Fixed two typos. White space cleanups.
Signed-off-by: nebadon <michael@osgrid.org>xassetservice
parent
4268427ac3
commit
a813e7ffdd
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@ -132,7 +132,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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{
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}
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public Type ReplaceableInterface
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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@ -220,7 +220,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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// There is a major hack going on in this method. The viewer doesn't request
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// map blocks (RequestMapBlocks) above 2048. That means that if we don't hack,
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// grids above that cell don't have a map at all. So, here's the hack: we wait
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// for this CAP request to come, and we inject the map blocks at this point.
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// for this CAP request to come, and we inject the map blocks at this point.
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// In a normal scenario, this request simply sends back the MapLayer (the blue color).
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// In the hacked scenario, it also sends the map blocks via UDP.
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//
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@ -751,7 +751,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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{
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uint x = 0, y = 0;
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Utils.LongToUInts(regionhandle, out x, out y);
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GridRegion mreg = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y);
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GridRegion mreg = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y);
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if (mreg != null)
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{
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@ -857,7 +857,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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finally
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{
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if (os != null)
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os.Close();
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os.Close();
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}
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string response_mapItems_reply = null;
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@ -960,16 +960,16 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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// on an unloaded square.
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// But make sure: Look whether the one we requested is in there
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List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID,
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minX * (int)Constants.RegionSize,
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maxX * (int)Constants.RegionSize,
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minY * (int)Constants.RegionSize,
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minX * (int)Constants.RegionSize,
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maxX * (int)Constants.RegionSize,
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minY * (int)Constants.RegionSize,
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maxY * (int)Constants.RegionSize);
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if (regions != null)
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{
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foreach (GridRegion r in regions)
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{
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if ((r.RegionLocX == minX * (int)Constants.RegionSize) &&
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if ((r.RegionLocX == minX * (int)Constants.RegionSize) &&
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(r.RegionLocY == minY * (int)Constants.RegionSize))
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{
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// found it => add it to response
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@ -1004,7 +1004,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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{
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List<MapBlockData> mapBlocks = new List<MapBlockData>();
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List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID,
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(minX - 4) * (int)Constants.RegionSize,
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(minX - 4) * (int)Constants.RegionSize,
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(maxX + 4) * (int)Constants.RegionSize,
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(minY - 4) * (int)Constants.RegionSize,
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(maxY + 4) * (int)Constants.RegionSize);
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@ -1336,7 +1336,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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// Cannot create a map for a nonexistant heightmap
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if (m_scene.Heightmap == null)
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return;
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//create a texture asset of the terrain
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IMapImageGenerator terrain = m_scene.RequestModuleInterface<IMapImageGenerator>();
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if (terrain == null)
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@ -1345,7 +1345,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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byte[] data = terrain.WriteJpeg2000Image();
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if (data == null)
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return;
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byte[] overlay = GenerateOverlay();
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m_log.Debug("[WORLDMAP]: STORING MAPTILE IMAGE");
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@ -1366,7 +1366,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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// Store the new one
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m_log.DebugFormat("[WORLDMAP]: Storing map tile {0}", asset.ID);
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m_scene.AssetService.Store(asset);
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if (overlay != null)
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{
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parcelImageID = UUID.Random();
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@ -1390,7 +1390,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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m_scene.RegionInfo.RegionSettings.TerrainImageID = terrainImageID;
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m_scene.RegionInfo.RegionSettings.ParcelImageID = parcelImageID;
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m_scene.RegionInfo.RegionSettings.Save();
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// Delete the old one
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// m_log.DebugFormat("[WORLDMAP]: Deleting old map tile {0}", lastTerrainImageID);
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m_scene.AssetService.Delete(lastTerrainImageID.ToString());
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@ -1469,18 +1469,18 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
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{
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landForSale = true;
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saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap());
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}
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}
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if (!landForSale)
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{
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m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not geenrating overlay", m_scene.RegionInfo.RegionName);
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m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName);
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return null;
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}
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m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, genrating overlay", m_scene.RegionInfo.RegionName);
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m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
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for (int x = 0 ; x < 64 ; x++)
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{
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