dont create terrain map asset for V1 viewers on large regions again, but do create parcel overlay since current viewers seem to use it (or we are missing something elsewhere)

avinationmerge
UbitUmarov 2015-09-17 21:11:59 +01:00
parent 6bca0c9c9c
commit f4093a04e7
1 changed files with 193 additions and 172 deletions

View File

@ -1531,12 +1531,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
using (Bitmap mapbmp = m_mapImageGenerator.CreateMapTile())
{
// V1 (This Module)
// if(m_scene.RegionInfo.RegionSizeX <= Constants.RegionSize &&
// m_scene.RegionInfo.RegionSizeY <= Constants.RegionSize)
GenerateMaptile(mapbmp);
// v2/3 (MapImageServiceModule)
if (m_mapImageServiceModule != null)
m_mapImageServiceModule.UploadMapTile(m_scene, mapbmp);
}
@ -1544,22 +1540,39 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
private void GenerateMaptile(Bitmap mapbmp)
{
byte[] data;
bool needRegionSave = false;
// remove old assets
UUID lastID = m_scene.RegionInfo.RegionSettings.TerrainImageID;
if (lastID != UUID.Zero)
{
m_scene.AssetService.Delete(lastID.ToString());
m_scene.RegionInfo.RegionSettings.TerrainImageID = UUID.Zero;
needRegionSave = true;
}
lastID = m_scene.RegionInfo.RegionSettings.ParcelImageID;
if (lastID != UUID.Zero)
{
m_scene.AssetService.Delete(lastID.ToString());
m_scene.RegionInfo.RegionSettings.ParcelImageID = UUID.Zero;
needRegionSave = true;
}
// bypass terrain image for large regions since only V2 viewers work with them
if (m_scene.RegionInfo.RegionSizeX <= Constants.RegionSize &&
m_scene.RegionInfo.RegionSizeY <= Constants.RegionSize
&& mapbmp != null)
{
try
{
byte[] data;
data = OpenJPEG.EncodeFromImage(mapbmp, true);
}
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
if (data != null && data.Length > 0)
{
m_log.Error("[WORLD MAP]: Failed generating terrain map: " + e);
return;
}
byte[] overlay = GenerateOverlay();
UUID terrainImageID = UUID.Random();
UUID parcelImageID = UUID.Zero;
AssetBase asset = new AssetBase(
terrainImageID,
@ -1576,9 +1589,21 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
m_scene.AssetService.Store(asset);
m_scene.RegionInfo.RegionSettings.TerrainImageID = terrainImageID;
needRegionSave = true;
}
}
catch (Exception e)
{
m_log.Error("[WORLD MAP]: Failed generating terrain map: " + e);
}
}
// V2/3 still seem to need this, or we are missing something somewhere
byte[] overlay = GenerateOverlay();
if (overlay != null)
{
parcelImageID = UUID.Random();
UUID parcelImageID = UUID.Random();
AssetBase parcels = new AssetBase(
parcelImageID,
@ -1591,20 +1616,13 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
parcels.Flags = AssetFlags.Maptile;
m_scene.AssetService.Store(parcels);
m_scene.RegionInfo.RegionSettings.ParcelImageID = parcelImageID;
needRegionSave = true;
}
// Switch to the new one
UUID lastTerrainImageID = m_scene.RegionInfo.RegionSettings.TerrainImageID;
UUID lastParcelImageID = m_scene.RegionInfo.RegionSettings.ParcelImageID;
m_scene.RegionInfo.RegionSettings.TerrainImageID = terrainImageID;
m_scene.RegionInfo.RegionSettings.ParcelImageID = parcelImageID;
if (needRegionSave)
m_scene.RegionInfo.RegionSettings.Save();
// Delete the old one
// m_log.DebugFormat("[WORLDMAP]: Deleting old map tile {0}", lastTerrainImageID);
m_scene.AssetService.Delete(lastTerrainImageID.ToString());
if (lastParcelImageID != UUID.Zero)
m_scene.AssetService.Delete(lastParcelImageID.ToString());
}
private void MakeRootAgent(ScenePresence avatar)
@ -1658,42 +1676,35 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
private Byte[] GenerateOverlay()
{
int landTileSize = LandManagementModule.LandUnit;
// These need to be ints for bitmap generation
int regionSizeX = (int)m_scene.RegionInfo.RegionSizeX;
int regionSizeY = (int)m_scene.RegionInfo.RegionSizeY;
int landTileSize = LandManagementModule.LandUnit;
int regionLandTilesX = regionSizeX / landTileSize;
int regionSizeY = (int)m_scene.RegionInfo.RegionSizeY;
int regionLandTilesY = regionSizeY / landTileSize;
using (Bitmap overlay = new Bitmap(regionSizeX, regionSizeY))
{
bool[,] saleBitmap = new bool[regionLandTilesX, regionLandTilesY];
for (int x = 0; x < regionLandTilesX; x++)
{
for (int y = 0; y < regionLandTilesY; y++)
saleBitmap[x, y] = false;
}
bool landForSale = false;
ILandObject land;
List<ILandObject> parcels = m_scene.LandChannel.AllParcels();
// scan terrain avoiding potencial merges of large bitmaps
//TODO create the sell bitmap at landchannel / landmaster ?
// and auction also, still not suported
Color background = Color.FromArgb(0, 0, 0, 0);
using (Graphics g = Graphics.FromImage(overlay))
bool[,] saleBitmap = new bool[regionLandTilesX, regionLandTilesY];
for (int x = 0, xx = 0; x < regionLandTilesX; x++ ,xx += landTileSize)
{
using (SolidBrush transparent = new SolidBrush(background))
g.FillRectangle(transparent, 0, 0, regionSizeX, regionSizeY);
foreach (ILandObject land in parcels)
for (int y = 0, yy = 0; y < regionLandTilesY; y++, yy += landTileSize)
{
// m_log.DebugFormat("[WORLD MAP]: Parcel {0} flags {1}", land.LandData.Name, land.LandData.Flags);
if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
land = m_scene.LandChannel.GetLandObject(xx, yy);
if (land != null && (land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
{
saleBitmap[x, y] = true;
landForSale = true;
saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap());
}
else
saleBitmap[x, y] = false;
}
}
@ -1705,7 +1716,17 @@ 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)))
using (Bitmap overlay = new Bitmap(regionSizeX, regionSizeY))
{
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, regionSizeX, regionSizeY);
// make it a half transparent
using (SolidBrush yellow = new SolidBrush(Color.FromArgb(100, 249, 223, 9)))
{
for (int x = 0; x < regionLandTilesX; x++)
{