 0, 0, 0);
|
||||
SolidBrush transparent = new SolidBrush(background);
|
||||
Graphics g = Graphics.FromImage(overlay);
|
||||
g.FillRectangle(transparent, 0, 0, 256, 256);
|
||||
|
||||
SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
|
||||
|
||||
foreach (ILandObject land in parcels)
|
||||
{
|
||||
// m_log.DebugFormat("[WORLD MAP]: Parcel {0} flags {1}", land.LandData.Name, land.LandData.Flags);
|
||||
if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
|
||||
{
|
||||
landForSale = true;
|
||||
|
||||
saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap());
|
||||
}
|
||||
}
|
||||
|
||||
if (!landForSale)
|
||||
{
|
||||
m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not geenrating overlay", m_scene.RegionInfo.RegionName);
|
||||
return null;
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, genrating overlay", m_scene.RegionInfo.RegionName);
|
||||
|
||||
for (int x = 0 ; x < 64 ; x++)
|
||||
{
|
||||
for (int y = 0 ; y < 64 ; y++)
|
||||
{
|
||||
if (saleBitmap[x, y])
|
||||
g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
|
||||
}
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
return OpenJPEG.EncodeFromImage(overlay, true);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString());
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public struct MapRequestState
|
||||
|
|
Loading…
Reference in New Issue