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authorRobert Adams2013-10-31 09:24:06 -0700
committerRobert Adams2013-10-31 09:24:06 -0700
commit39777db8ef0604ad228854ce226bb530c2d27239 (patch)
treee351cd0c09bb9af6c10776a494f53563b0ec480c /OpenSim/Region/ClientStack
parentMerge branch 'master' into varregion (diff)
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varregion: fix problem of X/Y dimensions swapped and incorrect terrain
compression base computation. Complete replacement of float[] for terrain heightmap with TerrainData instance.
Diffstat (limited to 'OpenSim/Region/ClientStack')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs25
1 files changed, 14 insertions, 11 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 2b8a04f..c8e7eb5 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -1154,7 +1154,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1154 /// <param name="map">heightmap</param> 1154 /// <param name="map">heightmap</param>
1155 public virtual void SendLayerData(float[] map) 1155 public virtual void SendLayerData(float[] map)
1156 { 1156 {
1157 Util.FireAndForget(DoSendLayerData, map); 1157 Util.FireAndForget(DoSendLayerData, m_scene.Heightmap.GetTerrainData());
1158 } 1158 }
1159 1159
1160 /// <summary> 1160 /// <summary>
@@ -1163,7 +1163,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1163 /// <param name="o"></param> 1163 /// <param name="o"></param>
1164 private void DoSendLayerData(object o) 1164 private void DoSendLayerData(object o)
1165 { 1165 {
1166 float[] map = (float[])o; 1166 TerrainData map = (TerrainData)o;
1167 1167
1168 try 1168 try
1169 { 1169 {
@@ -1177,7 +1177,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1177 //} 1177 //}
1178 1178
1179 // Send LayerData in a spiral pattern. Fun! 1179 // Send LayerData in a spiral pattern. Fun!
1180 SendLayerTopRight(map, 0, 0, 15, 15); 1180 SendLayerTopRight(map, 0, 0, map.SizeX/Constants.TerrainPatchSize-1, map.SizeY/Constants.TerrainPatchSize-1);
1181 } 1181 }
1182 catch (Exception e) 1182 catch (Exception e)
1183 { 1183 {
@@ -1185,7 +1185,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1185 } 1185 }
1186 } 1186 }
1187 1187
1188 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2) 1188 private void SendLayerTopRight(TerrainData map, int x1, int y1, int x2, int y2)
1189 { 1189 {
1190 // Row 1190 // Row
1191 for (int i = x1; i <= x2; i++) 1191 for (int i = x1; i <= x2; i++)
@@ -1199,7 +1199,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1199 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2); 1199 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1200 } 1200 }
1201 1201
1202 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2) 1202 void SendLayerBottomLeft(TerrainData map, int x1, int y1, int x2, int y2)
1203 { 1203 {
1204 // Row in reverse 1204 // Row in reverse
1205 for (int i = x2; i >= x1; i--) 1205 for (int i = x2; i >= x1; i--)
@@ -1231,6 +1231,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1231 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1231 // OutPacket(layerpack, ThrottleOutPacketType.Land);
1232 // } 1232 // }
1233 1233
1234 // Legacy form of invocation that passes around a bare data array.
1235 // Just ignore what was passed and use the real terrain info that is part of the scene.
1236 public void SendLayerData(int px, int py, float[] map)
1237 {
1238 SendLayerData(px, py, m_scene.Heightmap.GetTerrainData());
1239 }
1240
1234 /// <summary> 1241 /// <summary>
1235 /// Sends a terrain packet for the point specified. 1242 /// Sends a terrain packet for the point specified.
1236 /// This is a legacy call that has refarbed the terrain into a flat map of floats. 1243 /// This is a legacy call that has refarbed the terrain into a flat map of floats.
@@ -1239,15 +1246,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1239 /// <param name="px">Patch coordinate (x) 0..15</param> 1246 /// <param name="px">Patch coordinate (x) 0..15</param>
1240 /// <param name="py">Patch coordinate (y) 0..15</param> 1247 /// <param name="py">Patch coordinate (y) 0..15</param>
1241 /// <param name="map">heightmap</param> 1248 /// <param name="map">heightmap</param>
1242 public void SendLayerData(int px, int py, float[] map) 1249 public void SendLayerData(int px, int py, TerrainData terrData)
1243 { 1250 {
1244 try 1251 try
1245 { 1252 {
1246 // For unknown reasons, after this point, patch numbers are swapped X for y. 1253 LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(terrData, px, py);
1247 // That means, that for <patchNumX, patchNumY, the array location is computed as map[patchNumY * 16 + patchNumX].
1248 // TODO: someday straighten the below implementation to keep the X row order for patch numbers.
1249 // Since this is passing only one patch, we just swap the patch numbers.
1250 LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(m_scene.Heightmap.GetTerrainData(), px, py);
1251 1254
1252 // When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience. 1255 // When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience.
1253 // To alleviate this issue, when the user edits the terrain, we start skipping the queues until they're done editing the terrain. 1256 // To alleviate this issue, when the user edits the terrain, we start skipping the queues until they're done editing the terrain.