Merge branch '0.7.6-extended' into 0.7.6-post-fixes
commit
87e725cd24
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@ -482,21 +482,14 @@ namespace OpenSim.Framework
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set { m_LoadedCreationID = value; }
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set { m_LoadedCreationID = value; }
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}
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}
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// Connected Telehub object
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/// <summary>
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private UUID m_TelehubObject = UUID.Zero;
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/// Connected Telehub object
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public UUID TelehubObject
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/// </summary>
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{
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public UUID TelehubObject { get; set; }
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get
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{
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return m_TelehubObject;
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}
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set
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{
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m_TelehubObject = value;
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}
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}
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// Our Connected Telehub's SpawnPoints
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/// <summary>
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/// Our connected Telehub's SpawnPoints
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/// </summary>
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public List<SpawnPoint> l_SpawnPoints = new List<SpawnPoint>();
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public List<SpawnPoint> l_SpawnPoints = new List<SpawnPoint>();
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// Add a SpawnPoint
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// Add a SpawnPoint
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@ -60,7 +60,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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public void Initialise()
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public void Initialise()
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{
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{
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m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName);
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// m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName);
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m_module.Scene.AddCommand("Regions", m_module, "set terrain texture",
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m_module.Scene.AddCommand("Regions", m_module, "set terrain texture",
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"set terrain texture <number> <uuid> [<x>] [<y>]",
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"set terrain texture <number> <uuid> [<x>] [<y>]",
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@ -702,7 +702,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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}
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}
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}
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}
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public void handleOnEstateManageTelehub(IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1)
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public void HandleOnEstateManageTelehub(IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1)
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{
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{
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SceneObjectPart part;
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SceneObjectPart part;
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@ -742,7 +742,9 @@ namespace OpenSim.Region.CoreModules.World.Estate
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default:
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default:
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break;
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break;
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}
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}
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SendTelehubInfo(client);
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if (client != null)
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SendTelehubInfo(client);
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}
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}
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private void SendSimulatorBlueBoxMessage(
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private void SendSimulatorBlueBoxMessage(
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@ -1207,7 +1209,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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client.OnEstateRestartSimRequest += handleEstateRestartSimRequest;
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client.OnEstateRestartSimRequest += handleEstateRestartSimRequest;
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client.OnEstateChangeCovenantRequest += handleChangeEstateCovenantRequest;
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client.OnEstateChangeCovenantRequest += handleChangeEstateCovenantRequest;
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client.OnEstateChangeInfo += handleEstateChangeInfo;
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client.OnEstateChangeInfo += handleEstateChangeInfo;
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client.OnEstateManageTelehub += handleOnEstateManageTelehub;
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client.OnEstateManageTelehub += HandleOnEstateManageTelehub;
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client.OnUpdateEstateAccessDeltaRequest += handleEstateAccessDeltaRequest;
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client.OnUpdateEstateAccessDeltaRequest += handleEstateAccessDeltaRequest;
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client.OnSimulatorBlueBoxMessageRequest += SendSimulatorBlueBoxMessage;
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client.OnSimulatorBlueBoxMessageRequest += SendSimulatorBlueBoxMessage;
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client.OnEstateBlueBoxMessageRequest += SendEstateBlueBoxMessage;
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client.OnEstateBlueBoxMessageRequest += SendEstateBlueBoxMessage;
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@ -55,7 +55,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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public struct DrawStruct
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public struct DrawStruct
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{
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{
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public DrawRoutine dr;
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public DrawRoutine dr;
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public Rectangle rect;
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// public Rectangle rect;
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public SolidBrush brush;
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public SolidBrush brush;
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public face[] trns;
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public face[] trns;
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}
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}
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@ -119,6 +119,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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{
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{
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mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID);
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mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID);
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}
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}
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return mapbmp;
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return mapbmp;
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}
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}
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@ -127,7 +128,10 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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try
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try
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{
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{
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using (Bitmap mapbmp = CreateMapTile())
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using (Bitmap mapbmp = CreateMapTile())
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return OpenJPEG.EncodeFromImage(mapbmp, true);
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{
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if (mapbmp != null)
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return OpenJPEG.EncodeFromImage(mapbmp, true);
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}
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}
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}
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catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
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catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
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{
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{
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@ -277,321 +281,331 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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tc = Environment.TickCount;
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tc = Environment.TickCount;
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m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
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m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
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EntityBase[] objs = whichScene.GetEntities();
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EntityBase[] objs = whichScene.GetEntities();
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Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
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//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
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List<float> z_sortheights = new List<float>();
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List<float> z_sortheights = new List<float>();
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List<uint> z_localIDs = new List<uint>();
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List<uint> z_localIDs = new List<uint>();
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Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
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lock (objs)
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try
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{
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{
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foreach (EntityBase obj in objs)
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//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
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lock (objs)
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{
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{
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// Only draw the contents of SceneObjectGroup
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foreach (EntityBase obj in objs)
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if (obj is SceneObjectGroup)
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{
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{
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SceneObjectGroup mapdot = (SceneObjectGroup)obj;
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// Only draw the contents of SceneObjectGroup
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Color mapdotspot = Color.Gray; // Default color when prim color is white
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if (obj is SceneObjectGroup)
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// Loop over prim in group
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foreach (SceneObjectPart part in mapdot.Parts)
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{
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{
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if (part == null)
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SceneObjectGroup mapdot = (SceneObjectGroup)obj;
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continue;
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Color mapdotspot = Color.Gray; // Default color when prim color is white
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// Draw if the object is at least 1 meter wide in any direction
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// Loop over prim in group
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if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
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foreach (SceneObjectPart part in mapdot.Parts)
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{
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{
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// Try to get the RGBA of the default texture entry..
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if (part == null)
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//
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try
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{
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// get the null checks out of the way
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// skip the ones that break
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if (part == null)
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continue;
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if (part.Shape == null)
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continue;
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if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
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continue; // eliminates trees from this since we don't really have a good tree representation
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// if you want tree blocks on the map comment the above line and uncomment the below line
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//mapdotspot = Color.PaleGreen;
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Primitive.TextureEntry textureEntry = part.Shape.Textures;
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if (textureEntry == null || textureEntry.DefaultTexture == null)
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continue;
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Color4 texcolor = textureEntry.DefaultTexture.RGBA;
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// Not sure why some of these are null, oh well.
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int colorr = 255 - (int)(texcolor.R * 255f);
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int colorg = 255 - (int)(texcolor.G * 255f);
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int colorb = 255 - (int)(texcolor.B * 255f);
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if (!(colorr == 255 && colorg == 255 && colorb == 255))
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{
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//Try to set the map spot color
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try
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{
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// If the color gets goofy somehow, skip it *shakes fist at Color4
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mapdotspot = Color.FromArgb(colorr, colorg, colorb);
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}
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catch (ArgumentException)
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{
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}
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}
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}
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catch (IndexOutOfRangeException)
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{
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// Windows Array
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}
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catch (ArgumentOutOfRangeException)
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{
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// Mono Array
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}
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Vector3 pos = part.GetWorldPosition();
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// skip prim outside of retion
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if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
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continue;
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continue;
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// skip prim in non-finite position
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// Draw if the object is at least 1 meter wide in any direction
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if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
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if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
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Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
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continue;
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// Figure out if object is under 256m above the height of the terrain
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bool isBelow256AboveTerrain = false;
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try
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{
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{
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isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
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// Try to get the RGBA of the default texture entry..
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}
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//
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catch (Exception)
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try
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{
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}
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if (isBelow256AboveTerrain)
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{
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// Translate scale by rotation so scale is represented properly when object is rotated
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Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
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Vector3 scale = new Vector3();
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Vector3 tScale = new Vector3();
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Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
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Quaternion llrot = part.GetWorldRotation();
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Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
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scale = lscale * rot;
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// negative scales don't work in this situation
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scale.X = Math.Abs(scale.X);
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scale.Y = Math.Abs(scale.Y);
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scale.Z = Math.Abs(scale.Z);
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// This scaling isn't very accurate and doesn't take into account the face rotation :P
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int mapdrawstartX = (int)(pos.X - scale.X);
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int mapdrawstartY = (int)(pos.Y - scale.Y);
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int mapdrawendX = (int)(pos.X + scale.X);
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int mapdrawendY = (int)(pos.Y + scale.Y);
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// If object is beyond the edge of the map, don't draw it to avoid errors
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if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
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|| mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
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|| mapdrawendY > ((int)Constants.RegionSize - 1))
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continue;
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#region obb face reconstruction part duex
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Vector3[] vertexes = new Vector3[8];
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// float[] distance = new float[6];
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Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
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Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
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Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
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Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
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|
||||||
|
|
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tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
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|
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scale = ((tScale * rot));
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|
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vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
||||||
// vertexes[0].x = pos.X + vertexes[0].x;
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|
||||||
//vertexes[0].y = pos.Y + vertexes[0].y;
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|
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//vertexes[0].z = pos.Z + vertexes[0].z;
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|
||||||
|
|
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FaceA[0] = vertexes[0];
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|
||||||
FaceB[3] = vertexes[0];
|
|
||||||
FaceA[4] = vertexes[0];
|
|
||||||
|
|
||||||
tScale = lscale;
|
|
||||||
scale = ((tScale * rot));
|
|
||||||
vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
||||||
|
|
||||||
// vertexes[1].x = pos.X + vertexes[1].x;
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|
||||||
// vertexes[1].y = pos.Y + vertexes[1].y;
|
|
||||||
//vertexes[1].z = pos.Z + vertexes[1].z;
|
|
||||||
|
|
||||||
FaceB[0] = vertexes[1];
|
|
||||||
FaceA[1] = vertexes[1];
|
|
||||||
FaceC[4] = vertexes[1];
|
|
||||||
|
|
||||||
tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
|
|
||||||
scale = ((tScale * rot));
|
|
||||||
|
|
||||||
vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
||||||
|
|
||||||
//vertexes[2].x = pos.X + vertexes[2].x;
|
|
||||||
//vertexes[2].y = pos.Y + vertexes[2].y;
|
|
||||||
//vertexes[2].z = pos.Z + vertexes[2].z;
|
|
||||||
|
|
||||||
FaceC[0] = vertexes[2];
|
|
||||||
FaceD[3] = vertexes[2];
|
|
||||||
FaceC[5] = vertexes[2];
|
|
||||||
|
|
||||||
tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
|
|
||||||
scale = ((tScale * rot));
|
|
||||||
vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
||||||
|
|
||||||
//vertexes[3].x = pos.X + vertexes[3].x;
|
|
||||||
// vertexes[3].y = pos.Y + vertexes[3].y;
|
|
||||||
// vertexes[3].z = pos.Z + vertexes[3].z;
|
|
||||||
|
|
||||||
FaceD[0] = vertexes[3];
|
|
||||||
FaceC[1] = vertexes[3];
|
|
||||||
FaceA[5] = vertexes[3];
|
|
||||||
|
|
||||||
tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
|
|
||||||
scale = ((tScale * rot));
|
|
||||||
vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
||||||
|
|
||||||
// vertexes[4].x = pos.X + vertexes[4].x;
|
|
||||||
// vertexes[4].y = pos.Y + vertexes[4].y;
|
|
||||||
// vertexes[4].z = pos.Z + vertexes[4].z;
|
|
||||||
|
|
||||||
FaceB[1] = vertexes[4];
|
|
||||||
FaceA[2] = vertexes[4];
|
|
||||||
FaceD[4] = vertexes[4];
|
|
||||||
|
|
||||||
tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
|
|
||||||
scale = ((tScale * rot));
|
|
||||||
vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
||||||
|
|
||||||
// vertexes[5].x = pos.X + vertexes[5].x;
|
|
||||||
// vertexes[5].y = pos.Y + vertexes[5].y;
|
|
||||||
// vertexes[5].z = pos.Z + vertexes[5].z;
|
|
||||||
|
|
||||||
FaceD[1] = vertexes[5];
|
|
||||||
FaceC[2] = vertexes[5];
|
|
||||||
FaceB[5] = vertexes[5];
|
|
||||||
|
|
||||||
tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
|
|
||||||
scale = ((tScale * rot));
|
|
||||||
vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
||||||
|
|
||||||
// vertexes[6].x = pos.X + vertexes[6].x;
|
|
||||||
// vertexes[6].y = pos.Y + vertexes[6].y;
|
|
||||||
// vertexes[6].z = pos.Z + vertexes[6].z;
|
|
||||||
|
|
||||||
FaceB[2] = vertexes[6];
|
|
||||||
FaceA[3] = vertexes[6];
|
|
||||||
FaceB[4] = vertexes[6];
|
|
||||||
|
|
||||||
tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
|
|
||||||
scale = ((tScale * rot));
|
|
||||||
vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
||||||
|
|
||||||
// vertexes[7].x = pos.X + vertexes[7].x;
|
|
||||||
// vertexes[7].y = pos.Y + vertexes[7].y;
|
|
||||||
// vertexes[7].z = pos.Z + vertexes[7].z;
|
|
||||||
|
|
||||||
FaceD[2] = vertexes[7];
|
|
||||||
FaceC[3] = vertexes[7];
|
|
||||||
FaceD[5] = vertexes[7];
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
//int wy = 0;
|
|
||||||
|
|
||||||
//bool breakYN = false; // If we run into an error drawing, break out of the
|
|
||||||
// loop so we don't lag to death on error handling
|
|
||||||
DrawStruct ds = new DrawStruct();
|
|
||||||
ds.brush = new SolidBrush(mapdotspot);
|
|
||||||
//ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
|
|
||||||
|
|
||||||
ds.trns = new face[FaceA.Length];
|
|
||||||
|
|
||||||
for (int i = 0; i < FaceA.Length; i++)
|
|
||||||
{
|
{
|
||||||
Point[] working = new Point[5];
|
// get the null checks out of the way
|
||||||
working[0] = project(FaceA[i], axPos);
|
// skip the ones that break
|
||||||
working[1] = project(FaceB[i], axPos);
|
if (part == null)
|
||||||
working[2] = project(FaceD[i], axPos);
|
continue;
|
||||||
working[3] = project(FaceC[i], axPos);
|
|
||||||
working[4] = project(FaceA[i], axPos);
|
|
||||||
|
|
||||||
face workingface = new face();
|
if (part.Shape == null)
|
||||||
workingface.pts = working;
|
continue;
|
||||||
|
|
||||||
ds.trns[i] = workingface;
|
if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
|
||||||
|
continue; // eliminates trees from this since we don't really have a good tree representation
|
||||||
|
// if you want tree blocks on the map comment the above line and uncomment the below line
|
||||||
|
//mapdotspot = Color.PaleGreen;
|
||||||
|
|
||||||
|
Primitive.TextureEntry textureEntry = part.Shape.Textures;
|
||||||
|
|
||||||
|
if (textureEntry == null || textureEntry.DefaultTexture == null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
Color4 texcolor = textureEntry.DefaultTexture.RGBA;
|
||||||
|
|
||||||
|
// Not sure why some of these are null, oh well.
|
||||||
|
|
||||||
|
int colorr = 255 - (int)(texcolor.R * 255f);
|
||||||
|
int colorg = 255 - (int)(texcolor.G * 255f);
|
||||||
|
int colorb = 255 - (int)(texcolor.B * 255f);
|
||||||
|
|
||||||
|
if (!(colorr == 255 && colorg == 255 && colorb == 255))
|
||||||
|
{
|
||||||
|
//Try to set the map spot color
|
||||||
|
try
|
||||||
|
{
|
||||||
|
// If the color gets goofy somehow, skip it *shakes fist at Color4
|
||||||
|
mapdotspot = Color.FromArgb(colorr, colorg, colorb);
|
||||||
|
}
|
||||||
|
catch (ArgumentException)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (IndexOutOfRangeException)
|
||||||
|
{
|
||||||
|
// Windows Array
|
||||||
|
}
|
||||||
|
catch (ArgumentOutOfRangeException)
|
||||||
|
{
|
||||||
|
// Mono Array
|
||||||
}
|
}
|
||||||
|
|
||||||
z_sort.Add(part.LocalId, ds);
|
Vector3 pos = part.GetWorldPosition();
|
||||||
z_localIDs.Add(part.LocalId);
|
|
||||||
z_sortheights.Add(pos.Z);
|
|
||||||
|
|
||||||
//for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
|
// skip prim outside of retion
|
||||||
//{
|
if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
|
||||||
//for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
|
continue;
|
||||||
|
|
||||||
|
// skip prim in non-finite position
|
||||||
|
if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
|
||||||
|
Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Figure out if object is under 256m above the height of the terrain
|
||||||
|
bool isBelow256AboveTerrain = false;
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
|
||||||
|
}
|
||||||
|
catch (Exception)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
if (isBelow256AboveTerrain)
|
||||||
|
{
|
||||||
|
// Translate scale by rotation so scale is represented properly when object is rotated
|
||||||
|
Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
|
||||||
|
Vector3 scale = new Vector3();
|
||||||
|
Vector3 tScale = new Vector3();
|
||||||
|
Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
|
||||||
|
|
||||||
|
Quaternion llrot = part.GetWorldRotation();
|
||||||
|
Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
|
||||||
|
scale = lscale * rot;
|
||||||
|
|
||||||
|
// negative scales don't work in this situation
|
||||||
|
scale.X = Math.Abs(scale.X);
|
||||||
|
scale.Y = Math.Abs(scale.Y);
|
||||||
|
scale.Z = Math.Abs(scale.Z);
|
||||||
|
|
||||||
|
// This scaling isn't very accurate and doesn't take into account the face rotation :P
|
||||||
|
int mapdrawstartX = (int)(pos.X - scale.X);
|
||||||
|
int mapdrawstartY = (int)(pos.Y - scale.Y);
|
||||||
|
int mapdrawendX = (int)(pos.X + scale.X);
|
||||||
|
int mapdrawendY = (int)(pos.Y + scale.Y);
|
||||||
|
|
||||||
|
// If object is beyond the edge of the map, don't draw it to avoid errors
|
||||||
|
if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
|
||||||
|
|| mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
|
||||||
|
|| mapdrawendY > ((int)Constants.RegionSize - 1))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
#region obb face reconstruction part duex
|
||||||
|
Vector3[] vertexes = new Vector3[8];
|
||||||
|
|
||||||
|
// float[] distance = new float[6];
|
||||||
|
Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
|
||||||
|
Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
|
||||||
|
Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
|
||||||
|
Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
|
||||||
|
|
||||||
|
tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
|
||||||
|
scale = ((tScale * rot));
|
||||||
|
vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||||
|
// vertexes[0].x = pos.X + vertexes[0].x;
|
||||||
|
//vertexes[0].y = pos.Y + vertexes[0].y;
|
||||||
|
//vertexes[0].z = pos.Z + vertexes[0].z;
|
||||||
|
|
||||||
|
FaceA[0] = vertexes[0];
|
||||||
|
FaceB[3] = vertexes[0];
|
||||||
|
FaceA[4] = vertexes[0];
|
||||||
|
|
||||||
|
tScale = lscale;
|
||||||
|
scale = ((tScale * rot));
|
||||||
|
vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||||
|
|
||||||
|
// vertexes[1].x = pos.X + vertexes[1].x;
|
||||||
|
// vertexes[1].y = pos.Y + vertexes[1].y;
|
||||||
|
//vertexes[1].z = pos.Z + vertexes[1].z;
|
||||||
|
|
||||||
|
FaceB[0] = vertexes[1];
|
||||||
|
FaceA[1] = vertexes[1];
|
||||||
|
FaceC[4] = vertexes[1];
|
||||||
|
|
||||||
|
tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
|
||||||
|
scale = ((tScale * rot));
|
||||||
|
|
||||||
|
vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||||
|
|
||||||
|
//vertexes[2].x = pos.X + vertexes[2].x;
|
||||||
|
//vertexes[2].y = pos.Y + vertexes[2].y;
|
||||||
|
//vertexes[2].z = pos.Z + vertexes[2].z;
|
||||||
|
|
||||||
|
FaceC[0] = vertexes[2];
|
||||||
|
FaceD[3] = vertexes[2];
|
||||||
|
FaceC[5] = vertexes[2];
|
||||||
|
|
||||||
|
tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
|
||||||
|
scale = ((tScale * rot));
|
||||||
|
vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||||
|
|
||||||
|
//vertexes[3].x = pos.X + vertexes[3].x;
|
||||||
|
// vertexes[3].y = pos.Y + vertexes[3].y;
|
||||||
|
// vertexes[3].z = pos.Z + vertexes[3].z;
|
||||||
|
|
||||||
|
FaceD[0] = vertexes[3];
|
||||||
|
FaceC[1] = vertexes[3];
|
||||||
|
FaceA[5] = vertexes[3];
|
||||||
|
|
||||||
|
tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
|
||||||
|
scale = ((tScale * rot));
|
||||||
|
vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||||
|
|
||||||
|
// vertexes[4].x = pos.X + vertexes[4].x;
|
||||||
|
// vertexes[4].y = pos.Y + vertexes[4].y;
|
||||||
|
// vertexes[4].z = pos.Z + vertexes[4].z;
|
||||||
|
|
||||||
|
FaceB[1] = vertexes[4];
|
||||||
|
FaceA[2] = vertexes[4];
|
||||||
|
FaceD[4] = vertexes[4];
|
||||||
|
|
||||||
|
tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
|
||||||
|
scale = ((tScale * rot));
|
||||||
|
vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||||
|
|
||||||
|
// vertexes[5].x = pos.X + vertexes[5].x;
|
||||||
|
// vertexes[5].y = pos.Y + vertexes[5].y;
|
||||||
|
// vertexes[5].z = pos.Z + vertexes[5].z;
|
||||||
|
|
||||||
|
FaceD[1] = vertexes[5];
|
||||||
|
FaceC[2] = vertexes[5];
|
||||||
|
FaceB[5] = vertexes[5];
|
||||||
|
|
||||||
|
tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
|
||||||
|
scale = ((tScale * rot));
|
||||||
|
vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||||
|
|
||||||
|
// vertexes[6].x = pos.X + vertexes[6].x;
|
||||||
|
// vertexes[6].y = pos.Y + vertexes[6].y;
|
||||||
|
// vertexes[6].z = pos.Z + vertexes[6].z;
|
||||||
|
|
||||||
|
FaceB[2] = vertexes[6];
|
||||||
|
FaceA[3] = vertexes[6];
|
||||||
|
FaceB[4] = vertexes[6];
|
||||||
|
|
||||||
|
tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
|
||||||
|
scale = ((tScale * rot));
|
||||||
|
vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||||
|
|
||||||
|
// vertexes[7].x = pos.X + vertexes[7].x;
|
||||||
|
// vertexes[7].y = pos.Y + vertexes[7].y;
|
||||||
|
// vertexes[7].z = pos.Z + vertexes[7].z;
|
||||||
|
|
||||||
|
FaceD[2] = vertexes[7];
|
||||||
|
FaceC[3] = vertexes[7];
|
||||||
|
FaceD[5] = vertexes[7];
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
//int wy = 0;
|
||||||
|
|
||||||
|
//bool breakYN = false; // If we run into an error drawing, break out of the
|
||||||
|
// loop so we don't lag to death on error handling
|
||||||
|
DrawStruct ds = new DrawStruct();
|
||||||
|
ds.brush = new SolidBrush(mapdotspot);
|
||||||
|
//ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
|
||||||
|
|
||||||
|
ds.trns = new face[FaceA.Length];
|
||||||
|
|
||||||
|
for (int i = 0; i < FaceA.Length; i++)
|
||||||
|
{
|
||||||
|
Point[] working = new Point[5];
|
||||||
|
working[0] = project(FaceA[i], axPos);
|
||||||
|
working[1] = project(FaceB[i], axPos);
|
||||||
|
working[2] = project(FaceD[i], axPos);
|
||||||
|
working[3] = project(FaceC[i], axPos);
|
||||||
|
working[4] = project(FaceA[i], axPos);
|
||||||
|
|
||||||
|
face workingface = new face();
|
||||||
|
workingface.pts = working;
|
||||||
|
|
||||||
|
ds.trns[i] = workingface;
|
||||||
|
}
|
||||||
|
|
||||||
|
z_sort.Add(part.LocalId, ds);
|
||||||
|
z_localIDs.Add(part.LocalId);
|
||||||
|
z_sortheights.Add(pos.Z);
|
||||||
|
|
||||||
|
//for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
|
||||||
//{
|
//{
|
||||||
//m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
|
//for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
|
||||||
//try
|
|
||||||
//{
|
//{
|
||||||
// Remember, flip the y!
|
//m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
|
||||||
// mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
|
//try
|
||||||
//}
|
//{
|
||||||
//catch (ArgumentException)
|
// Remember, flip the y!
|
||||||
//{
|
// mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
|
||||||
// breakYN = true;
|
//}
|
||||||
|
//catch (ArgumentException)
|
||||||
|
//{
|
||||||
|
// breakYN = true;
|
||||||
|
//}
|
||||||
|
|
||||||
|
//if (breakYN)
|
||||||
|
// break;
|
||||||
//}
|
//}
|
||||||
|
|
||||||
//if (breakYN)
|
//if (breakYN)
|
||||||
// break;
|
// break;
|
||||||
//}
|
//}
|
||||||
|
} // Object is within 256m Z of terrain
|
||||||
|
} // object is at least a meter wide
|
||||||
|
} // loop over group children
|
||||||
|
} // entitybase is sceneobject group
|
||||||
|
} // foreach loop over entities
|
||||||
|
|
||||||
//if (breakYN)
|
float[] sortedZHeights = z_sortheights.ToArray();
|
||||||
// break;
|
uint[] sortedlocalIds = z_localIDs.ToArray();
|
||||||
//}
|
|
||||||
} // Object is within 256m Z of terrain
|
|
||||||
} // object is at least a meter wide
|
|
||||||
} // loop over group children
|
|
||||||
} // entitybase is sceneobject group
|
|
||||||
} // foreach loop over entities
|
|
||||||
|
|
||||||
float[] sortedZHeights = z_sortheights.ToArray();
|
// Sort prim by Z position
|
||||||
uint[] sortedlocalIds = z_localIDs.ToArray();
|
Array.Sort(sortedZHeights, sortedlocalIds);
|
||||||
|
|
||||||
// Sort prim by Z position
|
using (Graphics g = Graphics.FromImage(mapbmp))
|
||||||
Array.Sort(sortedZHeights, sortedlocalIds);
|
|
||||||
|
|
||||||
Graphics g = Graphics.FromImage(mapbmp);
|
|
||||||
|
|
||||||
for (int s = 0; s < sortedZHeights.Length; s++)
|
|
||||||
{
|
|
||||||
if (z_sort.ContainsKey(sortedlocalIds[s]))
|
|
||||||
{
|
{
|
||||||
DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
|
for (int s = 0; s < sortedZHeights.Length; s++)
|
||||||
for (int r = 0; r < rectDrawStruct.trns.Length; r++)
|
|
||||||
{
|
{
|
||||||
g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
|
if (z_sort.ContainsKey(sortedlocalIds[s]))
|
||||||
|
{
|
||||||
|
DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
|
||||||
|
for (int r = 0; r < rectDrawStruct.trns.Length; r++)
|
||||||
|
{
|
||||||
|
g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
|
||||||
|
}
|
||||||
|
//g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
//g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
|
|
||||||
}
|
}
|
||||||
}
|
} // lock entities objs
|
||||||
|
|
||||||
g.Dispose();
|
}
|
||||||
} // lock entities objs
|
finally
|
||||||
|
{
|
||||||
|
foreach (DrawStruct ds in z_sort.Values)
|
||||||
|
ds.brush.Dispose();
|
||||||
|
}
|
||||||
|
|
||||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
|
m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
|
||||||
|
|
||||||
return mapbmp;
|
return mapbmp;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -54,7 +54,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
public void TerrainToBitmap(Bitmap mapbmp)
|
public void TerrainToBitmap(Bitmap mapbmp)
|
||||||
{
|
{
|
||||||
int tc = Environment.TickCount;
|
int tc = Environment.TickCount;
|
||||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain");
|
m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain");
|
||||||
|
|
||||||
double[,] hm = m_scene.Heightmap.GetDoubles();
|
double[,] hm = m_scene.Heightmap.GetDoubles();
|
||||||
bool ShadowDebugContinue = true;
|
bool ShadowDebugContinue = true;
|
||||||
|
@ -199,7 +199,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
{
|
{
|
||||||
if (!terraincorruptedwarningsaid)
|
if (!terraincorruptedwarningsaid)
|
||||||
{
|
{
|
||||||
m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
|
m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
|
||||||
terraincorruptedwarningsaid = true;
|
terraincorruptedwarningsaid = true;
|
||||||
}
|
}
|
||||||
color = Color.Black;
|
color = Color.Black;
|
||||||
|
@ -229,7 +229,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
{
|
{
|
||||||
if (!terraincorruptedwarningsaid)
|
if (!terraincorruptedwarningsaid)
|
||||||
{
|
{
|
||||||
m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
|
m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
|
||||||
terraincorruptedwarningsaid = true;
|
terraincorruptedwarningsaid = true;
|
||||||
}
|
}
|
||||||
Color black = Color.Black;
|
Color black = Color.Black;
|
||||||
|
@ -238,7 +238,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
|
||||||
|
m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
private Bitmap fetchTexture(UUID id)
|
private Bitmap fetchTexture(UUID id)
|
||||||
{
|
{
|
||||||
AssetBase asset = m_scene.AssetService.Get(id.ToString());
|
AssetBase asset = m_scene.AssetService.Get(id.ToString());
|
||||||
m_log.DebugFormat("[TexturedMapTileRenderer]: Fetched texture {0}, found: {1}", id, asset != null);
|
m_log.DebugFormat("[TEXTURED MAP TILE RENDERER]: Fetched texture {0}, found: {1}", id, asset != null);
|
||||||
if (asset == null) return null;
|
if (asset == null) return null;
|
||||||
|
|
||||||
ManagedImage managedImage;
|
ManagedImage managedImage;
|
||||||
|
@ -188,17 +188,17 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
}
|
}
|
||||||
catch (DllNotFoundException)
|
catch (DllNotFoundException)
|
||||||
{
|
{
|
||||||
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id);
|
m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id);
|
||||||
|
|
||||||
}
|
}
|
||||||
catch (IndexOutOfRangeException)
|
catch (IndexOutOfRangeException)
|
||||||
{
|
{
|
||||||
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
|
m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
|
||||||
|
|
||||||
}
|
}
|
||||||
catch (Exception)
|
catch (Exception)
|
||||||
{
|
{
|
||||||
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
|
m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
|
||||||
|
|
||||||
}
|
}
|
||||||
return null;
|
return null;
|
||||||
|
@ -233,10 +233,14 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
if (textureID == UUID.Zero) return defaultColor; // not set
|
if (textureID == UUID.Zero) return defaultColor; // not set
|
||||||
if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
|
if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
|
||||||
|
|
||||||
Bitmap bmp = fetchTexture(textureID);
|
Color color;
|
||||||
Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
|
|
||||||
// store it for future reference
|
using (Bitmap bmp = fetchTexture(textureID))
|
||||||
m_mapping[textureID] = color;
|
{
|
||||||
|
color = bmp == null ? defaultColor : computeAverageColor(bmp);
|
||||||
|
// store it for future reference
|
||||||
|
m_mapping[textureID] = color;
|
||||||
|
}
|
||||||
|
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
@ -278,7 +282,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
public void TerrainToBitmap(Bitmap mapbmp)
|
public void TerrainToBitmap(Bitmap mapbmp)
|
||||||
{
|
{
|
||||||
int tc = Environment.TickCount;
|
int tc = Environment.TickCount;
|
||||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain");
|
m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain");
|
||||||
|
|
||||||
// These textures should be in the AssetCache anyway, as every client conneting to this
|
// These textures should be in the AssetCache anyway, as every client conneting to this
|
||||||
// region needs them. Except on start, when the map is recreated (before anyone connected),
|
// region needs them. Except on start, when the map is recreated (before anyone connected),
|
||||||
|
@ -412,7 +416,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
|
||||||
|
m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -114,6 +114,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
||||||
"export-map [<path>]",
|
"export-map [<path>]",
|
||||||
"Save an image of the world map", HandleExportWorldMapConsoleCommand);
|
"Save an image of the world map", HandleExportWorldMapConsoleCommand);
|
||||||
|
|
||||||
|
m_scene.AddCommand(
|
||||||
|
"Regions", this, "generate map",
|
||||||
|
"generate map",
|
||||||
|
"Generates and stores a new maptile.", HandleGenerateMapConsoleCommand);
|
||||||
|
|
||||||
AddHandlers();
|
AddHandlers();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1255,6 +1260,16 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
||||||
m_scene.RegionInfo.RegionName, exportPath);
|
m_scene.RegionInfo.RegionName, exportPath);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void HandleGenerateMapConsoleCommand(string module, string[] cmdparams)
|
||||||
|
{
|
||||||
|
Scene consoleScene = m_scene.ConsoleScene();
|
||||||
|
|
||||||
|
if (consoleScene != null && consoleScene != m_scene)
|
||||||
|
return;
|
||||||
|
|
||||||
|
GenerateMaptile();
|
||||||
|
}
|
||||||
|
|
||||||
public OSD HandleRemoteMapItemRequest(string path, OSD request, string endpoint)
|
public OSD HandleRemoteMapItemRequest(string path, OSD request, string endpoint)
|
||||||
{
|
{
|
||||||
uint xstart = 0;
|
uint xstart = 0;
|
||||||
|
@ -1486,62 +1501,69 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
||||||
|
|
||||||
private Byte[] GenerateOverlay()
|
private Byte[] GenerateOverlay()
|
||||||
{
|
{
|
||||||
Bitmap overlay = new Bitmap(256, 256);
|
using (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++)
|
bool[,] saleBitmap = new bool[64, 64];
|
||||||
saleBitmap[x, y] = false;
|
for (int x = 0 ; x < 64 ; x++)
|
||||||
}
|
|
||||||
|
|
||||||
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;
|
for (int y = 0 ; y < 64 ; y++)
|
||||||
|
saleBitmap[x, y] = false;
|
||||||
|
}
|
||||||
|
|
||||||
saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap());
|
bool landForSale = false;
|
||||||
|
|
||||||
|
List<ILandObject> parcels = m_scene.LandChannel.AllParcels();
|
||||||
|
|
||||||
|
Color background = Color.FromArgb(0, 0, 0, 0);
|
||||||
|
|
||||||
|
using (Graphics g = Graphics.FromImage(overlay))
|
||||||
|
{
|
||||||
|
using (SolidBrush transparent = new SolidBrush(background))
|
||||||
|
g.FillRectangle(transparent, 0, 0, 256, 256);
|
||||||
|
|
||||||
|
|
||||||
|
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 generating overlay", m_scene.RegionInfo.RegionName);
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
|
||||||
|
|
||||||
|
using (SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)))
|
||||||
|
{
|
||||||
|
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());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!landForSale)
|
|
||||||
{
|
|
||||||
m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName);
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating 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;
|
return null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -3946,32 +3946,52 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// m_log.DebugFormat(
|
||||||
|
// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
|
||||||
|
// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
|
||||||
|
|
||||||
// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
|
// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
|
||||||
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
|
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
|
||||||
RegionInfo.EstateSettings.AllowDirectTeleport == false &&
|
RegionInfo.EstateSettings.AllowDirectTeleport == false &&
|
||||||
!viahome && !godlike)
|
!viahome && !godlike)
|
||||||
{
|
{
|
||||||
SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
|
SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
|
||||||
// Can have multiple SpawnPoints
|
|
||||||
List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
|
if (telehub != null)
|
||||||
if (spawnpoints.Count > 1)
|
|
||||||
{
|
{
|
||||||
// We have multiple SpawnPoints, Route the agent to a random or sequential one
|
// Can have multiple SpawnPoints
|
||||||
if (SpawnPointRouting == "random")
|
List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
|
||||||
acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
|
if (spawnpoints.Count > 1)
|
||||||
telehub.AbsolutePosition,
|
{
|
||||||
telehub.GroupRotation
|
// We have multiple SpawnPoints, Route the agent to a random or sequential one
|
||||||
);
|
if (SpawnPointRouting == "random")
|
||||||
|
acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
|
||||||
|
telehub.AbsolutePosition,
|
||||||
|
telehub.GroupRotation
|
||||||
|
);
|
||||||
|
else
|
||||||
|
acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
|
||||||
|
telehub.AbsolutePosition,
|
||||||
|
telehub.GroupRotation
|
||||||
|
);
|
||||||
|
}
|
||||||
|
else if (spawnpoints.Count == 1)
|
||||||
|
{
|
||||||
|
// We have a single SpawnPoint and will route the agent to it
|
||||||
|
acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
|
||||||
|
}
|
||||||
else
|
else
|
||||||
acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
|
{
|
||||||
telehub.AbsolutePosition,
|
m_log.DebugFormat(
|
||||||
telehub.GroupRotation
|
"[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.",
|
||||||
);
|
RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// We have a single SpawnPoint and will route the agent to it
|
m_log.DebugFormat(
|
||||||
acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
|
"[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.",
|
||||||
|
RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|
|
@ -108,6 +108,16 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// This exists to prevent race conditions between two CompleteMovement threads if the simulator is slow and
|
||||||
|
/// the viewer fires these in quick succession.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// TODO: The child -> agent transition should be folded into LifecycleState and the CompleteMovement
|
||||||
|
/// regulation done there.
|
||||||
|
/// </remarks>
|
||||||
|
private object m_completeMovementLock = new object();
|
||||||
|
|
||||||
// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
|
// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
|
||||||
private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
|
private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
|
||||||
private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
|
private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
|
||||||
|
@ -904,6 +914,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Turns a child agent into a root agent.
|
/// Turns a child agent into a root agent.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
/// Child agents are logged into neighbouring sims largely to observe changes. Root agents exist when the
|
/// Child agents are logged into neighbouring sims largely to observe changes. Root agents exist when the
|
||||||
/// avatar is actual in the sim. They can perform all actions.
|
/// avatar is actual in the sim. They can perform all actions.
|
||||||
/// This change is made whenever an avatar enters a region, whether by crossing over from a neighbouring sim,
|
/// This change is made whenever an avatar enters a region, whether by crossing over from a neighbouring sim,
|
||||||
|
@ -911,8 +922,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
///
|
///
|
||||||
/// This method is on the critical path for transferring an avatar from one region to another. Delay here
|
/// This method is on the critical path for transferring an avatar from one region to another. Delay here
|
||||||
/// delays that crossing.
|
/// delays that crossing.
|
||||||
/// </summary>
|
/// </remarks>
|
||||||
private void MakeRootAgent(Vector3 pos, bool isFlying)
|
private bool MakeRootAgent(Vector3 pos, bool isFlying)
|
||||||
{
|
{
|
||||||
// m_log.InfoFormat(
|
// m_log.InfoFormat(
|
||||||
// "[SCENE]: Upgrading child to root agent for {0} in {1}",
|
// "[SCENE]: Upgrading child to root agent for {0} in {1}",
|
||||||
|
@ -920,7 +931,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
|
//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
|
||||||
|
|
||||||
IsChildAgent = false;
|
lock (m_completeMovementLock)
|
||||||
|
{
|
||||||
|
if (!IsChildAgent)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
IsChildAgent = false;
|
||||||
|
}
|
||||||
|
|
||||||
// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
|
// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
|
||||||
// set and prevent the close of the connection on a subsequent re-teleport.
|
// set and prevent the close of the connection on a subsequent re-teleport.
|
||||||
|
@ -1069,6 +1086,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
m_scene.EventManager.TriggerOnMakeRootAgent(this);
|
m_scene.EventManager.TriggerOnMakeRootAgent(this);
|
||||||
|
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public int GetStateSource()
|
public int GetStateSource()
|
||||||
|
@ -1442,7 +1460,14 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
|
|
||||||
bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
|
bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
|
||||||
MakeRootAgent(AbsolutePosition, flying);
|
if (!MakeRootAgent(AbsolutePosition, flying))
|
||||||
|
{
|
||||||
|
m_log.DebugFormat(
|
||||||
|
"[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root",
|
||||||
|
Name, Scene.Name);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
// Tell the client that we're totally ready
|
// Tell the client that we're totally ready
|
||||||
ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
|
ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
|
||||||
|
|
|
@ -111,6 +111,45 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||||
Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
|
Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Test that duplicate complete movement calls are ignored.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// If duplicate calls are not ignored then there is a risk of race conditions or other unexpected effects.
|
||||||
|
/// </remarks>
|
||||||
|
[Test]
|
||||||
|
public void TestDupeCompleteMovementCalls()
|
||||||
|
{
|
||||||
|
TestHelpers.InMethod();
|
||||||
|
// TestHelpers.EnableLogging();
|
||||||
|
|
||||||
|
UUID spUuid = TestHelpers.ParseTail(0x1);
|
||||||
|
|
||||||
|
TestScene scene = new SceneHelpers().SetupScene();
|
||||||
|
|
||||||
|
int makeRootAgentEvents = 0;
|
||||||
|
scene.EventManager.OnMakeRootAgent += spi => makeRootAgentEvents++;
|
||||||
|
|
||||||
|
ScenePresence sp = SceneHelpers.AddScenePresence(scene, spUuid);
|
||||||
|
|
||||||
|
Assert.That(makeRootAgentEvents, Is.EqualTo(1));
|
||||||
|
|
||||||
|
// Normally these would be invoked by a CompleteMovement message coming in to the UDP stack. But for
|
||||||
|
// convenience, here we will invoke it manually.
|
||||||
|
sp.CompleteMovement(sp.ControllingClient, true);
|
||||||
|
|
||||||
|
Assert.That(makeRootAgentEvents, Is.EqualTo(1));
|
||||||
|
|
||||||
|
// Check rest of exepcted parameters.
|
||||||
|
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
|
||||||
|
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
|
||||||
|
|
||||||
|
Assert.That(sp.IsChildAgent, Is.False);
|
||||||
|
Assert.That(sp.UUID, Is.EqualTo(spUuid));
|
||||||
|
|
||||||
|
Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
|
||||||
|
}
|
||||||
|
|
||||||
[Test]
|
[Test]
|
||||||
public void TestCreateDuplicateRootScenePresence()
|
public void TestCreateDuplicateRootScenePresence()
|
||||||
{
|
{
|
||||||
|
@ -249,58 +288,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||||
// Assert.That(childPresence, Is.Not.Null);
|
// Assert.That(childPresence, Is.Not.Null);
|
||||||
// Assert.That(childPresence.IsChildAgent, Is.True);
|
// Assert.That(childPresence.IsChildAgent, Is.True);
|
||||||
}
|
}
|
||||||
|
|
||||||
// /// <summary>
|
|
||||||
// /// Test adding a root agent to a scene. Doesn't yet actually complete crossing the agent into the scene.
|
|
||||||
// /// </summary>
|
|
||||||
// [Test]
|
|
||||||
// public void T010_TestAddRootAgent()
|
|
||||||
// {
|
|
||||||
// TestHelpers.InMethod();
|
|
||||||
//
|
|
||||||
// string firstName = "testfirstname";
|
|
||||||
//
|
|
||||||
// AgentCircuitData agent = new AgentCircuitData();
|
|
||||||
// agent.AgentID = agent1;
|
|
||||||
// agent.firstname = firstName;
|
|
||||||
// agent.lastname = "testlastname";
|
|
||||||
// agent.SessionID = UUID.Random();
|
|
||||||
// agent.SecureSessionID = UUID.Random();
|
|
||||||
// agent.circuitcode = 123;
|
|
||||||
// agent.BaseFolder = UUID.Zero;
|
|
||||||
// agent.InventoryFolder = UUID.Zero;
|
|
||||||
// agent.startpos = Vector3.Zero;
|
|
||||||
// agent.CapsPath = GetRandomCapsObjectPath();
|
|
||||||
// agent.ChildrenCapSeeds = new Dictionary<ulong, string>();
|
|
||||||
// agent.child = true;
|
|
||||||
//
|
|
||||||
// scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID);
|
|
||||||
//
|
|
||||||
// string reason;
|
|
||||||
// scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
|
|
||||||
// testclient = new TestClient(agent, scene);
|
|
||||||
// scene.AddNewAgent(testclient);
|
|
||||||
//
|
|
||||||
// ScenePresence presence = scene.GetScenePresence(agent1);
|
|
||||||
//
|
|
||||||
// Assert.That(presence, Is.Not.Null, "presence is null");
|
|
||||||
// Assert.That(presence.Firstname, Is.EqualTo(firstName), "First name not same");
|
|
||||||
// acd1 = agent;
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// /// <summary>
|
|
||||||
// /// Test removing an uncrossed root agent from a scene.
|
|
||||||
// /// </summary>
|
|
||||||
// [Test]
|
|
||||||
// public void T011_TestRemoveRootAgent()
|
|
||||||
// {
|
|
||||||
// TestHelpers.InMethod();
|
|
||||||
//
|
|
||||||
// scene.RemoveClient(agent1);
|
|
||||||
//
|
|
||||||
// ScenePresence presence = scene.GetScenePresence(agent1);
|
|
||||||
//
|
|
||||||
// Assert.That(presence, Is.Null, "presence is not null");
|
|
||||||
// }
|
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -0,0 +1,119 @@
|
||||||
|
/*
|
||||||
|
* Redistribution and use in source and binary forms, with or without
|
||||||
|
* modification, are permitted provided that the following conditions are met:
|
||||||
|
* * Redistributions of source code must retain the above copyright
|
||||||
|
* notice, this list of conditions and the following disclaimer.
|
||||||
|
* * Redistributions in binary form must reproduce the above copyright
|
||||||
|
* notice, this list of conditions and the following disclaimer in the
|
||||||
|
* documentation and/or other materials provided with the distribution.
|
||||||
|
* * Neither the name of the OpenSimulator Project nor the
|
||||||
|
* names of its contributors may be used to endorse or promote products
|
||||||
|
* derived from this software without specific prior written permission.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||||
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*/
|
||||||
|
|
||||||
|
using System;
|
||||||
|
using Nini.Config;
|
||||||
|
using NUnit.Framework;
|
||||||
|
using OpenMetaverse;
|
||||||
|
using OpenSim.Framework;
|
||||||
|
using OpenSim.Region.CoreModules.World.Estate;
|
||||||
|
using OpenSim.Region.Framework.Scenes;
|
||||||
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
|
using OpenSim.Services.Interfaces;
|
||||||
|
using OpenSim.Tests.Common;
|
||||||
|
using OpenSim.Tests.Common.Mock;
|
||||||
|
|
||||||
|
namespace OpenSim.Region.Framework.Scenes.Tests
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Scene telehub tests
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// TODO: Tests which run through normal functionality. Currently, the only test is one that checks behaviour
|
||||||
|
/// in the case of an error condition
|
||||||
|
/// </remarks>
|
||||||
|
[TestFixture]
|
||||||
|
public class SceneTelehubTests : OpenSimTestCase
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Test for desired behaviour when a telehub has no spawn points
|
||||||
|
/// </summary>
|
||||||
|
[Test]
|
||||||
|
public void TestNoTelehubSpawnPoints()
|
||||||
|
{
|
||||||
|
TestHelpers.InMethod();
|
||||||
|
// TestHelpers.EnableLogging();
|
||||||
|
|
||||||
|
EstateManagementModule emm = new EstateManagementModule();
|
||||||
|
|
||||||
|
SceneHelpers sh = new SceneHelpers();
|
||||||
|
Scene scene = sh.SetupScene();
|
||||||
|
SceneHelpers.SetupSceneModules(scene, emm);
|
||||||
|
|
||||||
|
UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
|
||||||
|
|
||||||
|
SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
|
||||||
|
|
||||||
|
emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
|
||||||
|
scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
|
||||||
|
|
||||||
|
// Must still be possible to successfully log in
|
||||||
|
UUID loggingInUserId = TestHelpers.ParseTail(0x2);
|
||||||
|
|
||||||
|
UserAccount ua
|
||||||
|
= UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
|
||||||
|
|
||||||
|
SceneHelpers.AddScenePresence(scene, ua);
|
||||||
|
|
||||||
|
Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Test for desired behaviour when the scene object nominated as a telehub object does not exist.
|
||||||
|
/// </summary>
|
||||||
|
[Test]
|
||||||
|
public void TestNoTelehubSceneObject()
|
||||||
|
{
|
||||||
|
TestHelpers.InMethod();
|
||||||
|
// TestHelpers.EnableLogging();
|
||||||
|
|
||||||
|
EstateManagementModule emm = new EstateManagementModule();
|
||||||
|
|
||||||
|
SceneHelpers sh = new SceneHelpers();
|
||||||
|
Scene scene = sh.SetupScene();
|
||||||
|
SceneHelpers.SetupSceneModules(scene, emm);
|
||||||
|
|
||||||
|
UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
|
||||||
|
|
||||||
|
SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
|
||||||
|
SceneObjectGroup spawnPointSo = SceneHelpers.AddSceneObject(scene, "spawnpointObject", telehubSceneObjectOwner);
|
||||||
|
|
||||||
|
emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
|
||||||
|
emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "spawnpoint add", spawnPointSo.LocalId);
|
||||||
|
scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
|
||||||
|
|
||||||
|
scene.DeleteSceneObject(telehubSo, false);
|
||||||
|
|
||||||
|
// Must still be possible to successfully log in
|
||||||
|
UUID loggingInUserId = TestHelpers.ParseTail(0x2);
|
||||||
|
|
||||||
|
UserAccount ua
|
||||||
|
= UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
|
||||||
|
|
||||||
|
SceneHelpers.AddScenePresence(scene, ua);
|
||||||
|
|
||||||
|
Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -788,11 +788,6 @@ namespace OpenSim.Tests.Common.Mock
|
||||||
{
|
{
|
||||||
OnRegionHandShakeReply(this);
|
OnRegionHandShakeReply(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (OnCompleteMovementToRegion != null)
|
|
||||||
{
|
|
||||||
OnCompleteMovementToRegion(this, true);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SendAssetUploadCompleteMessage(sbyte AssetType, bool Success, UUID AssetFullID)
|
public void SendAssetUploadCompleteMessage(sbyte AssetType, bool Success, UUID AssetFullID)
|
||||||
|
|
|
@ -117,8 +117,6 @@ namespace OpenSim.Tests.Common
|
||||||
/// Parse a UUID stem into a full UUID.
|
/// Parse a UUID stem into a full UUID.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <remarks>
|
/// <remarks>
|
||||||
/// Yes, this is completely inconsistent with ParseTail but this is probably a better way to do it,
|
|
||||||
/// UUIDs are conceptually not hexadecmial numbers.
|
|
||||||
/// The fragment will come at the start of the UUID. The rest will be 0s
|
/// The fragment will come at the start of the UUID. The rest will be 0s
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
|
@ -143,5 +141,24 @@ namespace OpenSim.Tests.Common
|
||||||
{
|
{
|
||||||
return new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", tail));
|
return new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", tail));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Parse a UUID tail section into a full UUID.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// The fragment will come at the end of the UUID. The rest will be 0s
|
||||||
|
/// </remarks>
|
||||||
|
/// <returns></returns>
|
||||||
|
/// <param name='frag'>
|
||||||
|
/// A UUID fragment that will be parsed into a full UUID. Therefore, it can only contain
|
||||||
|
/// cahracters which are valid in a UUID, except for "-" which is currently only allowed if a full UUID is
|
||||||
|
/// given as the 'fragment'.
|
||||||
|
/// </param>
|
||||||
|
public static UUID ParseTail(string stem)
|
||||||
|
{
|
||||||
|
string rawUuid = stem.PadLeft(32, '0');
|
||||||
|
|
||||||
|
return UUID.Parse(rawUuid);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue