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author | Teravus Ovares | 2008-08-17 18:59:58 +0000 |
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committer | Teravus Ovares | 2008-08-17 18:59:58 +0000 |
commit | 0683a07081802105cbc40ca9d75c26e135342f3e (patch) | |
tree | 93a4fd544dab170d8b91c1c3c36bdaf936908ee3 /OpenSim/Region/Environment/Scenes/Scene.cs | |
parent | Add the IInventoryModule interface and a sample method call (diff) | |
download | opensim-SC-0683a07081802105cbc40ca9d75c26e135342f3e.zip opensim-SC-0683a07081802105cbc40ca9d75c26e135342f3e.tar.gz opensim-SC-0683a07081802105cbc40ca9d75c26e135342f3e.tar.bz2 opensim-SC-0683a07081802105cbc40ca9d75c26e135342f3e.tar.xz |
* Turned on the MapImageModule as opposed to the code in Scene for generating the map image. Copied the code in Scene into the MapImageModule, made a few tweaks to get it to work with the module's interface.
* Refactored a few things in Scene to make maptile saving easier to understand.
* Added comments to describe the 'clever code' assetcache update without the gridasset being updated so as to lessen possible confusion in patches in the future.
* If the MapImageModule isn't loaded, default to the code in Scene still.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/Scene.cs | 166 |
1 files changed, 69 insertions, 97 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index e060f3d..e8a8a78 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs | |||
@@ -1023,6 +1023,8 @@ namespace OpenSim.Region.Environment.Scenes | |||
1023 | 1023 | ||
1024 | if (terrain == null) | 1024 | if (terrain == null) |
1025 | { | 1025 | { |
1026 | #region Fallback default maptile generation | ||
1027 | |||
1026 | int tc = System.Environment.TickCount; | 1028 | int tc = System.Environment.TickCount; |
1027 | m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain"); | 1029 | m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain"); |
1028 | Bitmap mapbmp = new Bitmap(256, 256); | 1030 | Bitmap mapbmp = new Bitmap(256, 256); |
@@ -1053,13 +1055,13 @@ namespace OpenSim.Region.Environment.Scenes | |||
1053 | } | 1055 | } |
1054 | 1056 | ||
1055 | float mid = (high + low) * 0.5f; | 1057 | float mid = (high + low) * 0.5f; |
1056 | 1058 | ||
1057 | // temporary initializer | 1059 | // temporary initializer |
1058 | float hfvalue = (float)m_regInfo.RegionSettings.WaterHeight; | 1060 | float hfvalue = (float)m_regInfo.RegionSettings.WaterHeight; |
1059 | float hfvaluecompare = hfvalue; | 1061 | float hfvaluecompare = hfvalue; |
1060 | float hfdiff = hfvalue; | 1062 | float hfdiff = hfvalue; |
1061 | int hfdiffi = 0; | 1063 | int hfdiffi = 0; |
1062 | 1064 | ||
1063 | 1065 | ||
1064 | for (int x = 0; x < 256; x++) | 1066 | for (int x = 0; x < 256; x++) |
1065 | { | 1067 | { |
@@ -1088,7 +1090,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1088 | 1090 | ||
1089 | if (heightvalue > (float)m_regInfo.RegionSettings.WaterHeight) | 1091 | if (heightvalue > (float)m_regInfo.RegionSettings.WaterHeight) |
1090 | { | 1092 | { |
1091 | 1093 | ||
1092 | // scale height value | 1094 | // scale height value |
1093 | heightvalue = low + mid * (heightvalue - low) / mid; | 1095 | heightvalue = low + mid * (heightvalue - low) / mid; |
1094 | 1096 | ||
@@ -1115,7 +1117,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1115 | { | 1117 | { |
1116 | hfvalue = (float)hm[x, y]; | 1118 | hfvalue = (float)hm[x, y]; |
1117 | hfvaluecompare = (float)hm[x - 1, y - 1]; | 1119 | hfvaluecompare = (float)hm[x - 1, y - 1]; |
1118 | 1120 | ||
1119 | if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue)) | 1121 | if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue)) |
1120 | hfvalue = 0; | 1122 | hfvalue = 0; |
1121 | 1123 | ||
@@ -1133,7 +1135,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1133 | // We have to desaturate and blacken the land at the same time | 1135 | // We have to desaturate and blacken the land at the same time |
1134 | // we use floats, colors use bytes, so shrink are space down to | 1136 | // we use floats, colors use bytes, so shrink are space down to |
1135 | // 0-255 | 1137 | // 0-255 |
1136 | 1138 | ||
1137 | 1139 | ||
1138 | try | 1140 | try |
1139 | { | 1141 | { |
@@ -1148,7 +1150,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1148 | m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString()); | 1150 | m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString()); |
1149 | ShadowDebugContinue = false; | 1151 | ShadowDebugContinue = false; |
1150 | } | 1152 | } |
1151 | 1153 | ||
1152 | if (ShadowDebugContinue) | 1154 | if (ShadowDebugContinue) |
1153 | { | 1155 | { |
1154 | if ((256 - y) - 1 > 0) | 1156 | if ((256 - y) - 1 > 0) |
@@ -1164,13 +1166,13 @@ namespace OpenSim.Region.Environment.Scenes | |||
1164 | mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade); | 1166 | mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade); |
1165 | } | 1167 | } |
1166 | } | 1168 | } |
1167 | 1169 | ||
1168 | 1170 | ||
1169 | } | 1171 | } |
1170 | 1172 | ||
1171 | } | 1173 | } |
1172 | 1174 | ||
1173 | 1175 | ||
1174 | 1176 | ||
1175 | 1177 | ||
1176 | } | 1178 | } |
@@ -1178,7 +1180,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1178 | { | 1180 | { |
1179 | if (!terraincorruptedwarningsaid) | 1181 | if (!terraincorruptedwarningsaid) |
1180 | { | 1182 | { |
1181 | 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",RegionInfo.RegionName); | 1183 | 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", RegionInfo.RegionName); |
1182 | terraincorruptedwarningsaid = true; | 1184 | terraincorruptedwarningsaid = true; |
1183 | } | 1185 | } |
1184 | Color black = Color.Black; | 1186 | Color black = Color.Black; |
@@ -1262,7 +1264,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1262 | if (part == null) | 1264 | if (part == null) |
1263 | continue; | 1265 | continue; |
1264 | 1266 | ||
1265 | 1267 | ||
1266 | // Draw if the object is at least 1 meter wide in any direction | 1268 | // Draw if the object is at least 1 meter wide in any direction |
1267 | if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f) | 1269 | if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f) |
1268 | { | 1270 | { |
@@ -1278,8 +1280,8 @@ namespace OpenSim.Region.Environment.Scenes | |||
1278 | 1280 | ||
1279 | if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree) | 1281 | if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree) |
1280 | continue; // eliminates trees from this since we don't really have a good tree representation | 1282 | continue; // eliminates trees from this since we don't really have a good tree representation |
1281 | // if you want tree blocks on the map comment the above line and uncomment the below line | 1283 | // if you want tree blocks on the map comment the above line and uncomment the below line |
1282 | //mapdotspot = Color.PaleGreen; | 1284 | //mapdotspot = Color.PaleGreen; |
1283 | 1285 | ||
1284 | if (part.Shape.Textures == null) | 1286 | if (part.Shape.Textures == null) |
1285 | continue; | 1287 | continue; |
@@ -1410,106 +1412,76 @@ namespace OpenSim.Region.Environment.Scenes | |||
1410 | return; | 1412 | return; |
1411 | } | 1413 | } |
1412 | 1414 | ||
1413 | LLUUID lastMapRegionUUID = m_regInfo.lastMapUUID; | 1415 | LazySaveGeneratedMaptile(data,temporary); |
1414 | 1416 | ||
1415 | int lastMapRefresh = 0; | 1417 | #endregion |
1416 | int twoDays = 172800; | 1418 | } |
1417 | int RefreshSeconds = twoDays; | 1419 | else |
1418 | 1420 | { | |
1419 | try | 1421 | // Use the module to generate the maptile. |
1420 | { | 1422 | byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png"); |
1421 | lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh); | 1423 | if (data != null) |
1422 | } | ||
1423 | catch (ArgumentException) | ||
1424 | { | ||
1425 | } | ||
1426 | catch (FormatException) | ||
1427 | { | ||
1428 | } | ||
1429 | catch (OverflowException) | ||
1430 | { | 1424 | { |
1425 | LazySaveGeneratedMaptile(data,temporary); | ||
1431 | } | 1426 | } |
1427 | } | ||
1428 | } | ||
1429 | public void LazySaveGeneratedMaptile(byte[] data, bool temporary) | ||
1430 | { | ||
1431 | // Overwrites the local Asset cache with new maptile data | ||
1432 | // Assets are single write, this causes the asset server to ignore this update, | ||
1433 | // but the local asset cache does not | ||
1432 | 1434 | ||
1433 | LLUUID TerrainImageLLUUID = LLUUID.Random(); | 1435 | // this is on purpose! The net result of this is the region always has the most up to date |
1436 | // map tile while protecting the (grid) asset database from bloat caused by a new asset each | ||
1437 | // time a mapimage is generated! | ||
1438 | |||
1439 | LLUUID lastMapRegionUUID = m_regInfo.lastMapUUID; | ||
1434 | 1440 | ||
1435 | if (lastMapRegionUUID == LLUUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch()) | 1441 | int lastMapRefresh = 0; |
1436 | { | 1442 | int twoDays = 172800; |
1437 | m_regInfo.SaveLastMapUUID(TerrainImageLLUUID); | 1443 | int RefreshSeconds = twoDays; |
1438 | 1444 | ||
1439 | m_log.Warn("[MAPTILE]: STORING MAPTILE IMAGE"); | 1445 | try |
1440 | //Extra protection.. probably not needed. | 1446 | { |
1441 | } | 1447 | lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh); |
1442 | else | 1448 | } |
1443 | { | 1449 | catch (ArgumentException) |
1444 | TerrainImageLLUUID = lastMapRegionUUID; | 1450 | { |
1445 | m_log.Warn("[MAPTILE]: REUSING OLD MAPTILE IMAGE ID"); | 1451 | } |
1446 | } | 1452 | catch (FormatException) |
1453 | { | ||
1454 | } | ||
1455 | catch (OverflowException) | ||
1456 | { | ||
1457 | } | ||
1447 | 1458 | ||
1448 | m_regInfo.RegionSettings.TerrainImageID = TerrainImageLLUUID; | 1459 | LLUUID TerrainImageLLUUID = LLUUID.Random(); |
1449 | 1460 | ||
1450 | AssetBase asset = new AssetBase(); | 1461 | if (lastMapRegionUUID == LLUUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch()) |
1451 | asset.FullID = m_regInfo.RegionSettings.TerrainImageID; | 1462 | { |
1452 | asset.Data = data; | 1463 | m_regInfo.SaveLastMapUUID(TerrainImageLLUUID); |
1453 | asset.Name = "terrainImage_" + m_regInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString(); | ||
1454 | asset.Description = RegionInfo.RegionName; | ||
1455 | 1464 | ||
1456 | asset.Type = 0; | 1465 | m_log.Warn("[MAPTILE]: STORING MAPTILE IMAGE"); |
1457 | asset.Temporary = temporary; | ||
1458 | AssetCache.AddAsset(asset); | ||
1459 | } | 1466 | } |
1460 | else | 1467 | else |
1461 | { | 1468 | { |
1462 | byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png"); | 1469 | TerrainImageLLUUID = lastMapRegionUUID; |
1463 | if (data != null) | 1470 | m_log.Warn("[MAPTILE]: REUSING OLD MAPTILE IMAGE ID"); |
1464 | { | 1471 | } |
1465 | LLUUID lastMapRegionUUID = m_regInfo.lastMapUUID; | ||
1466 | |||
1467 | int lastMapRefresh = 0; | ||
1468 | int twoDays = 172800; | ||
1469 | int RefreshSeconds = twoDays; | ||
1470 | |||
1471 | try | ||
1472 | { | ||
1473 | lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh); | ||
1474 | } | ||
1475 | catch (ArgumentException) | ||
1476 | { | ||
1477 | } | ||
1478 | catch (FormatException) | ||
1479 | { | ||
1480 | } | ||
1481 | catch (OverflowException) | ||
1482 | { | ||
1483 | } | ||
1484 | |||
1485 | LLUUID TerrainImageLLUUID = LLUUID.Random(); | ||
1486 | |||
1487 | if (lastMapRegionUUID == LLUUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch()) | ||
1488 | { | ||
1489 | m_regInfo.SaveLastMapUUID(TerrainImageLLUUID); | ||
1490 | 1472 | ||
1491 | //m_log.Warn(terrainImageID); | 1473 | m_regInfo.RegionSettings.TerrainImageID = TerrainImageLLUUID; |
1492 | //Extra protection.. probably not needed. | ||
1493 | } | ||
1494 | else | ||
1495 | { | ||
1496 | TerrainImageLLUUID = lastMapRegionUUID; | ||
1497 | } | ||
1498 | 1474 | ||
1499 | m_regInfo.RegionSettings.TerrainImageID = TerrainImageLLUUID; | 1475 | AssetBase asset = new AssetBase(); |
1476 | asset.FullID = m_regInfo.RegionSettings.TerrainImageID; | ||
1477 | asset.Data = data; | ||
1478 | asset.Name = "terrainImage_" + m_regInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString(); | ||
1479 | asset.Description = RegionInfo.RegionName; | ||
1500 | 1480 | ||
1501 | AssetBase asset = new AssetBase(); | 1481 | asset.Type = 0; |
1502 | asset.FullID = m_regInfo.RegionSettings.TerrainImageID; | 1482 | asset.Temporary = temporary; |
1503 | asset.Data = data; | 1483 | AssetCache.AddAsset(asset); |
1504 | asset.Name = "terrainImage_" + m_regInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString(); | ||
1505 | asset.Description = RegionInfo.RegionName; | ||
1506 | asset.Type = 0; | ||
1507 | asset.Temporary = temporary; | ||
1508 | AssetCache.AddAsset(asset); | ||
1509 | } | ||
1510 | } | ||
1511 | } | 1484 | } |
1512 | |||
1513 | #endregion | 1485 | #endregion |
1514 | 1486 | ||
1515 | #region Load Land | 1487 | #region Load Land |