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authorMelanie2010-06-11 22:08:43 +0100
committerMelanie2010-06-11 22:08:43 +0100
commit694c8ab588b1d9a94c1cdba5e05ef4e0492f0354 (patch)
tree89543c436cbf702c9d1a4aee590138e0d576dacc
parentReinstated the check on im.binaryBucket.Length, this time on the local handle... (diff)
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Remove the lastmap stuff from the map module, also remove a bunch of comments
that no longer reflect actual conditions
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs28
1 files changed, 1 insertions, 27 deletions
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index c6fb18d..0e849e5 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1002,41 +1002,15 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1002 1002
1003 public void RegenerateMaptile(byte[] data) 1003 public void RegenerateMaptile(byte[] data)
1004 { 1004 {
1005 // Overwrites the local Asset cache with new maptile data
1006 // Assets are single write, this causes the asset server to ignore this update,
1007 // but the local asset cache does not
1008
1009 // this is on purpose! The net result of this is the region always has the most up to date
1010 // map tile while protecting the (grid) asset database from bloat caused by a new asset each
1011 // time a mapimage is generated!
1012
1013 UUID lastMapRegionUUID = m_scene.RegionInfo.RegionSettings.TerrainImageID; 1005 UUID lastMapRegionUUID = m_scene.RegionInfo.RegionSettings.TerrainImageID;
1014 1006
1015 int lastMapRefresh = 0;
1016 int twoDays = 172800;
1017// int RefreshSeconds = twoDays;
1018
1019 try
1020 {
1021 lastMapRefresh = Convert.ToInt32(m_scene.RegionInfo.lastMapRefresh);
1022 }
1023 catch (ArgumentException)
1024 {
1025 }
1026 catch (FormatException)
1027 {
1028 }
1029 catch (OverflowException)
1030 {
1031 }
1032
1033 m_log.Debug("[MAPTILE]: STORING MAPTILE IMAGE"); 1007 m_log.Debug("[MAPTILE]: STORING MAPTILE IMAGE");
1034 1008
1035 m_scene.RegionInfo.RegionSettings.TerrainImageID = UUID.Random(); 1009 m_scene.RegionInfo.RegionSettings.TerrainImageID = UUID.Random();
1036 1010
1037 AssetBase asset = new AssetBase( 1011 AssetBase asset = new AssetBase(
1038 m_scene.RegionInfo.RegionSettings.TerrainImageID, 1012 m_scene.RegionInfo.RegionSettings.TerrainImageID,
1039 "terrainImage_" + m_scene.RegionInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString(), 1013 "terrainImage_" + m_scene.RegionInfo.RegionID.ToString(),
1040 (sbyte)AssetType.Texture, 1014 (sbyte)AssetType.Texture,
1041 m_scene.RegionInfo.RegionID.ToString()); 1015 m_scene.RegionInfo.RegionID.ToString());
1042 asset.Data = data; 1016 asset.Data = data;