Properly dispose of drawing objects to reduce/stop memory leakage on generating map tiles with the MapImageModule and TexturedMapTileRenderer (the current defaults)

master-beforevarregion
Justin Clark-Casey (justincc) 2014-01-24 00:14:58 +00:00
parent a859464e91
commit a2d5d810e0
4 changed files with 372 additions and 348 deletions

View File

@ -55,7 +55,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
public struct DrawStruct
{
public DrawRoutine dr;
public Rectangle rect;
// public Rectangle rect;
public SolidBrush brush;
public face[] trns;
}
@ -119,6 +119,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
{
mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID);
}
return mapbmp;
}
@ -280,10 +281,13 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
tc = Environment.TickCount;
m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
EntityBase[] objs = whichScene.GetEntities();
Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
List<float> z_sortheights = new List<float>();
List<uint> z_localIDs = new List<uint>();
Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
try
{
//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
lock (objs)
{
@ -576,8 +580,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
// Sort prim by Z position
Array.Sort(sortedZHeights, sortedlocalIds);
Graphics g = Graphics.FromImage(mapbmp);
using (Graphics g = Graphics.FromImage(mapbmp))
{
for (int s = 0; s < sortedZHeights.Length; s++)
{
if (z_sort.ContainsKey(sortedlocalIds[s]))
@ -590,11 +594,18 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
//g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
}
}
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");
return mapbmp;
}

View File

@ -54,7 +54,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
public void TerrainToBitmap(Bitmap mapbmp)
{
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();
bool ShadowDebugContinue = true;
@ -199,7 +199,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
{
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;
}
color = Color.Black;
@ -229,7 +229,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
{
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;
}
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");
}
}
}

View File

@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
private Bitmap fetchTexture(UUID id)
{
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;
ManagedImage managedImage;
@ -188,17 +188,17 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
}
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)
{
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)
{
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;
@ -233,10 +233,14 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
if (textureID == UUID.Zero) return defaultColor; // not set
if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
Bitmap bmp = fetchTexture(textureID);
Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
Color color;
using (Bitmap bmp = fetchTexture(textureID))
{
color = bmp == null ? defaultColor : computeAverageColor(bmp);
// store it for future reference
m_mapping[textureID] = color;
}
return color;
}
@ -278,7 +282,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
public void TerrainToBitmap(Bitmap mapbmp)
{
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
// 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");
}
}
}

View File

@ -1520,8 +1520,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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++)
{
@ -1534,11 +1534,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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);
using (Graphics g = Graphics.FromImage(overlay))
{
using (SolidBrush transparent = new SolidBrush(background))
g.FillRectangle(transparent, 0, 0, 256, 256);
SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
foreach (ILandObject land in parcels)
{
@ -1559,6 +1560,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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++)
@ -1567,6 +1570,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
}
}
}
}
try
{
@ -1576,6 +1581,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{
m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString());
}
}
return null;
}
}