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authorAdam Frisby2007-07-15 15:51:09 +0000
committerAdam Frisby2007-07-15 15:51:09 +0000
commit2dea3dbd6bb4e382dfb1a7dddd5c104dc889e83c (patch)
treec159f1dde91845a42d7996f8652fe3a57e080022 /OpenSim/Region/Environment/Scenes
parent* Storage Manager now initialises with a DB name equal to that of the region ... (diff)
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* Terrain now uses the new StorageManager.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index de39261..839a75a 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -352,7 +352,7 @@ namespace OpenSim.Region.Environment.Scenes
352 { 352 {
353 try 353 try
354 { 354 {
355 float[] map = this.localStorage.LoadWorld(); 355 double[,] map = this.storageManager.DataStore.LoadTerrain();
356 if (map == null) 356 if (map == null)
357 { 357 {
358 if (string.IsNullOrEmpty(this.m_regInfo.estateSettings.terrainFile)) 358 if (string.IsNullOrEmpty(this.m_regInfo.estateSettings.terrainFile))
@@ -360,7 +360,7 @@ namespace OpenSim.Region.Environment.Scenes
360 Console.WriteLine("No default terrain, procedurally generating..."); 360 Console.WriteLine("No default terrain, procedurally generating...");
361 this.Terrain.hills(); 361 this.Terrain.hills();
362 362
363 this.localStorage.SaveMap(this.Terrain.getHeights1D()); 363 this.storageManager.DataStore.StoreTerrain(this.Terrain.getHeights2DD());
364 } 364 }
365 else 365 else
366 { 366 {
@@ -374,12 +374,12 @@ namespace OpenSim.Region.Environment.Scenes
374 Console.WriteLine("Unable to load default terrain, procedurally generating instead..."); 374 Console.WriteLine("Unable to load default terrain, procedurally generating instead...");
375 Terrain.hills(); 375 Terrain.hills();
376 } 376 }
377 this.localStorage.SaveMap(this.Terrain.getHeights1D()); 377 this.storageManager.DataStore.StoreTerrain(this.Terrain.getHeights2DD());
378 } 378 }
379 } 379 }
380 else 380 else
381 { 381 {
382 this.Terrain.setHeights1D(map); 382 this.Terrain.setHeights2D(map);
383 } 383 }
384 384
385 CreateTerrainTexture(); 385 CreateTerrainTexture();