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author | Justin Clark-Casey (justincc) | 2012-06-06 04:11:16 +0100 |
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committer | Justin Clark-Casey (justincc) | 2012-06-06 04:11:16 +0100 |
commit | 2b0de66216ca57cf2eac52e777bb362023f8f30a (patch) | |
tree | 04d7765db2e2b455b5144e4fa6bdc58bade81a74 /OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs | |
parent | enabling all corners of a sim to be set in one call (diff) | |
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Actively dispose of Bitmaps in Warp3D image module and world map module once we've finished with them.
This might help with memory leakage issues though I suspect it won't.
Diffstat (limited to 'OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs')
-rw-r--r-- | OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs index 2335bea..c1c6b49 100644 --- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs +++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs | |||
@@ -1343,14 +1343,14 @@ namespace OpenSim.Region.CoreModules.World.WorldMap | |||
1343 | if (terrain == null) | 1343 | if (terrain == null) |
1344 | return; | 1344 | return; |
1345 | 1345 | ||
1346 | m_log.DebugFormat("[WORLDMAP]: Generating map image for {0}", m_scene.RegionInfo.RegionName); | ||
1347 | |||
1346 | byte[] data = terrain.WriteJpeg2000Image(); | 1348 | byte[] data = terrain.WriteJpeg2000Image(); |
1347 | if (data == null) | 1349 | if (data == null) |
1348 | return; | 1350 | return; |
1349 | 1351 | ||
1350 | byte[] overlay = GenerateOverlay(); | 1352 | byte[] overlay = GenerateOverlay(); |
1351 | 1353 | ||
1352 | m_log.Debug("[WORLDMAP]: STORING MAPTILE IMAGE"); | ||
1353 | |||
1354 | UUID terrainImageID = UUID.Random(); | 1354 | UUID terrainImageID = UUID.Random(); |
1355 | UUID parcelImageID = UUID.Zero; | 1355 | UUID parcelImageID = UUID.Zero; |
1356 | 1356 | ||
@@ -1365,7 +1365,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap | |||
1365 | asset.Flags = AssetFlags.Maptile; | 1365 | asset.Flags = AssetFlags.Maptile; |
1366 | 1366 | ||
1367 | // Store the new one | 1367 | // Store the new one |
1368 | m_log.DebugFormat("[WORLDMAP]: Storing map tile {0}", asset.ID); | 1368 | m_log.DebugFormat("[WORLDMAP]: Storing map tile {0} for {1}", asset.ID, m_scene.RegionInfo.RegionName); |
1369 | |||
1369 | m_scene.AssetService.Store(asset); | 1370 | m_scene.AssetService.Store(asset); |
1370 | 1371 | ||
1371 | if (overlay != null) | 1372 | if (overlay != null) |