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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Reflection;
using OpenMetaverse;
using log4net;
namespace OpenSim.Framework
{
// The terrain is stored in the database as a blob with a 'revision' field.
// Some implementations of terrain storage would fill the revision field with
// the time the terrain was stored. When real revisions were added and this
// feature removed, that left some old entries with the time in the revision
// field.
// Thus, if revision is greater than 'RevisionHigh' then terrain db entry is
// left over and it is presumed to be 'Legacy256'.
// Numbers are arbitrary and are chosen to to reduce possible mis-interpretation.
// If a revision does not match any of these, it is assumed to be Legacy256.
public enum DBTerrainRevision
{
// Terrain is 'double[256,256]'
Legacy256 = 11,
// Terrain is 'int32, int32, float[,]' where the ints are X and Y dimensions
// The dimensions are presumed to be multiples of 16 and, more likely, multiples of 256.
Variable2D = 22,
Variable2DGzip = 23,
// Terrain is 'int32, int32, int32, int16[]' where the ints are X and Y dimensions
// and third int is the 'compression factor'. The heights are compressed as
// "ushort compressedHeight = (ushort)(height * compressionFactor);"
// The dimensions are presumed to be multiples of 16 and, more likely, multiples of 256.
Compressed2D = 27,
// A revision that is not listed above or any revision greater than this value is 'Legacy256'.
RevisionHigh = 1234
}
public class TerrainData
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static string LogHeader = "[TERRAIN DATA]";
private float[,] m_heightmap;
// Remember subregions of the heightmap that has changed.
private bool[,] m_taint;
// legacy CompressionFactor
public float CompressionFactor { get; private set; }
// Terrain always is a square
public int SizeX { get; protected set; }
public int SizeY { get; protected set; }
public int SizeZ { get; protected set; }
// A height used when the user doesn't specify anything
public const float DefaultTerrainHeight = 21f;
// Given a revision code and a blob from the database, create and return the right type of TerrainData.
// The sizes passed are the expected size of the region. The database info will be used to
// initialize the heightmap of that sized region with as much data is in the blob.
// Return created TerrainData or 'null' if unsuccessful.
public static TerrainData CreateFromDatabaseBlobFactory(int pSizeX, int pSizeY, int pSizeZ, int pFormatCode, byte[] pBlob)
{
// For the moment, there is only one implementation class
return new TerrainData(pSizeX, pSizeY, pSizeZ, pFormatCode, pBlob);
}
public float this[int x, int y]
{
get { return m_heightmap[x, y]; }
set
{
if (m_heightmap[x, y] != value)
{
m_heightmap[x, y] = value;
m_taint[x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize] = true;
}
}
}
public float this[int x, int y, int z]
{
get { return this[x, y]; }
set { this[x, y] = value; }
}
public void ClearTaint()
{
SetAllTaint(false);
}
public void TaintAllTerrain()
{
SetAllTaint(true);
}
private void SetAllTaint(bool setting)
{
for (int ii = 0; ii < m_taint.GetLength(0); ii++)
for (int jj = 0; jj < m_taint.GetLength(1); jj++)
m_taint[ii, jj] = setting;
}
public void ClearLand()
{
ClearLand(DefaultTerrainHeight);
}
public void ClearLand(float pHeight)
{
for (int xx = 0; xx < SizeX; xx++)
for (int yy = 0; yy < SizeY; yy++)
m_heightmap[xx, yy] = pHeight;
}
// Return 'true' of the patch that contains these region coordinates has been modified.
// Note that checking the taint clears it.
// There is existing code that relies on this feature.
public bool IsTaintedAt(int xx, int yy, bool clearOnTest)
{
int tx = xx / Constants.TerrainPatchSize;
int ty = yy / Constants.TerrainPatchSize;
bool ret = m_taint[tx, ty];
if (ret && clearOnTest)
m_taint[tx, ty] = false;
return ret;
}
// Old form that clears the taint flag when we check it.
// ubit: this dangerus naming should be only check without clear
// keeping for old modules outthere
public bool IsTaintedAt(int xx, int yy)
{
return IsTaintedAt(xx, yy, true /* clearOnTest */);
}
// TerrainData.GetDatabaseBlob
// The user wants something to store in the database.
public bool GetDatabaseBlob(out int DBRevisionCode, out Array blob)
{
DBRevisionCode = (int)DBTerrainRevision.Variable2DGzip;
blob = ToCompressedTerrainSerializationV2DGzip();
return true;
}
// TerrainData.GetCompressedMap
public float[] GetCompressedMap()
{
float[] newMap = new float[SizeX * SizeY];
int ind = 0;
for (int xx = 0; xx < SizeX; xx++)
for (int yy = 0; yy < SizeY; yy++)
newMap[ind++] = m_heightmap[xx, yy];
return newMap;
}
public TerrainData Clone()
{
TerrainData ret = new TerrainData(SizeX, SizeY, SizeZ);
ret.m_heightmap = (float[,])this.m_heightmap.Clone();
return ret;
}
// This one dimensional version is ordered so height = map[y*sizeX+x];
// DEPRECATED: don't use this function as it does not retain the dimensions of the terrain
// and the caller will probably do the wrong thing if the terrain is not the legacy 256x256.
public float[] GetFloatsSerialized()
{
int points = SizeX * SizeY;
float[] heights = new float[points];
int idx = 0;
for (int jj = 0; jj < SizeY; jj++)
for (int ii = 0; ii < SizeX; ii++)
{
heights[idx++] = m_heightmap[ii, jj];
}
return heights;
}
// TerrainData.GetDoubles
public double[,] GetDoubles()
{
double[,] ret = new double[SizeX, SizeY];
for (int xx = 0; xx < SizeX; xx++)
for (int yy = 0; yy < SizeY; yy++)
ret[xx, yy] = (double)m_heightmap[xx, yy];
return ret;
}
public unsafe void GetPatchMinMax(int px, int py, out float zmin, out float zmax)
{
zmax = float.MinValue;
zmin = float.MaxValue;
int stride = m_heightmap.GetLength(1);
int startx = px * 16 * stride;
int endx = (px + 1) * 16 * stride;
int starty = py * 16;
fixed (float* map = m_heightmap)
{
for (int i = startx; i < endx; i += stride)
{
float* p = &map[i];
for (int j = starty; j < starty + 16; j++)
{
float val = p[j];
if (val > zmax) zmax = val;
if (val < zmin) zmin = val;
}
}
}
}
public unsafe void GetPatchBlock(float[] _block, int px, int py, float sub, float premult)
{
int k = 0;
int stride = m_heightmap.GetLength(1);
int startX = px * 16 * stride;
int endX = (px + 1) * 16 * stride;
int startY = py * 16;
fixed(float* block = _block, map = m_heightmap)
{
for (int y = startY; y < startY + 16; y++)
{
for (int x = startX; x < endX; x += stride)
{
block[k++] = (map[x + y] - sub) * premult;
}
}
}
}
/*
// that is coded as the float height times the compression factor (usually '100'
// to make for two decimal points).
public short ToCompressedHeightshort(float pHeight)
{
// clamp into valid range
pHeight *= CompressionFactor;
if (pHeight < short.MinValue)
return short.MinValue;
else if (pHeight > short.MaxValue)
return short.MaxValue;
return (short)pHeight;
}
public ushort ToCompressedHeightushort(float pHeight)
{
// clamp into valid range
pHeight *= CompressionFactor;
if (pHeight < ushort.MinValue)
return ushort.MinValue;
else if (pHeight > ushort.MaxValue)
return ushort.MaxValue;
return (ushort)pHeight;
}
*/
public float FromCompressedHeight(short pHeight)
{
return ((float)pHeight) / CompressionFactor;
}
public float FromCompressedHeight(ushort pHeight)
{
return ((float)pHeight) / CompressionFactor;
}
// To keep with the legacy theme, create an instance of this class based on the
// way terrain used to be passed around.
public TerrainData(double[,] pTerrain)
{
SizeX = pTerrain.GetLength(0);
SizeY = pTerrain.GetLength(1);
SizeZ = (int)Constants.RegionHeight;
CompressionFactor = 100.0f;
m_heightmap = new float[SizeX, SizeY];
for (int ii = 0; ii < SizeX; ii++)
{
for (int jj = 0; jj < SizeY; jj++)
{
m_heightmap[ii, jj] = (float)pTerrain[ii, jj];
}
}
// m_log.DebugFormat("{0} new by doubles. sizeX={1}, sizeY={2}, sizeZ={3}", LogHeader, SizeX, SizeY, SizeZ);
m_taint = new bool[SizeX / Constants.TerrainPatchSize, SizeY / Constants.TerrainPatchSize];
ClearTaint();
}
// Create underlying structures but don't initialize the heightmap assuming the caller will immediately do that
public TerrainData(int pX, int pY, int pZ)
{
SizeX = pX;
SizeY = pY;
SizeZ = pZ;
CompressionFactor = 100.0f;
m_heightmap = new float[SizeX, SizeY];
m_taint = new bool[SizeX / Constants.TerrainPatchSize, SizeY / Constants.TerrainPatchSize];
// m_log.DebugFormat("{0} new by dimensions. sizeX={1}, sizeY={2}, sizeZ={3}", LogHeader, SizeX, SizeY, SizeZ);
ClearTaint();
ClearLand(0f);
}
public TerrainData(float[] cmap, float pCompressionFactor, int pX, int pY, int pZ)
: this(pX, pY, pZ)
{
CompressionFactor = pCompressionFactor;
int ind = 0;
for (int xx = 0; xx < SizeX; xx++)
for (int yy = 0; yy < SizeY; yy++)
m_heightmap[xx, yy] = cmap[ind++];
// m_log.DebugFormat("{0} new by compressed map. sizeX={1}, sizeY={2}, sizeZ={3}", LogHeader, SizeX, SizeY, SizeZ);
}
// Create a heighmap from a database blob
public TerrainData(int pSizeX, int pSizeY, int pSizeZ, int pFormatCode, byte[] pBlob)
: this(pSizeX, pSizeY, pSizeZ)
{
switch ((DBTerrainRevision)pFormatCode)
{
case DBTerrainRevision.Variable2DGzip:
FromCompressedTerrainSerializationV2DGZip(pBlob);
m_log.DebugFormat("{0} HeightmapTerrainData create from Variable2DGzip serialization. Size=<{1},{2}>", LogHeader, SizeX, SizeY);
break;
case DBTerrainRevision.Variable2D:
FromCompressedTerrainSerializationV2D(pBlob);
m_log.DebugFormat("{0} HeightmapTerrainData create from Variable2D serialization. Size=<{1},{2}>", LogHeader, SizeX, SizeY);
break;
case DBTerrainRevision.Compressed2D:
FromCompressedTerrainSerialization2D(pBlob);
m_log.DebugFormat("{0} HeightmapTerrainData create from Compressed2D serialization. Size=<{1},{2}>", LogHeader, SizeX, SizeY);
break;
default:
FromLegacyTerrainSerialization(pBlob);
m_log.DebugFormat("{0} HeightmapTerrainData create from legacy serialization. Size=<{1},{2}>", LogHeader, SizeX, SizeY);
break;
}
}
// Just create an array of doubles. Presumes the caller implicitly knows the size.
public Array ToLegacyTerrainSerialization()
{
Array ret = null;
using (MemoryStream str = new MemoryStream((int)Constants.RegionSize * (int)Constants.RegionSize * sizeof(double)))
{
using (BinaryWriter bw = new BinaryWriter(str))
{
for (int xx = 0; xx < Constants.RegionSize; xx++)
{
for (int yy = 0; yy < Constants.RegionSize; yy++)
{
double height = this[xx, yy];
if (height == 0.0)
height = double.Epsilon;
bw.Write(height);
}
}
}
ret = str.ToArray();
}
return ret;
}
// Presumes the caller implicitly knows the size.
public void FromLegacyTerrainSerialization(byte[] pBlob)
{
// In case database info doesn't match real terrain size, initialize the whole terrain.
ClearLand();
try
{
using (MemoryStream mstr = new MemoryStream(pBlob))
{
using (BinaryReader br = new BinaryReader(mstr))
{
for (int xx = 0; xx < (int)Constants.RegionSize; xx++)
{
for (int yy = 0; yy < (int)Constants.RegionSize; yy++)
{
float val = (float)br.ReadDouble();
if (xx < SizeX && yy < SizeY)
m_heightmap[xx, yy] = val;
}
}
}
}
}
catch
{
ClearLand();
}
ClearTaint();
}
// stores as variable2D
// int32 sizeX
// int32 sizeY
// float[,] array
public Array ToCompressedTerrainSerializationV2D()
{
Array ret = null;
try
{
using (MemoryStream str = new MemoryStream((2 * sizeof(Int32)) + (SizeX * SizeY * sizeof(float))))
{
using (BinaryWriter bw = new BinaryWriter(str))
{
bw.Write((Int32)SizeX);
bw.Write((Int32)SizeY);
for (int yy = 0; yy < SizeY; yy++)
for (int xx = 0; xx < SizeX; xx++)
{
// reduce to 1cm resolution
float val = (float)Math.Round(m_heightmap[xx, yy],2,MidpointRounding.ToEven);
bw.Write(val);
}
}
ret = str.ToArray();
}
}
catch {}
m_log.DebugFormat("{0} V2D {1} bytes", LogHeader, ret.Length);
return ret;
}
// as above with Gzip compression
public Array ToCompressedTerrainSerializationV2DGzip()
{
Array ret = null;
try
{
using (MemoryStream inp = new MemoryStream((2 * sizeof(Int32)) + (SizeX * SizeY * sizeof(float))))
{
using (BinaryWriter bw = new BinaryWriter(inp))
{
bw.Write((Int32)SizeX);
bw.Write((Int32)SizeY);
for (int yy = 0; yy < SizeY; yy++)
for (int xx = 0; xx < SizeX; xx++)
{
bw.Write((float)m_heightmap[xx, yy]);
}
bw.Flush();
inp.Seek(0, SeekOrigin.Begin);
using (MemoryStream outputStream = new MemoryStream())
{
using (GZipStream compressionStream = new GZipStream(outputStream, CompressionMode.Compress))
{
inp.CopyStream(compressionStream, int.MaxValue);
compressionStream.Close();
ret = outputStream.ToArray();
}
}
}
}
}
catch {}
m_log.DebugFormat("{0} V2DGzip {1} bytes", LogHeader, ret.Length);
return ret;
}
// Initialize heightmap from blob consisting of:
// int32, int32, int32, int32, int16[]
// where the first int32 is format code, next two int32s are the X and y of heightmap data and
// the forth int is the compression factor for the following int16s
// This is just sets heightmap info. The actual size of the region was set on this instance's
// creation and any heights not initialized by theis blob are set to the default height.
public void FromCompressedTerrainSerialization2D(byte[] pBlob)
{
Int32 hmFormatCode, hmSizeX, hmSizeY, hmCompressionFactor;
using (MemoryStream mstr = new MemoryStream(pBlob))
{
using (BinaryReader br = new BinaryReader(mstr))
{
hmFormatCode = br.ReadInt32();
hmSizeX = br.ReadInt32();
hmSizeY = br.ReadInt32();
hmCompressionFactor = br.ReadInt32();
CompressionFactor = hmCompressionFactor;
// In case database info doesn't match real terrain size, initialize the whole terrain.
ClearLand();
for (int yy = 0; yy < hmSizeY; yy++)
{
for (int xx = 0; xx < hmSizeX; xx++)
{
float val = FromCompressedHeight(br.ReadInt16());
if (xx < SizeX && yy < SizeY)
m_heightmap[xx, yy] = val;
}
}
}
ClearTaint();
m_log.DebugFormat("{0} Read (compressed2D) heightmap. Heightmap size=<{1},{2}>. Region size=<{3},{4}>. CompFact={5}",
LogHeader, hmSizeX, hmSizeY, SizeX, SizeY, hmCompressionFactor);
}
}
// Initialize heightmap from blob consisting of:
// int32, int32, int32, float[]
// where the first int32 is format code, next two int32s are the X and y of heightmap data
// This is just sets heightmap info. The actual size of the region was set on this instance's
// creation and any heights not initialized by theis blob are set to the default height.
public void FromCompressedTerrainSerializationV2D(byte[] pBlob)
{
Int32 hmSizeX, hmSizeY;
try
{
using (MemoryStream mstr = new MemoryStream(pBlob))
{
using (BinaryReader br = new BinaryReader(mstr))
{
hmSizeX = br.ReadInt32();
hmSizeY = br.ReadInt32();
// In case database info doesn't match real terrain size, initialize the whole terrain.
ClearLand();
for (int yy = 0; yy < hmSizeY; yy++)
{
for (int xx = 0; xx < hmSizeX; xx++)
{
float val = br.ReadSingle();
if (xx < SizeX && yy < SizeY)
m_heightmap[xx, yy] = val;
}
}
}
}
}
catch (Exception e)
{
ClearTaint();
m_log.ErrorFormat("{0} 2D error: {1} - terrain may be damaged",
LogHeader, e.Message);
return;
}
ClearTaint();
m_log.DebugFormat("{0} V2D Heightmap size=<{1},{2}>. Region size=<{3},{4}>",
LogHeader, hmSizeX, hmSizeY, SizeX, SizeY);
}
// as above but Gzip compressed
public void FromCompressedTerrainSerializationV2DGZip(byte[] pBlob)
{
m_log.InfoFormat("{0} VD2Gzip {1} bytes input",
LogHeader, pBlob.Length);
Int32 hmSizeX, hmSizeY;
try
{
using (MemoryStream outputStream = new MemoryStream())
{
using (MemoryStream inputStream = new MemoryStream(pBlob))
{
using (GZipStream decompressionStream = new GZipStream(inputStream, CompressionMode.Decompress))
{
decompressionStream.Flush();
decompressionStream.CopyTo(outputStream);
}
}
outputStream.Seek(0, SeekOrigin.Begin);
using (BinaryReader br = new BinaryReader(outputStream))
{
hmSizeX = br.ReadInt32();
hmSizeY = br.ReadInt32();
// In case database info doesn't match real terrain size, initialize the whole terrain.
ClearLand();
for (int yy = 0; yy < hmSizeY; yy++)
{
for (int xx = 0; xx < hmSizeX; xx++)
{
float val = br.ReadSingle();
if (xx < SizeX && yy < SizeY)
m_heightmap[xx, yy] = val;
}
}
}
}
}
catch( Exception e)
{
ClearTaint();
m_log.ErrorFormat("{0} V2DGzip error: {1} - terrain may be damaged",
LogHeader, e.Message);
return;
}
ClearTaint();
m_log.DebugFormat("{0} V2DGzip. Heightmap size=<{1},{2}>. Region size=<{3},{4}>",
LogHeader, hmSizeX, hmSizeY, SizeX, SizeY);
}
}
}
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