From 8031f8ec09df4f654c86a9c7bc498664f7b9d9dc Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 26 Aug 2010 00:08:53 +0100 Subject: Improve consistency of locking for SOG.m_parts in order to avoid race conditions in linking and unlinking --- .../World/Archiver/ArchiveReadRequest.cs | 55 +-- .../World/Objects/BuySell/BuySellModule.cs | 5 +- .../CoreModules/World/WorldMap/MapImageModule.cs | 512 +++++++++++---------- 3 files changed, 291 insertions(+), 281 deletions(-) (limited to 'OpenSim/Region/CoreModules/World') diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs index bc653ce..1623e6e 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs @@ -243,36 +243,39 @@ namespace OpenSim.Region.CoreModules.World.Archiver // to the same scene (when this is possible). sceneObject.ResetIDs(); - foreach (SceneObjectPart part in sceneObject.Children.Values) + lock (sceneObject.Children) { - if (!ResolveUserUuid(part.CreatorID)) - part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; - - if (!ResolveUserUuid(part.OwnerID)) - part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; - - if (!ResolveUserUuid(part.LastOwnerID)) - part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; - - // And zap any troublesome sit target information - part.SitTargetOrientation = new Quaternion(0, 0, 0, 1); - part.SitTargetPosition = new Vector3(0, 0, 0); - - // Fix ownership/creator of inventory items - // Not doing so results in inventory items - // being no copy/no mod for everyone - lock (part.TaskInventory) + foreach (SceneObjectPart part in sceneObject.Children.Values) { - TaskInventoryDictionary inv = part.TaskInventory; - foreach (KeyValuePair kvp in inv) + if (!ResolveUserUuid(part.CreatorID)) + part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; + + if (!ResolveUserUuid(part.OwnerID)) + part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; + + if (!ResolveUserUuid(part.LastOwnerID)) + part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; + + // And zap any troublesome sit target information + part.SitTargetOrientation = new Quaternion(0, 0, 0, 1); + part.SitTargetPosition = new Vector3(0, 0, 0); + + // Fix ownership/creator of inventory items + // Not doing so results in inventory items + // being no copy/no mod for everyone + lock (part.TaskInventory) { - if (!ResolveUserUuid(kvp.Value.OwnerID)) - { - kvp.Value.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; - } - if (!ResolveUserUuid(kvp.Value.CreatorID)) + TaskInventoryDictionary inv = part.TaskInventory; + foreach (KeyValuePair kvp in inv) { - kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; + if (!ResolveUserUuid(kvp.Value.OwnerID)) + { + kvp.Value.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; + } + if (!ResolveUserUuid(kvp.Value.CreatorID)) + { + kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; + } } } } diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs index 62abd4c..8ce6daf 100644 --- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs +++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs @@ -128,7 +128,10 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell group.SetOwnerId(remoteClient.AgentId); group.SetRootPartOwner(part, remoteClient.AgentId, remoteClient.ActiveGroupId); - List partList = new List(group.Children.Values); + List partList = null; + + lock (group.Children) + partList = new List(group.Children.Values); if (m_scene.Permissions.PropagatePermissions()) { diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs index b96d95a..2f70c0a 100644 --- a/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs +++ b/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs @@ -227,277 +227,281 @@ namespace OpenSim.Region.CoreModules.World.WorldMap { SceneObjectGroup mapdot = (SceneObjectGroup)obj; Color mapdotspot = Color.Gray; // Default color when prim color is white + // Loop over prim in group - foreach (SceneObjectPart part in mapdot.Children.Values) + lock (mapdot.Children) { - if (part == null) - continue; - - // Draw if the object is at least 1 meter wide in any direction - if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f) + foreach (SceneObjectPart part in mapdot.Children.Values) { - // Try to get the RGBA of the default texture entry.. - // - try + if (part == null) + continue; + + // Draw if the object is at least 1 meter wide in any direction + if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f) { - // get the null checks out of the way - // skip the ones that break - if (part == null) - continue; - - if (part.Shape == null) - continue; - - if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass) - continue; // eliminates trees from this since we don't really have a good tree representation - // if you want tree blocks on the map comment the above line and uncomment the below line - //mapdotspot = Color.PaleGreen; - - Primitive.TextureEntry textureEntry = part.Shape.Textures; - - if (textureEntry == null || textureEntry.DefaultTexture == null) - continue; - - Color4 texcolor = textureEntry.DefaultTexture.RGBA; - - // Not sure why some of these are null, oh well. - - int colorr = 255 - (int)(texcolor.R * 255f); - int colorg = 255 - (int)(texcolor.G * 255f); - int colorb = 255 - (int)(texcolor.B * 255f); - - if (!(colorr == 255 && colorg == 255 && colorb == 255)) + // Try to get the RGBA of the default texture entry.. + // + try { - //Try to set the map spot color - try - { - // If the color gets goofy somehow, skip it *shakes fist at Color4 - mapdotspot = Color.FromArgb(colorr, colorg, colorb); - } - catch (ArgumentException) + // get the null checks out of the way + // skip the ones that break + if (part == null) + continue; + + if (part.Shape == null) + continue; + + if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass) + continue; // eliminates trees from this since we don't really have a good tree representation + // if you want tree blocks on the map comment the above line and uncomment the below line + //mapdotspot = Color.PaleGreen; + + Primitive.TextureEntry textureEntry = part.Shape.Textures; + + if (textureEntry == null || textureEntry.DefaultTexture == null) + continue; + + Color4 texcolor = textureEntry.DefaultTexture.RGBA; + + // Not sure why some of these are null, oh well. + + int colorr = 255 - (int)(texcolor.R * 255f); + int colorg = 255 - (int)(texcolor.G * 255f); + int colorb = 255 - (int)(texcolor.B * 255f); + + if (!(colorr == 255 && colorg == 255 && colorb == 255)) { + //Try to set the map spot color + try + { + // If the color gets goofy somehow, skip it *shakes fist at Color4 + mapdotspot = Color.FromArgb(colorr, colorg, colorb); + } + catch (ArgumentException) + { + } } } - } - catch (IndexOutOfRangeException) - { - // Windows Array - } - catch (ArgumentOutOfRangeException) - { - // Mono Array - } - - Vector3 pos = part.GetWorldPosition(); - - // skip prim outside of retion - if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f) - continue; - - // skip prim in non-finite position - if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || - Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y)) - continue; - - // Figure out if object is under 256m above the height of the terrain - bool isBelow256AboveTerrain = false; - - try - { - isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f)); - } - catch (Exception) - { - } - - if (isBelow256AboveTerrain) - { - // Translate scale by rotation so scale is represented properly when object is rotated - Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z); - Vector3 scale = new Vector3(); - Vector3 tScale = new Vector3(); - Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z); - - Quaternion llrot = part.GetWorldRotation(); - Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z); - scale = lscale * rot; - - // negative scales don't work in this situation - scale.X = Math.Abs(scale.X); - scale.Y = Math.Abs(scale.Y); - scale.Z = Math.Abs(scale.Z); - - // This scaling isn't very accurate and doesn't take into account the face rotation :P - int mapdrawstartX = (int)(pos.X - scale.X); - int mapdrawstartY = (int)(pos.Y - scale.Y); - int mapdrawendX = (int)(pos.X + scale.X); - int mapdrawendY = (int)(pos.Y + scale.Y); - - // If object is beyond the edge of the map, don't draw it to avoid errors - if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1) - || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0 - || mapdrawendY > ((int)Constants.RegionSize - 1)) + catch (IndexOutOfRangeException) + { + // Windows Array + } + catch (ArgumentOutOfRangeException) + { + // Mono Array + } + + Vector3 pos = part.GetWorldPosition(); + + // skip prim outside of retion + if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f) continue; - -#region obb face reconstruction part duex - Vector3[] vertexes = new Vector3[8]; - - // float[] distance = new float[6]; - Vector3[] FaceA = new Vector3[6]; // vertex A for Facei - Vector3[] FaceB = new Vector3[6]; // vertex B for Facei - Vector3[] FaceC = new Vector3[6]; // vertex C for Facei - Vector3[] FaceD = new Vector3[6]; // vertex D for Facei - - tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z); - scale = ((tScale * rot)); - vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - // vertexes[0].x = pos.X + vertexes[0].x; - //vertexes[0].y = pos.Y + vertexes[0].y; - //vertexes[0].z = pos.Z + vertexes[0].z; - - FaceA[0] = vertexes[0]; - FaceB[3] = vertexes[0]; - FaceA[4] = vertexes[0]; - - tScale = lscale; - scale = ((tScale * rot)); - vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - - // vertexes[1].x = pos.X + vertexes[1].x; - // vertexes[1].y = pos.Y + vertexes[1].y; - //vertexes[1].z = pos.Z + vertexes[1].z; - - FaceB[0] = vertexes[1]; - FaceA[1] = vertexes[1]; - FaceC[4] = vertexes[1]; - - tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z); - scale = ((tScale * rot)); - - vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - - //vertexes[2].x = pos.X + vertexes[2].x; - //vertexes[2].y = pos.Y + vertexes[2].y; - //vertexes[2].z = pos.Z + vertexes[2].z; - - FaceC[0] = vertexes[2]; - FaceD[3] = vertexes[2]; - FaceC[5] = vertexes[2]; - - tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z); - scale = ((tScale * rot)); - vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - - //vertexes[3].x = pos.X + vertexes[3].x; - // vertexes[3].y = pos.Y + vertexes[3].y; - // vertexes[3].z = pos.Z + vertexes[3].z; - - FaceD[0] = vertexes[3]; - FaceC[1] = vertexes[3]; - FaceA[5] = vertexes[3]; - - tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z); - scale = ((tScale * rot)); - vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - - // vertexes[4].x = pos.X + vertexes[4].x; - // vertexes[4].y = pos.Y + vertexes[4].y; - // vertexes[4].z = pos.Z + vertexes[4].z; - - FaceB[1] = vertexes[4]; - FaceA[2] = vertexes[4]; - FaceD[4] = vertexes[4]; - - tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z); - scale = ((tScale * rot)); - vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - - // vertexes[5].x = pos.X + vertexes[5].x; - // vertexes[5].y = pos.Y + vertexes[5].y; - // vertexes[5].z = pos.Z + vertexes[5].z; - - FaceD[1] = vertexes[5]; - FaceC[2] = vertexes[5]; - FaceB[5] = vertexes[5]; - - tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z); - scale = ((tScale * rot)); - vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - - // vertexes[6].x = pos.X + vertexes[6].x; - // vertexes[6].y = pos.Y + vertexes[6].y; - // vertexes[6].z = pos.Z + vertexes[6].z; - - FaceB[2] = vertexes[6]; - FaceA[3] = vertexes[6]; - FaceB[4] = vertexes[6]; - - tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z); - scale = ((tScale * rot)); - vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); - - // vertexes[7].x = pos.X + vertexes[7].x; - // vertexes[7].y = pos.Y + vertexes[7].y; - // vertexes[7].z = pos.Z + vertexes[7].z; - - FaceD[2] = vertexes[7]; - FaceC[3] = vertexes[7]; - FaceD[5] = vertexes[7]; -#endregion - - //int wy = 0; - - //bool breakYN = false; // If we run into an error drawing, break out of the - // loop so we don't lag to death on error handling - DrawStruct ds = new DrawStruct(); - ds.brush = new SolidBrush(mapdotspot); - //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY); - - ds.trns = new face[FaceA.Length]; - - for (int i = 0; i < FaceA.Length; i++) + + // skip prim in non-finite position + if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || + Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y)) + continue; + + // Figure out if object is under 256m above the height of the terrain + bool isBelow256AboveTerrain = false; + + try { - Point[] working = new Point[5]; - working[0] = project(FaceA[i], axPos); - working[1] = project(FaceB[i], axPos); - working[2] = project(FaceD[i], axPos); - working[3] = project(FaceC[i], axPos); - working[4] = project(FaceA[i], axPos); - - face workingface = new face(); - workingface.pts = working; - - ds.trns[i] = workingface; + isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f)); } - - z_sort.Add(part.LocalId, ds); - z_localIDs.Add(part.LocalId); - z_sortheights.Add(pos.Z); - - //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++) - //{ - //for (wy = mapdrawstartY; wy < mapdrawendY; wy++) + catch (Exception) + { + } + + if (isBelow256AboveTerrain) + { + // Translate scale by rotation so scale is represented properly when object is rotated + Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z); + Vector3 scale = new Vector3(); + Vector3 tScale = new Vector3(); + Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z); + + Quaternion llrot = part.GetWorldRotation(); + Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z); + scale = lscale * rot; + + // negative scales don't work in this situation + scale.X = Math.Abs(scale.X); + scale.Y = Math.Abs(scale.Y); + scale.Z = Math.Abs(scale.Z); + + // This scaling isn't very accurate and doesn't take into account the face rotation :P + int mapdrawstartX = (int)(pos.X - scale.X); + int mapdrawstartY = (int)(pos.Y - scale.Y); + int mapdrawendX = (int)(pos.X + scale.X); + int mapdrawendY = (int)(pos.Y + scale.Y); + + // If object is beyond the edge of the map, don't draw it to avoid errors + if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1) + || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0 + || mapdrawendY > ((int)Constants.RegionSize - 1)) + continue; + + #region obb face reconstruction part duex + Vector3[] vertexes = new Vector3[8]; + + // float[] distance = new float[6]; + Vector3[] FaceA = new Vector3[6]; // vertex A for Facei + Vector3[] FaceB = new Vector3[6]; // vertex B for Facei + Vector3[] FaceC = new Vector3[6]; // vertex C for Facei + Vector3[] FaceD = new Vector3[6]; // vertex D for Facei + + tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z); + scale = ((tScale * rot)); + vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + // vertexes[0].x = pos.X + vertexes[0].x; + //vertexes[0].y = pos.Y + vertexes[0].y; + //vertexes[0].z = pos.Z + vertexes[0].z; + + FaceA[0] = vertexes[0]; + FaceB[3] = vertexes[0]; + FaceA[4] = vertexes[0]; + + tScale = lscale; + scale = ((tScale * rot)); + vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + + // vertexes[1].x = pos.X + vertexes[1].x; + // vertexes[1].y = pos.Y + vertexes[1].y; + //vertexes[1].z = pos.Z + vertexes[1].z; + + FaceB[0] = vertexes[1]; + FaceA[1] = vertexes[1]; + FaceC[4] = vertexes[1]; + + tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z); + scale = ((tScale * rot)); + + vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + + //vertexes[2].x = pos.X + vertexes[2].x; + //vertexes[2].y = pos.Y + vertexes[2].y; + //vertexes[2].z = pos.Z + vertexes[2].z; + + FaceC[0] = vertexes[2]; + FaceD[3] = vertexes[2]; + FaceC[5] = vertexes[2]; + + tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z); + scale = ((tScale * rot)); + vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + + //vertexes[3].x = pos.X + vertexes[3].x; + // vertexes[3].y = pos.Y + vertexes[3].y; + // vertexes[3].z = pos.Z + vertexes[3].z; + + FaceD[0] = vertexes[3]; + FaceC[1] = vertexes[3]; + FaceA[5] = vertexes[3]; + + tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z); + scale = ((tScale * rot)); + vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + + // vertexes[4].x = pos.X + vertexes[4].x; + // vertexes[4].y = pos.Y + vertexes[4].y; + // vertexes[4].z = pos.Z + vertexes[4].z; + + FaceB[1] = vertexes[4]; + FaceA[2] = vertexes[4]; + FaceD[4] = vertexes[4]; + + tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z); + scale = ((tScale * rot)); + vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + + // vertexes[5].x = pos.X + vertexes[5].x; + // vertexes[5].y = pos.Y + vertexes[5].y; + // vertexes[5].z = pos.Z + vertexes[5].z; + + FaceD[1] = vertexes[5]; + FaceC[2] = vertexes[5]; + FaceB[5] = vertexes[5]; + + tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z); + scale = ((tScale * rot)); + vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + + // vertexes[6].x = pos.X + vertexes[6].x; + // vertexes[6].y = pos.Y + vertexes[6].y; + // vertexes[6].z = pos.Z + vertexes[6].z; + + FaceB[2] = vertexes[6]; + FaceA[3] = vertexes[6]; + FaceB[4] = vertexes[6]; + + tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z); + scale = ((tScale * rot)); + vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); + + // vertexes[7].x = pos.X + vertexes[7].x; + // vertexes[7].y = pos.Y + vertexes[7].y; + // vertexes[7].z = pos.Z + vertexes[7].z; + + FaceD[2] = vertexes[7]; + FaceC[3] = vertexes[7]; + FaceD[5] = vertexes[7]; + #endregion + + //int wy = 0; + + //bool breakYN = false; // If we run into an error drawing, break out of the + // loop so we don't lag to death on error handling + DrawStruct ds = new DrawStruct(); + ds.brush = new SolidBrush(mapdotspot); + //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY); + + ds.trns = new face[FaceA.Length]; + + for (int i = 0; i < FaceA.Length; i++) + { + Point[] working = new Point[5]; + working[0] = project(FaceA[i], axPos); + working[1] = project(FaceB[i], axPos); + working[2] = project(FaceD[i], axPos); + working[3] = project(FaceC[i], axPos); + working[4] = project(FaceA[i], axPos); + + face workingface = new face(); + workingface.pts = working; + + ds.trns[i] = workingface; + } + + z_sort.Add(part.LocalId, ds); + z_localIDs.Add(part.LocalId); + z_sortheights.Add(pos.Z); + + //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++) //{ - //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy); - //try + //for (wy = mapdrawstartY; wy < mapdrawendY; wy++) //{ - // Remember, flip the y! - // mapbmp.SetPixel(wx, (255 - wy), mapdotspot); + //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy); + //try + //{ + // Remember, flip the y! + // mapbmp.SetPixel(wx, (255 - wy), mapdotspot); + //} + //catch (ArgumentException) + //{ + // breakYN = true; + //} + + //if (breakYN) + // break; //} - //catch (ArgumentException) - //{ - // breakYN = true; - //} - + //if (breakYN) // break; //} - - //if (breakYN) - // break; - //} - } // Object is within 256m Z of terrain - } // object is at least a meter wide + } // Object is within 256m Z of terrain + } // object is at least a meter wide + } // mapdot.Children lock } // loop over group children } // entitybase is sceneobject group } // foreach loop over entities -- cgit v1.1