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author | Melanie | 2010-10-03 16:34:55 +0100 |
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committer | Melanie | 2010-10-03 16:34:55 +0100 |
commit | 27340f616edfc2c6c199cb9d550b0ca3f67d2c6f (patch) | |
tree | 2c77b3e286970a6984eaa4d04eb7ca316462baed /OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs | |
parent | Initial port of the Warp3D map tile renderer (diff) | |
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Addign the new / renamed files for previous commit
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs | 418 |
1 files changed, 418 insertions, 0 deletions
diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs b/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs new file mode 100644 index 0000000..071314a --- /dev/null +++ b/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs | |||
@@ -0,0 +1,418 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Drawing; | ||
31 | using System.Reflection; | ||
32 | using log4net; | ||
33 | using Nini.Config; | ||
34 | using OpenMetaverse; | ||
35 | using OpenMetaverse.Imaging; | ||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.Framework.Scenes; | ||
38 | |||
39 | namespace OpenSim.Region.CoreModules.World.LegacyMap | ||
40 | { | ||
41 | // Hue, Saturation, Value; used for color-interpolation | ||
42 | struct HSV { | ||
43 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
44 | |||
45 | public float h; | ||
46 | public float s; | ||
47 | public float v; | ||
48 | |||
49 | public HSV(float h, float s, float v) | ||
50 | { | ||
51 | this.h = h; | ||
52 | this.s = s; | ||
53 | this.v = v; | ||
54 | } | ||
55 | |||
56 | // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV) | ||
57 | public HSV(Color c) | ||
58 | { | ||
59 | float r = c.R / 255f; | ||
60 | float g = c.G / 255f; | ||
61 | float b = c.B / 255f; | ||
62 | float max = Math.Max(Math.Max(r, g), b); | ||
63 | float min = Math.Min(Math.Min(r, g), b); | ||
64 | float diff = max - min; | ||
65 | |||
66 | if (max == min) h = 0f; | ||
67 | else if (max == r) h = (g - b) / diff * 60f; | ||
68 | else if (max == g) h = (b - r) / diff * 60f + 120f; | ||
69 | else h = (r - g) / diff * 60f + 240f; | ||
70 | if (h < 0f) h += 360f; | ||
71 | |||
72 | if (max == 0f) s = 0f; | ||
73 | else s = diff / max; | ||
74 | |||
75 | v = max; | ||
76 | } | ||
77 | |||
78 | // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV) | ||
79 | public Color toColor() | ||
80 | { | ||
81 | if (s < 0f) m_log.Debug("S < 0: " + s); | ||
82 | else if (s > 1f) m_log.Debug("S > 1: " + s); | ||
83 | if (v < 0f) m_log.Debug("V < 0: " + v); | ||
84 | else if (v > 1f) m_log.Debug("V > 1: " + v); | ||
85 | |||
86 | float f = h / 60f; | ||
87 | int sector = (int)f % 6; | ||
88 | f = f - (int)f; | ||
89 | int pi = (int)(v * (1f - s) * 255f); | ||
90 | int qi = (int)(v * (1f - s * f) * 255f); | ||
91 | int ti = (int)(v * (1f - (1f - f) * s) * 255f); | ||
92 | int vi = (int)(v * 255f); | ||
93 | |||
94 | if (pi < 0) pi = 0; | ||
95 | if (pi > 255) pi = 255; | ||
96 | if (qi < 0) qi = 0; | ||
97 | if (qi > 255) qi = 255; | ||
98 | if (ti < 0) ti = 0; | ||
99 | if (ti > 255) ti = 255; | ||
100 | if (vi < 0) vi = 0; | ||
101 | if (vi > 255) vi = 255; | ||
102 | |||
103 | switch (sector) | ||
104 | { | ||
105 | case 0: | ||
106 | return Color.FromArgb(vi, ti, pi); | ||
107 | case 1: | ||
108 | return Color.FromArgb(qi, vi, pi); | ||
109 | case 2: | ||
110 | return Color.FromArgb(pi, vi, ti); | ||
111 | case 3: | ||
112 | return Color.FromArgb(pi, qi, vi); | ||
113 | case 4: | ||
114 | return Color.FromArgb(ti, pi, vi); | ||
115 | default: | ||
116 | return Color.FromArgb(vi, pi, qi); | ||
117 | } | ||
118 | } | ||
119 | } | ||
120 | |||
121 | public class TexturedMapTileRenderer : IMapTileTerrainRenderer | ||
122 | { | ||
123 | #region Constants | ||
124 | |||
125 | private static readonly ILog m_log = | ||
126 | LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
127 | |||
128 | // some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank"). | ||
129 | // The color-values were choosen because they "look right" (at least to me) ;-) | ||
130 | private static readonly UUID defaultTerrainTexture1 = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5"); | ||
131 | private static readonly Color defaultColor1 = Color.FromArgb(165, 137, 118); | ||
132 | private static readonly UUID defaultTerrainTexture2 = new UUID("63338ede-0037-c4fd-855b-015d77112fc8"); | ||
133 | private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49); | ||
134 | private static readonly UUID defaultTerrainTexture3 = new UUID("303cd381-8560-7579-23f1-f0a880799740"); | ||
135 | private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141); | ||
136 | private static readonly UUID defaultTerrainTexture4 = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c"); | ||
137 | private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200); | ||
138 | |||
139 | private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95); | ||
140 | |||
141 | #endregion | ||
142 | |||
143 | |||
144 | private Scene m_scene; | ||
145 | // private IConfigSource m_config; // not used currently | ||
146 | |||
147 | // mapping from texture UUIDs to averaged color. This will contain 5-9 values, in general; new values are only | ||
148 | // added when the terrain textures are changed in the estate dialog and a new map is generated (and will stay in | ||
149 | // that map until the region-server restarts. This could be considered a memory-leak, but it's a *very* small one. | ||
150 | // TODO does it make sense to use a "real" cache and regenerate missing entries on fetch? | ||
151 | private Dictionary<UUID, Color> m_mapping; | ||
152 | |||
153 | |||
154 | public void Initialise(Scene scene, IConfigSource source) | ||
155 | { | ||
156 | m_scene = scene; | ||
157 | // m_config = source; // not used currently | ||
158 | m_mapping = new Dictionary<UUID,Color>(); | ||
159 | m_mapping.Add(defaultTerrainTexture1, defaultColor1); | ||
160 | m_mapping.Add(defaultTerrainTexture2, defaultColor2); | ||
161 | m_mapping.Add(defaultTerrainTexture3, defaultColor3); | ||
162 | m_mapping.Add(defaultTerrainTexture4, defaultColor4); | ||
163 | m_mapping.Add(Util.BLANK_TEXTURE_UUID, Color.White); | ||
164 | } | ||
165 | |||
166 | #region Helpers | ||
167 | // This fetches the texture from the asset server synchroneously. That should be ok, as we | ||
168 | // call map-creation only in those places: | ||
169 | // - on start: We can wait here until the asset server returns the texture | ||
170 | // TODO (- on "map" command: We are in the command-line thread, we will wait for completion anyway) | ||
171 | // TODO (- on "automatic" update after some change: We are called from the mapUpdateTimer here and | ||
172 | // will wait anyway) | ||
173 | private Bitmap fetchTexture(UUID id) | ||
174 | { | ||
175 | AssetBase asset = m_scene.AssetService.Get(id.ToString()); | ||
176 | m_log.DebugFormat("Fetched texture {0}, found: {1}", id, asset != null); | ||
177 | if (asset == null) return null; | ||
178 | |||
179 | ManagedImage managedImage; | ||
180 | Image image; | ||
181 | |||
182 | try | ||
183 | { | ||
184 | if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image)) | ||
185 | return new Bitmap(image); | ||
186 | else | ||
187 | return null; | ||
188 | } | ||
189 | catch (DllNotFoundException) | ||
190 | { | ||
191 | m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system. Asset Data is emtpy for {0}", id); | ||
192 | |||
193 | } | ||
194 | catch (IndexOutOfRangeException) | ||
195 | { | ||
196 | m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is emtpy for {0}", id); | ||
197 | |||
198 | } | ||
199 | catch (Exception) | ||
200 | { | ||
201 | m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is emtpy for {0}", id); | ||
202 | |||
203 | } | ||
204 | return null; | ||
205 | |||
206 | } | ||
207 | |||
208 | // Compute the average color of a texture. | ||
209 | private Color computeAverageColor(Bitmap bmp) | ||
210 | { | ||
211 | // we have 256 x 256 pixel, each with 256 possible color-values per | ||
212 | // color-channel, so 2^24 is the maximum value we can get, adding everything. | ||
213 | // int is be big enough for that. | ||
214 | int r = 0, g = 0, b = 0; | ||
215 | for (int y = 0; y < bmp.Height; ++y) | ||
216 | { | ||
217 | for (int x = 0; x < bmp.Width; ++x) | ||
218 | { | ||
219 | Color c = bmp.GetPixel(x, y); | ||
220 | r += (int)c.R & 0xff; | ||
221 | g += (int)c.G & 0xff; | ||
222 | b += (int)c.B & 0xff; | ||
223 | } | ||
224 | } | ||
225 | |||
226 | int pixels = bmp.Width * bmp.Height; | ||
227 | return Color.FromArgb(r / pixels, g / pixels, b / pixels); | ||
228 | } | ||
229 | |||
230 | // return either the average color of the texture, or the defaultColor if the texturID is invalid | ||
231 | // or the texture couldn't be found | ||
232 | private Color computeAverageColor(UUID textureID, Color defaultColor) { | ||
233 | if (textureID == UUID.Zero) return defaultColor; // not set | ||
234 | if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures | ||
235 | |||
236 | Bitmap bmp = fetchTexture(textureID); | ||
237 | Color color = bmp == null ? defaultColor : computeAverageColor(bmp); | ||
238 | // store it for future reference | ||
239 | m_mapping[textureID] = color; | ||
240 | |||
241 | return color; | ||
242 | } | ||
243 | |||
244 | // S-curve: f(x) = 3x² - 2x³: | ||
245 | // f(0) = 0, f(0.5) = 0.5, f(1) = 1, | ||
246 | // f'(x) = 0 at x = 0 and x = 1; f'(0.5) = 1.5, | ||
247 | // f''(0.5) = 0, f''(x) != 0 for x != 0.5 | ||
248 | private float S(float v) { | ||
249 | return (v * v * (3f - 2f * v)); | ||
250 | } | ||
251 | |||
252 | // interpolate two colors in HSV space and return the resulting color | ||
253 | private HSV interpolateHSV(ref HSV c1, ref HSV c2, float ratio) { | ||
254 | if (ratio <= 0f) return c1; | ||
255 | if (ratio >= 1f) return c2; | ||
256 | |||
257 | // make sure we are on the same side on the hue-circle for interpolation | ||
258 | // We change the hue of the parameters here, but we don't change the color | ||
259 | // represented by that value | ||
260 | if (c1.h - c2.h > 180f) c1.h -= 360f; | ||
261 | else if (c2.h - c1.h > 180f) c1.h += 360f; | ||
262 | |||
263 | return new HSV(c1.h * (1f - ratio) + c2.h * ratio, | ||
264 | c1.s * (1f - ratio) + c2.s * ratio, | ||
265 | c1.v * (1f - ratio) + c2.v * ratio); | ||
266 | } | ||
267 | |||
268 | // the heigthfield might have some jumps in values. Rendered land is smooth, though, | ||
269 | // as a slope is rendered at that place. So average 4 neighbour values to emulate that. | ||
270 | private float getHeight(double[,] hm, int x, int y) { | ||
271 | if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1)) | ||
272 | return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112); | ||
273 | else | ||
274 | return (float)hm[x, y]; | ||
275 | } | ||
276 | #endregion | ||
277 | |||
278 | public void TerrainToBitmap(Bitmap mapbmp) | ||
279 | { | ||
280 | int tc = Environment.TickCount; | ||
281 | m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain"); | ||
282 | |||
283 | // These textures should be in the AssetCache anyway, as every client conneting to this | ||
284 | // region needs them. Except on start, when the map is recreated (before anyone connected), | ||
285 | // and on change of the estate settings (textures and terrain values), when the map should | ||
286 | // be recreated. | ||
287 | RegionSettings settings = m_scene.RegionInfo.RegionSettings; | ||
288 | |||
289 | // the four terrain colors as HSVs for interpolation | ||
290 | HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1)); | ||
291 | HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2)); | ||
292 | HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3)); | ||
293 | HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4)); | ||
294 | |||
295 | float levelNElow = (float)settings.Elevation1NE; | ||
296 | float levelNEhigh = (float)settings.Elevation2NE; | ||
297 | |||
298 | float levelNWlow = (float)settings.Elevation1NW; | ||
299 | float levelNWhigh = (float)settings.Elevation2NW; | ||
300 | |||
301 | float levelSElow = (float)settings.Elevation1SE; | ||
302 | float levelSEhigh = (float)settings.Elevation2SE; | ||
303 | |||
304 | float levelSWlow = (float)settings.Elevation1SW; | ||
305 | float levelSWhigh = (float)settings.Elevation2SW; | ||
306 | |||
307 | float waterHeight = (float)settings.WaterHeight; | ||
308 | |||
309 | double[,] hm = m_scene.Heightmap.GetDoubles(); | ||
310 | |||
311 | for (int x = 0; x < (int)Constants.RegionSize; x++) | ||
312 | { | ||
313 | float columnRatio = x / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation | ||
314 | for (int y = 0; y < (int)Constants.RegionSize; y++) | ||
315 | { | ||
316 | float rowRatio = y / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation | ||
317 | |||
318 | // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left | ||
319 | int yr = ((int)Constants.RegionSize - 1) - y; | ||
320 | |||
321 | float heightvalue = getHeight(hm, x, y); | ||
322 | if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) | ||
323 | heightvalue = 0; | ||
324 | |||
325 | if (heightvalue > waterHeight) | ||
326 | { | ||
327 | // add a bit noise for breaking up those flat colors: | ||
328 | // - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast) | ||
329 | // - a small-scale noise, for bringing in some small scale variation | ||
330 | //float bigNoise = (float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f; // map to 0.0 - 1.0 | ||
331 | //float smallNoise = (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * .5f + .5f; | ||
332 | //float hmod = heightvalue + smallNoise * 3f + S(S(bigNoise)) * 10f; | ||
333 | float hmod = | ||
334 | heightvalue + | ||
335 | (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * 1.5f + 1.5f + // 0 - 3 | ||
336 | S(S((float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f)) * 10f; // 0 - 10 | ||
337 | |||
338 | // find the low/high values for this point (interpolated bilinearily) | ||
339 | // (and remember, x=0,y=0 is SW) | ||
340 | float low = levelSWlow * (1f - rowRatio) * (1f - columnRatio) + | ||
341 | levelSElow * (1f - rowRatio) * columnRatio + | ||
342 | levelNWlow * rowRatio * (1f - columnRatio) + | ||
343 | levelNElow * rowRatio * columnRatio; | ||
344 | float high = levelSWhigh * (1f - rowRatio) * (1f - columnRatio) + | ||
345 | levelSEhigh * (1f - rowRatio) * columnRatio + | ||
346 | levelNWhigh * rowRatio * (1f - columnRatio) + | ||
347 | levelNEhigh * rowRatio * columnRatio; | ||
348 | if (high < low) | ||
349 | { | ||
350 | // someone tried to fool us. High value should be higher than low every time | ||
351 | float tmp = high; | ||
352 | high = low; | ||
353 | low = tmp; | ||
354 | } | ||
355 | |||
356 | HSV hsv; | ||
357 | if (hmod <= low) hsv = hsv1; // too low | ||
358 | else if (hmod >= high) hsv = hsv4; // too high | ||
359 | else | ||
360 | { | ||
361 | // HSV-interpolate along the colors | ||
362 | // first, rescale h to 0.0 - 1.0 | ||
363 | hmod = (hmod - low) / (high - low); | ||
364 | // now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4 | ||
365 | if (hmod < 1f/3f) hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f); | ||
366 | else if (hmod < 2f/3f) hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f); | ||
367 | else hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f); | ||
368 | } | ||
369 | |||
370 | // Shade the terrain for shadows | ||
371 | if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1)) | ||
372 | { | ||
373 | float hfvaluecompare = getHeight(hm, x + 1, y + 1); // light from north-east => look at land height there | ||
374 | if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare)) | ||
375 | hfvaluecompare = 0f; | ||
376 | |||
377 | float hfdiff = heightvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower | ||
378 | hfdiff *= 0.06f; // some random factor so "it looks good" | ||
379 | if (hfdiff > 0.02f) | ||
380 | { | ||
381 | float highlightfactor = 0.18f; | ||
382 | // NE is lower than here | ||
383 | // We have to desaturate and lighten the land at the same time | ||
384 | hsv.s = (hsv.s - (hfdiff * highlightfactor) > 0f) ? hsv.s - (hfdiff * highlightfactor) : 0f; | ||
385 | hsv.v = (hsv.v + (hfdiff * highlightfactor) < 1f) ? hsv.v + (hfdiff * highlightfactor) : 1f; | ||
386 | } | ||
387 | else if (hfdiff < -0.02f) | ||
388 | { | ||
389 | // here is lower than NE: | ||
390 | // We have to desaturate and blacken the land at the same time | ||
391 | hsv.s = (hsv.s + hfdiff > 0f) ? hsv.s + hfdiff : 0f; | ||
392 | hsv.v = (hsv.v + hfdiff > 0f) ? hsv.v + hfdiff : 0f; | ||
393 | } | ||
394 | } | ||
395 | mapbmp.SetPixel(x, yr, hsv.toColor()); | ||
396 | } | ||
397 | else | ||
398 | { | ||
399 | // We're under the water level with the terrain, so paint water instead of land | ||
400 | |||
401 | heightvalue = waterHeight - heightvalue; | ||
402 | if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) | ||
403 | heightvalue = 0f; | ||
404 | else if (heightvalue > 19f) | ||
405 | heightvalue = 19f; | ||
406 | else if (heightvalue < 0f) | ||
407 | heightvalue = 0f; | ||
408 | |||
409 | heightvalue = 100f - (heightvalue * 100f) / 19f; // 0 - 19 => 100 - 0 | ||
410 | |||
411 | mapbmp.SetPixel(x, yr, WATER_COLOR); | ||
412 | } | ||
413 | } | ||
414 | } | ||
415 | m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms"); | ||
416 | } | ||
417 | } | ||
418 | } | ||