Properly dispose of drawing objects to reduce/stop memory leakage on generating map tiles with the MapImageModule and TexturedMapTileRenderer (the current defaults)
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				|  | @ -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) | ||||
|                 { | ||||
|  | @ -407,7 +411,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
|                                                               || mapdrawendY > ((int)Constants.RegionSize - 1)) | ||||
|                                             continue; | ||||
| 
 | ||||
| #region obb face reconstruction part duex | ||||
|     #region obb face reconstruction part duex | ||||
|                                         Vector3[] vertexes = new Vector3[8]; | ||||
| 
 | ||||
|                                         // float[] distance = new float[6]; | ||||
|  | @ -511,7 +515,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
|                                         FaceD[2] = vertexes[7]; | ||||
|                                         FaceC[3] = vertexes[7]; | ||||
|                                         FaceD[5] = vertexes[7]; | ||||
| #endregion | ||||
|     #endregion | ||||
| 
 | ||||
|                                         //int wy = 0; | ||||
| 
 | ||||
|  | @ -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; | ||||
|         } | ||||
| 
 | ||||
|  |  | |||
|  | @ -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"); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -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"); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -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; | ||||
|         } | ||||
|     } | ||||
|  |  | |||
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	 Justin Clark-Casey (justincc)
						Justin Clark-Casey (justincc)