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-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs6
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs88
2 files changed, 87 insertions, 7 deletions
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index df6a17b..6e26c0e 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -432,6 +432,9 @@ namespace OpenSim
432 // TODO : Try setting resource for region xstats here on scene 432 // TODO : Try setting resource for region xstats here on scene
433 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 433 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
434 434
435 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
436 scene.EventManager.TriggerParcelPrimCountUpdate();
437
435 if (scene.SnmpService != null) 438 if (scene.SnmpService != null)
436 { 439 {
437 scene.SnmpService.BootInfo("Grid Registration in progress", scene); 440 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
@@ -460,9 +463,6 @@ namespace OpenSim
460 scene.SnmpService.BootInfo("Grid Registration done", scene); 463 scene.SnmpService.BootInfo("Grid Registration done", scene);
461 } 464 }
462 465
463 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
464 scene.EventManager.TriggerParcelPrimCountUpdate();
465
466 // We need to do this after we've initialized the 466 // We need to do this after we've initialized the
467 // scripting engines. 467 // scripting engines.
468 scene.CreateScriptInstances(); 468 scene.CreateScriptInstances();
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index 552bbe7..c2303ef 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -213,7 +213,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
213 UUID agentID, Caps caps) 213 UUID agentID, Caps caps)
214 { 214 {
215 //try 215 //try
216 //{ 216 //
217 //m_log.DebugFormat("[MAPLAYER]: path: {0}, param: {1}, agent:{2}", 217 //m_log.DebugFormat("[MAPLAYER]: path: {0}, param: {1}, agent:{2}",
218 // path, param, agentID.ToString()); 218 // path, param, agentID.ToString());
219 219
@@ -1345,10 +1345,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1345 if (data == null) 1345 if (data == null)
1346 return; 1346 return;
1347 1347
1348 byte[] overlay = GenerateOverlay();
1349
1348 m_log.Debug("[WORLDMAP]: STORING MAPTILE IMAGE"); 1350 m_log.Debug("[WORLDMAP]: STORING MAPTILE IMAGE");
1349 1351
1350 UUID terrainImageID = UUID.Random(); 1352 UUID terrainImageID = UUID.Random();
1351 UUID parcelImageID = UUID.Zero; // UUID.Random(); 1353 UUID parcelImageID = UUID.Zero;
1352 1354
1353 AssetBase asset = new AssetBase( 1355 AssetBase asset = new AssetBase(
1354 terrainImageID, 1356 terrainImageID,
@@ -1364,9 +1366,26 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1364 m_log.DebugFormat("[WORLDMAP]: Storing map tile {0}", asset.ID); 1366 m_log.DebugFormat("[WORLDMAP]: Storing map tile {0}", asset.ID);
1365 m_scene.AssetService.Store(asset); 1367 m_scene.AssetService.Store(asset);
1366 1368
1369 if (overlay != null)
1370 {
1371 parcelImageID = UUID.Random();
1372
1373 AssetBase parcels = new AssetBase(
1374 parcelImageID,
1375 "parcelImage_" + m_scene.RegionInfo.RegionID.ToString(),
1376 (sbyte)AssetType.Texture,
1377 m_scene.RegionInfo.RegionID.ToString());
1378 parcels.Data = overlay;
1379 parcels.Description = m_scene.RegionInfo.RegionName;
1380 parcels.Temporary = false;
1381 parcels.Flags = AssetFlags.Maptile;
1382
1383 m_scene.AssetService.Store(parcels);
1384 }
1385
1367 // Switch to the new one 1386 // Switch to the new one
1368 UUID lastTerrainImageID = m_scene.RegionInfo.RegionSettings.TerrainImageID; 1387 UUID lastTerrainImageID = m_scene.RegionInfo.RegionSettings.TerrainImageID;
1369 UUID lastParcelImageID = m_scene.RegionInfo.RegionSettings.TerrainImageID; 1388 UUID lastParcelImageID = m_scene.RegionInfo.RegionSettings.ParcelImageID;
1370 m_scene.RegionInfo.RegionSettings.TerrainImageID = terrainImageID; 1389 m_scene.RegionInfo.RegionSettings.TerrainImageID = terrainImageID;
1371 m_scene.RegionInfo.RegionSettings.ParcelImageID = parcelImageID; 1390 m_scene.RegionInfo.RegionSettings.ParcelImageID = parcelImageID;
1372 m_scene.RegionInfo.RegionSettings.Save(); 1391 m_scene.RegionInfo.RegionSettings.Save();
@@ -1374,7 +1393,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1374 // Delete the old one 1393 // Delete the old one
1375 // m_log.DebugFormat("[WORLDMAP]: Deleting old map tile {0}", lastTerrainImageID); 1394 // m_log.DebugFormat("[WORLDMAP]: Deleting old map tile {0}", lastTerrainImageID);
1376 m_scene.AssetService.Delete(lastTerrainImageID.ToString()); 1395 m_scene.AssetService.Delete(lastTerrainImageID.ToString());
1377 m_scene.AssetService.Delete(lastParcelImageID.ToString()); 1396 if (lastParcelImageID != UUID.Zero)
1397 m_scene.AssetService.Delete(lastParcelImageID.ToString());
1378 } 1398 }
1379 1399
1380 private void MakeRootAgent(ScenePresence avatar) 1400 private void MakeRootAgent(ScenePresence avatar)
@@ -1420,6 +1440,66 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1420 } 1440 }
1421 } 1441 }
1422 1442
1443 private Byte[] GenerateOverlay()
1444 {
1445 Bitmap overlay = new Bitmap(256, 256);
1446
1447 bool[,] saleBitmap = new bool[64, 64];
1448 for (int x = 0 ; x < 64 ; x++)
1449 {
1450 for (int y = 0 ; y < 64 ; y++)
1451 saleBitmap[x, y] = false;
1452 }
1453
1454 bool landForSale = false;
1455
1456 List<ILandObject> parcels = m_scene.LandChannel.AllParcels();
1457
1458 Color background = Color.FromArgb(0, 0, 0, 0);
1459 SolidBrush transparent = new SolidBrush(background);
1460 Graphics g = Graphics.FromImage(overlay);
1461 g.FillRectangle(transparent, 0, 0, 256, 256);
1462
1463 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
1464
1465 foreach (ILandObject land in parcels)
1466 {
1467 // m_log.DebugFormat("[WORLD MAP]: Parcel {0} flags {1}", land.LandData.Name, land.LandData.Flags);
1468 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
1469 {
1470 landForSale = true;
1471
1472 saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap());
1473 }
1474 }
1475
1476 if (!landForSale)
1477 {
1478 m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not geenrating overlay", m_scene.RegionInfo.RegionName);
1479 return null;
1480 }
1481
1482 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, genrating overlay", m_scene.RegionInfo.RegionName);
1483
1484 for (int x = 0 ; x < 64 ; x++)
1485 {
1486 for (int y = 0 ; y < 64 ; y++)
1487 {
1488 if (saleBitmap[x, y])
1489 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1490 }
1491 }
1492
1493 try
1494 {
1495 return OpenJPEG.EncodeFromImage(overlay, true);
1496 }
1497 catch (Exception e)
1498 {
1499 m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString());
1500 }
1501 return null;
1502 }
1423 } 1503 }
1424 1504
1425 public struct MapRequestState 1505 public struct MapRequestState