From 2b0de66216ca57cf2eac52e777bb362023f8f30a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 6 Jun 2012 04:11:16 +0100 Subject: 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. --- OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/CoreModules/World/WorldMap') 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 if (terrain == null) return; + m_log.DebugFormat("[WORLDMAP]: Generating map image for {0}", m_scene.RegionInfo.RegionName); + byte[] data = terrain.WriteJpeg2000Image(); if (data == null) return; byte[] overlay = GenerateOverlay(); - m_log.Debug("[WORLDMAP]: STORING MAPTILE IMAGE"); - UUID terrainImageID = UUID.Random(); UUID parcelImageID = UUID.Zero; @@ -1365,7 +1365,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap asset.Flags = AssetFlags.Maptile; // Store the new one - m_log.DebugFormat("[WORLDMAP]: Storing map tile {0}", asset.ID); + m_log.DebugFormat("[WORLDMAP]: Storing map tile {0} for {1}", asset.ID, m_scene.RegionInfo.RegionName); + m_scene.AssetService.Store(asset); if (overlay != null) -- cgit v1.1