Fix another compiler warning, based on a patch submitted by Leaf. (bug #1978)
parent
6bdbf30906
commit
84a0a6645e
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@ -253,11 +253,10 @@ namespace OpenSim.Region.DataSnapshot
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private String GetRegionCategory(Scene scene)
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{
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//Boolean choice between:
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// "PG" - Mormontown
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// "Mature" - Sodom and Gomorrah
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// (Depreciated) "Patriotic Nigra Testing Sandbox" - Abandon Hope All Ye Who Enter Here
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// (Deprecated) "Patriotic Nigra Testing Sandbox" - Abandon Hope All Ye Who Enter Here
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if (scene.RegionInfo.RegionSettings.Maturity == 1)
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{
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return "Mature";
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@ -118,45 +118,46 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
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#endregion
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private void ShadeBuildings(Bitmap map)
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{
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lock (map)
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{
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lock (m_scene.Entities)
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{
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foreach (EntityBase entity in m_scene.Entities.Values)
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{
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if (entity is SceneObjectGroup)
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{
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SceneObjectGroup sog = (SceneObjectGroup) entity;
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foreach (SceneObjectPart primitive in sog.Children.Values)
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{
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int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
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int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
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int w = (int) primitive.Scale.X;
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int h = (int) primitive.Scale.Y;
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int dx;
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for (dx = x; dx < x + w; dx++)
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{
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int dy;
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for (dy = y; dy < y + h; dy++)
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{
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if (x < 0 || y < 0)
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continue;
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if (x >= map.Width || y >= map.Height)
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continue;
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map.SetPixel(dx, dy, Color.DarkGray);
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}
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}
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}
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}
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}
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}
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}
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}
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// TODO: unused:
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// private void ShadeBuildings(Bitmap map)
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// {
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// lock (map)
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// {
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// lock (m_scene.Entities)
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// {
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// foreach (EntityBase entity in m_scene.Entities.Values)
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// {
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// if (entity is SceneObjectGroup)
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// {
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// SceneObjectGroup sog = (SceneObjectGroup) entity;
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//
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// foreach (SceneObjectPart primitive in sog.Children.Values)
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// {
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// int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
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// int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
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// int w = (int) primitive.Scale.X;
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// int h = (int) primitive.Scale.Y;
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//
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// int dx;
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// for (dx = x; dx < x + w; dx++)
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// {
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// int dy;
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// for (dy = y; dy < y + h; dy++)
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// {
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// if (x < 0 || y < 0)
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// continue;
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// if (x >= map.Width || y >= map.Height)
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// continue;
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//
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// map.SetPixel(dx, dy, Color.DarkGray);
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// }
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// }
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// }
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// }
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// }
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// }
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// }
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// }
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private Bitmap TerrainToBitmap2(Scene whichScene, Bitmap mapbmp)
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{
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@ -532,42 +533,43 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
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return mapbmp;
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}
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# region Depreciated Maptile Generation. Adam may update this
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private Bitmap TerrainToBitmap(string gradientmap)
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{
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Bitmap gradientmapLd = new Bitmap(gradientmap);
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int pallete = gradientmapLd.Height;
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Bitmap bmp = new Bitmap(m_scene.Heightmap.Width, m_scene.Heightmap.Height);
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Color[] colours = new Color[pallete];
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for (int i = 0; i < pallete; i++)
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{
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colours[i] = gradientmapLd.GetPixel(0, i);
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}
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lock (m_scene.Heightmap)
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{
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ITerrainChannel copy = m_scene.Heightmap;
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for (int y = 0; y < copy.Height; y++)
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{
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for (int x = 0; x < copy.Width; x++)
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{
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// 512 is the largest possible height before colours clamp
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int colorindex = (int) (Math.Max(Math.Min(1.0, copy[x, y] / 512.0), 0.0) * (pallete - 1));
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// Handle error conditions
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if (colorindex > pallete - 1 || colorindex < 0)
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bmp.SetPixel(x, copy.Height - y - 1, Color.Red);
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else
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bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]);
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}
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}
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ShadeBuildings(bmp);
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return bmp;
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}
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}
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#endregion
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// TODO: unused:
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// #region Deprecated Maptile Generation. Adam may update this
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// private Bitmap TerrainToBitmap(string gradientmap)
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// {
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// Bitmap gradientmapLd = new Bitmap(gradientmap);
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//
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// int pallete = gradientmapLd.Height;
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//
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// Bitmap bmp = new Bitmap(m_scene.Heightmap.Width, m_scene.Heightmap.Height);
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// Color[] colours = new Color[pallete];
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//
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// for (int i = 0; i < pallete; i++)
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// {
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// colours[i] = gradientmapLd.GetPixel(0, i);
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// }
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//
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// lock (m_scene.Heightmap)
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// {
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// ITerrainChannel copy = m_scene.Heightmap;
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// for (int y = 0; y < copy.Height; y++)
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// {
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// for (int x = 0; x < copy.Width; x++)
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// {
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// // 512 is the largest possible height before colours clamp
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// int colorindex = (int) (Math.Max(Math.Min(1.0, copy[x, y] / 512.0), 0.0) * (pallete - 1));
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//
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// // Handle error conditions
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// if (colorindex > pallete - 1 || colorindex < 0)
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// bmp.SetPixel(x, copy.Height - y - 1, Color.Red);
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// else
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// bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]);
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// }
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// }
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// ShadeBuildings(bmp);
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// return bmp;
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// }
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// }
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// #endregion
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}
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}
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