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|
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Net;
using log4net;
using Nini.Config;
using OpenMetaverse;
using Mono.Addins;
using OpenSim.Data;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
using OpenSim.Region.CoreModules.World.Terrain.FileLoaders;
using OpenSim.Region.CoreModules.World.Terrain.FloodBrushes;
using OpenSim.Region.CoreModules.World.Terrain.PaintBrushes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Terrain
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "TerrainModule")]
public class TerrainModule : INonSharedRegionModule, ICommandableModule, ITerrainModule
{
#region StandardTerrainEffects enum
/// <summary>
/// A standard set of terrain brushes and effects recognised by viewers
/// </summary>
public enum StandardTerrainEffects : byte
{
Flatten = 0,
Raise = 1,
Lower = 2,
Smooth = 3,
Noise = 4,
Revert = 5,
// Extended brushes
Erode = 255,
Weather = 254,
Olsen = 253
}
#endregion
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#pragma warning disable 414
private static readonly string LogHeader = "[TERRAIN MODULE]";
#pragma warning restore 414
private readonly Commander m_commander = new Commander("terrain");
private readonly Dictionary<StandardTerrainEffects, ITerrainFloodEffect> m_floodeffects =
new Dictionary<StandardTerrainEffects, ITerrainFloodEffect>();
private readonly Dictionary<string, ITerrainLoader> m_loaders = new Dictionary<string, ITerrainLoader>();
private readonly Dictionary<StandardTerrainEffects, ITerrainPaintableEffect> m_painteffects =
new Dictionary<StandardTerrainEffects, ITerrainPaintableEffect>();
private ITerrainChannel m_channel;
private Dictionary<string, ITerrainEffect> m_plugineffects;
private ITerrainChannel m_revert;
private Scene m_scene;
private volatile bool m_tainted;
private readonly Stack<LandUndoState> m_undo = new Stack<LandUndoState>(5);
private String m_InitialTerrain = "pinhead-island";
/// <summary>
/// Human readable list of terrain file extensions that are supported.
/// </summary>
private string m_supportedFileExtensions = "";
//For terrain save-tile file extensions
private string m_supportFileExtensionsForTileSave = "";
#region ICommandableModule Members
public ICommander CommandInterface
{
get { return m_commander; }
}
#endregion
#region INonSharedRegionModule Members
/// <summary>
/// Creates and initialises a terrain module for a region
/// </summary>
/// <param name="scene">Region initialising</param>
/// <param name="config">Config for the region</param>
public void Initialise(IConfigSource config)
{
IConfig terrainConfig = config.Configs["Terrain"];
if (terrainConfig != null)
m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain);
}
public void AddRegion(Scene scene)
{
m_scene = scene;
// Install terrain module in the simulator
lock (m_scene)
{
if (m_scene.Heightmap == null)
{
m_channel = new TerrainChannel(m_InitialTerrain, (int)m_scene.RegionInfo.RegionSizeX,
(int)m_scene.RegionInfo.RegionSizeY,
(int)m_scene.RegionInfo.RegionSizeZ);
m_scene.Heightmap = m_channel;
UpdateRevertMap();
}
else
{
m_channel = m_scene.Heightmap;
UpdateRevertMap();
}
m_scene.RegisterModuleInterface<ITerrainModule>(this);
m_scene.EventManager.OnNewClient += EventManager_OnNewClient;
m_scene.EventManager.OnClientClosed += EventManager_OnClientClosed;
m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole;
m_scene.EventManager.OnTerrainTick += EventManager_OnTerrainTick;
m_scene.EventManager.OnFrame += EventManager_OnFrame;
}
InstallDefaultEffects();
LoadPlugins();
// Generate user-readable extensions list
string supportedFilesSeparator = "";
string supportedFilesSeparatorForTileSave = "";
m_supportFileExtensionsForTileSave = "";
foreach (KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
m_supportedFileExtensions += supportedFilesSeparator + loader.Key + " (" + loader.Value + ")";
supportedFilesSeparator = ", ";
//For terrain save-tile file extensions
if (loader.Value.SupportsTileSave() == true)
{
m_supportFileExtensionsForTileSave += supportedFilesSeparatorForTileSave + loader.Key + " (" + loader.Value + ")";
supportedFilesSeparatorForTileSave = ", ";
}
}
}
public void RegionLoaded(Scene scene)
{
//Do this here to give file loaders time to initialize and
//register their supported file extensions and file formats.
InstallInterfaces();
}
public void RemoveRegion(Scene scene)
{
lock (m_scene)
{
// remove the commands
m_scene.UnregisterModuleCommander(m_commander.Name);
// remove the event-handlers
m_scene.EventManager.OnFrame -= EventManager_OnFrame;
m_scene.EventManager.OnTerrainTick -= EventManager_OnTerrainTick;
m_scene.EventManager.OnPluginConsole -= EventManager_OnPluginConsole;
m_scene.EventManager.OnClientClosed -= EventManager_OnClientClosed;
m_scene.EventManager.OnNewClient -= EventManager_OnNewClient;
// remove the interface
m_scene.UnregisterModuleInterface<ITerrainModule>(this);
}
}
public void Close()
{
}
public Type ReplaceableInterface
{
get { return null; }
}
public string Name
{
get { return "TerrainModule"; }
}
#endregion
#region ITerrainModule Members
public void UndoTerrain(ITerrainChannel channel)
{
m_channel = channel;
}
/// <summary>
/// Loads a terrain file from disk and installs it in the scene.
/// </summary>
/// <param name="filename">Filename to terrain file. Type is determined by extension.</param>
public void LoadFromFile(string filename)
{
foreach (KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
if (filename.EndsWith(loader.Key))
{
lock (m_scene)
{
try
{
ITerrainChannel channel = loader.Value.LoadFile(filename);
if (channel.Width != m_scene.RegionInfo.RegionSizeX || channel.Height != m_scene.RegionInfo.RegionSizeY)
{
// TerrainChannel expects a RegionSize x RegionSize map, currently
throw new ArgumentException(String.Format("wrong size, use a file with size {0} x {1}",
m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY));
}
m_log.DebugFormat("[TERRAIN]: Loaded terrain, wd/ht: {0}/{1}", channel.Width, channel.Height);
m_scene.Heightmap = channel;
m_channel = channel;
UpdateRevertMap();
}
catch (NotImplementedException)
{
m_log.Error("[TERRAIN]: Unable to load heightmap, the " + loader.Value +
" parser does not support file loading. (May be save only)");
throw new TerrainException(String.Format("unable to load heightmap: parser {0} does not support loading", loader.Value));
}
catch (FileNotFoundException)
{
m_log.Error(
"[TERRAIN]: Unable to load heightmap, file not found. (A directory permissions error may also cause this)");
throw new TerrainException(
String.Format("unable to load heightmap: file {0} not found (or permissions do not allow access", filename));
}
catch (ArgumentException e)
{
m_log.ErrorFormat("[TERRAIN]: Unable to load heightmap: {0}", e.Message);
throw new TerrainException(
String.Format("Unable to load heightmap: {0}", e.Message));
}
}
m_log.Info("[TERRAIN]: File (" + filename + ") loaded successfully");
return;
}
}
m_log.Error("[TERRAIN]: Unable to load heightmap, no file loader available for that format.");
throw new TerrainException(String.Format("unable to load heightmap from file {0}: no loader available for that format", filename));
}
/// <summary>
/// Saves the current heightmap to a specified file.
/// </summary>
/// <param name="filename">The destination filename</param>
public void SaveToFile(string filename)
{
try
{
foreach (KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
if (filename.EndsWith(loader.Key))
{
loader.Value.SaveFile(filename, m_channel);
m_log.InfoFormat("[TERRAIN]: Saved terrain from {0} to {1}", m_scene.RegionInfo.RegionName, filename);
return;
}
}
}
catch (IOException ioe)
{
m_log.Error(String.Format("[TERRAIN]: Unable to save to {0}, {1}", filename, ioe.Message));
}
m_log.ErrorFormat(
"[TERRAIN]: Could not save terrain from {0} to {1}. Valid file extensions are {2}",
m_scene.RegionInfo.RegionName, filename, m_supportedFileExtensions);
}
/// <summary>
/// Loads a terrain file from the specified URI
/// </summary>
/// <param name="filename">The name of the terrain to load</param>
/// <param name="pathToTerrainHeightmap">The URI to the terrain height map</param>
public void LoadFromStream(string filename, Uri pathToTerrainHeightmap)
{
LoadFromStream(filename, URIFetch(pathToTerrainHeightmap));
}
public void LoadFromStream(string filename, Stream stream)
{
LoadFromStream(filename, Vector3.Zero, 0f, Vector2.Zero, stream);
}
/// <summary>
/// Loads a terrain file from a stream and installs it in the scene.
/// </summary>
/// <param name="filename">Filename to terrain file. Type is determined by extension.</param>
/// <param name="stream"></param>
public void LoadFromStream(string filename, Vector3 displacement,
float radianRotation, Vector2 rotationDisplacement, Stream stream)
{
foreach (KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
if (filename.EndsWith(loader.Key))
{
lock (m_scene)
{
try
{
ITerrainChannel channel = loader.Value.LoadStream(stream);
m_channel.Merge(channel, displacement, radianRotation, rotationDisplacement);
UpdateRevertMap();
}
catch (NotImplementedException)
{
m_log.Error("[TERRAIN]: Unable to load heightmap, the " + loader.Value +
" parser does not support file loading. (May be save only)");
throw new TerrainException(String.Format("unable to load heightmap: parser {0} does not support loading", loader.Value));
}
}
m_log.Info("[TERRAIN]: File (" + filename + ") loaded successfully");
return;
}
}
m_log.Error("[TERRAIN]: Unable to load heightmap, no file loader available for that format.");
throw new TerrainException(String.Format("unable to load heightmap from file {0}: no loader available for that format", filename));
}
private static Stream URIFetch(Uri uri)
{
HttpWebRequest request = (HttpWebRequest)WebRequest.Create(uri);
// request.Credentials = credentials;
request.ContentLength = 0;
request.KeepAlive = false;
WebResponse response = request.GetResponse();
Stream file = response.GetResponseStream();
if (response.ContentLength == 0)
throw new Exception(String.Format("{0} returned an empty file", uri.ToString()));
// return new BufferedStream(file, (int) response.ContentLength);
return new BufferedStream(file, 1000000);
}
/// <summary>
/// Modify Land
/// </summary>
/// <param name="pos">Land-position (X,Y,0)</param>
/// <param name="size">The size of the brush (0=small, 1=medium, 2=large)</param>
/// <param name="action">0=LAND_LEVEL, 1=LAND_RAISE, 2=LAND_LOWER, 3=LAND_SMOOTH, 4=LAND_NOISE, 5=LAND_REVERT</param>
/// <param name="agentId">UUID of script-owner</param>
public void ModifyTerrain(UUID user, Vector3 pos, byte size, byte action, UUID agentId)
{
float duration = 0.25f;
if (action == 0)
duration = 4.0f;
client_OnModifyTerrain(user, (float)pos.Z, duration, size, action, pos.Y, pos.X, pos.Y, pos.X, agentId);
}
/// <summary>
/// Saves the current heightmap to a specified stream.
/// </summary>
/// <param name="filename">The destination filename. Used here only to identify the image type</param>
/// <param name="stream"></param>
public void SaveToStream(string filename, Stream stream)
{
try
{
foreach (KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
if (filename.EndsWith(loader.Key))
{
loader.Value.SaveStream(stream, m_channel);
return;
}
}
}
catch (NotImplementedException)
{
m_log.Error("Unable to save to " + filename + ", saving of this file format has not been implemented.");
throw new TerrainException(String.Format("Unable to save heightmap: saving of this file format not implemented"));
}
}
public void TaintTerrain ()
{
m_channel.GetTerrainData().TaintAllTerrain();
}
#region Plugin Loading Methods
private void LoadPlugins()
{
m_plugineffects = new Dictionary<string, ITerrainEffect>();
LoadPlugins(Assembly.GetCallingAssembly());
string plugineffectsPath = "Terrain";
// Load the files in the Terrain/ dir
if (!Directory.Exists(plugineffectsPath))
return;
string[] files = Directory.GetFiles(plugineffectsPath);
foreach (string file in files)
{
m_log.Info("Loading effects in " + file);
try
{
Assembly library = Assembly.LoadFrom(file);
LoadPlugins(library);
}
catch (BadImageFormatException)
{
}
}
}
private void LoadPlugins(Assembly library)
{
foreach (Type pluginType in library.GetTypes())
{
try
{
if (pluginType.IsAbstract || pluginType.IsNotPublic)
continue;
string typeName = pluginType.Name;
if (pluginType.GetInterface("ITerrainEffect", false) != null)
{
ITerrainEffect terEffect = (ITerrainEffect)Activator.CreateInstance(library.GetType(pluginType.ToString()));
InstallPlugin(typeName, terEffect);
}
else if (pluginType.GetInterface("ITerrainLoader", false) != null)
{
ITerrainLoader terLoader = (ITerrainLoader)Activator.CreateInstance(library.GetType(pluginType.ToString()));
m_loaders[terLoader.FileExtension] = terLoader;
m_log.Info("L ... " + typeName);
}
}
catch (AmbiguousMatchException)
{
}
}
}
public void InstallPlugin(string pluginName, ITerrainEffect effect)
{
lock (m_plugineffects)
{
if (!m_plugineffects.ContainsKey(pluginName))
{
m_plugineffects.Add(pluginName, effect);
m_log.Info("E ... " + pluginName);
}
else
{
m_plugineffects[pluginName] = effect;
m_log.Info("E ... " + pluginName + " (Replaced)");
}
}
}
#endregion
#endregion
/// <summary>
/// Installs into terrain module the standard suite of brushes
/// </summary>
private void InstallDefaultEffects()
{
// Draggable Paint Brush Effects
m_painteffects[StandardTerrainEffects.Raise] = new RaiseSphere();
m_painteffects[StandardTerrainEffects.Lower] = new LowerSphere();
m_painteffects[StandardTerrainEffects.Smooth] = new SmoothSphere();
m_painteffects[StandardTerrainEffects.Noise] = new NoiseSphere();
m_painteffects[StandardTerrainEffects.Flatten] = new FlattenSphere();
m_painteffects[StandardTerrainEffects.Revert] = new RevertSphere(m_revert);
m_painteffects[StandardTerrainEffects.Erode] = new ErodeSphere();
m_painteffects[StandardTerrainEffects.Weather] = new WeatherSphere();
m_painteffects[StandardTerrainEffects.Olsen] = new OlsenSphere();
// Area of effect selection effects
m_floodeffects[StandardTerrainEffects.Raise] = new RaiseArea();
m_floodeffects[StandardTerrainEffects.Lower] = new LowerArea();
m_floodeffects[StandardTerrainEffects.Smooth] = new SmoothArea();
m_floodeffects[StandardTerrainEffects.Noise] = new NoiseArea();
m_floodeffects[StandardTerrainEffects.Flatten] = new FlattenArea();
m_floodeffects[StandardTerrainEffects.Revert] = new RevertArea(m_revert);
// Filesystem load/save loaders
m_loaders[".r32"] = new RAW32();
m_loaders[".f32"] = m_loaders[".r32"];
m_loaders[".ter"] = new Terragen();
m_loaders[".raw"] = new LLRAW();
m_loaders[".jpg"] = new JPEG();
m_loaders[".jpeg"] = m_loaders[".jpg"];
m_loaders[".bmp"] = new BMP();
m_loaders[".png"] = new PNG();
m_loaders[".gif"] = new GIF();
m_loaders[".tif"] = new TIFF();
m_loaders[".tiff"] = m_loaders[".tif"];
}
/// <summary>
/// Saves the current state of the region into the revert map buffer.
/// </summary>
public void UpdateRevertMap()
{
/*
int x;
for (x = 0; x < m_channel.Width; x++)
{
int y;
for (y = 0; y < m_channel.Height; y++)
{
m_revert[x, y] = m_channel[x, y];
}
}
*/
m_revert = m_channel.MakeCopy();
}
/// <summary>
/// Loads a tile from a larger terrain file and installs it into the region.
/// </summary>
/// <param name="filename">The terrain file to load</param>
/// <param name="fileWidth">The width of the file in units</param>
/// <param name="fileHeight">The height of the file in units</param>
/// <param name="fileStartX">Where to begin our slice</param>
/// <param name="fileStartY">Where to begin our slice</param>
public void LoadFromFile(string filename, int fileWidth, int fileHeight, int fileStartX, int fileStartY)
{
int offsetX = (int) m_scene.RegionInfo.RegionLocX - fileStartX;
int offsetY = (int) m_scene.RegionInfo.RegionLocY - fileStartY;
if (offsetX >= 0 && offsetX < fileWidth && offsetY >= 0 && offsetY < fileHeight)
{
// this region is included in the tile request
foreach (KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
if (filename.EndsWith(loader.Key))
{
lock (m_scene)
{
ITerrainChannel channel = loader.Value.LoadFile(filename, offsetX, offsetY,
fileWidth, fileHeight,
(int) m_scene.RegionInfo.RegionSizeX,
(int) m_scene.RegionInfo.RegionSizeY);
m_scene.Heightmap = channel;
m_channel = channel;
UpdateRevertMap();
}
return;
}
}
}
}
/// <summary>
/// Save a number of map tiles to a single big image file.
/// </summary>
/// <remarks>
/// If the image file already exists then the tiles saved will replace those already in the file - other tiles
/// will be untouched.
/// </remarks>
/// <param name="filename">The terrain file to save</param>
/// <param name="fileWidth">The number of tiles to save along the X axis.</param>
/// <param name="fileHeight">The number of tiles to save along the Y axis.</param>
/// <param name="fileStartX">The map x co-ordinate at which to begin the save.</param>
/// <param name="fileStartY">The may y co-ordinate at which to begin the save.</param>
public void SaveToFile(string filename, int fileWidth, int fileHeight, int fileStartX, int fileStartY)
{
int offsetX = (int)m_scene.RegionInfo.RegionLocX - fileStartX;
int offsetY = (int)m_scene.RegionInfo.RegionLocY - fileStartY;
if (offsetX < 0 || offsetX >= fileWidth || offsetY < 0 || offsetY >= fileHeight)
{
MainConsole.Instance.OutputFormat(
"ERROR: file width + minimum X tile and file height + minimum Y tile must incorporate the current region at ({0},{1}). File width {2} from {3} and file height {4} from {5} does not.",
m_scene.RegionInfo.RegionLocX, m_scene.RegionInfo.RegionLocY, fileWidth, fileStartX, fileHeight, fileStartY);
return;
}
// this region is included in the tile request
foreach (KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
if (filename.EndsWith(loader.Key) && loader.Value.SupportsTileSave())
{
lock (m_scene)
{
loader.Value.SaveFile(m_channel, filename, offsetX, offsetY,
fileWidth, fileHeight,
(int)m_scene.RegionInfo.RegionSizeX,
(int)m_scene.RegionInfo.RegionSizeY);
MainConsole.Instance.OutputFormat(
"Saved terrain from ({0},{1}) to ({2},{3}) from {4} to {5}",
fileStartX, fileStartY, fileStartX + fileWidth - 1, fileStartY + fileHeight - 1,
m_scene.RegionInfo.RegionName, filename);
}
return;
}
}
MainConsole.Instance.OutputFormat(
"ERROR: Could not save terrain from {0} to {1}. Valid file extensions are {2}",
m_scene.RegionInfo.RegionName, filename, m_supportFileExtensionsForTileSave);
}
/// <summary>
/// Called before processing of every simulation frame.
/// This is used to check to see of any of the terrain is tainted and, if so, schedule
/// updates for all the presences.
/// This also checks to see if there are updates that need to be sent for each presence.
/// This is where the logic is to send terrain updates to clients.
/// </summary>
private void EventManager_OnFrame()
{
TerrainData terrData = m_channel.GetTerrainData();
bool shouldTaint = false;
for (int x = 0; x < terrData.SizeX; x += Constants.TerrainPatchSize)
{
for (int y = 0; y < terrData.SizeY; y += Constants.TerrainPatchSize)
{
if (terrData.IsTaintedAt(x, y))
{
// Found a patch that was modified. Push this flag into the clients.
SendToClients(terrData, x, y);
shouldTaint = true;
}
}
}
if (shouldTaint)
{
m_scene.EventManager.TriggerTerrainTainted();
m_tainted = true;
}
}
/// <summary>
/// Performs updates to the region periodically, synchronising physics and other heightmap aware sections
/// Called infrequently (like every 5 seconds or so). Best used for storing terrain.
/// </summary>
private void EventManager_OnTerrainTick()
{
if (m_tainted)
{
m_tainted = false;
m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
m_scene.SaveTerrain();
// Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
//m_scene.CreateTerrainTexture(true);
}
}
/// <summary>
/// Processes commandline input. Do not call directly.
/// </summary>
/// <param name="args">Commandline arguments</param>
private void EventManager_OnPluginConsole(string[] args)
{
if (args[0] == "terrain")
{
if (args.Length == 1)
{
m_commander.ProcessConsoleCommand("help", new string[0]);
return;
}
string[] tmpArgs = new string[args.Length - 2];
int i;
for (i = 2; i < args.Length; i++)
tmpArgs[i - 2] = args[i];
m_commander.ProcessConsoleCommand(args[1], tmpArgs);
}
}
/// <summary>
/// Installs terrain brush hook to IClientAPI
/// </summary>
/// <param name="client"></param>
private void EventManager_OnNewClient(IClientAPI client)
{
client.OnModifyTerrain += client_OnModifyTerrain;
client.OnBakeTerrain += client_OnBakeTerrain;
client.OnLandUndo += client_OnLandUndo;
client.OnUnackedTerrain += client_OnUnackedTerrain;
}
/// <summary>
/// Installs terrain brush hook to IClientAPI
/// </summary>
/// <param name="client"></param>
private void EventManager_OnClientClosed(UUID client, Scene scene)
{
ScenePresence presence = scene.GetScenePresence(client);
if (presence != null)
{
presence.ControllingClient.OnModifyTerrain -= client_OnModifyTerrain;
presence.ControllingClient.OnBakeTerrain -= client_OnBakeTerrain;
presence.ControllingClient.OnLandUndo -= client_OnLandUndo;
presence.ControllingClient.OnUnackedTerrain -= client_OnUnackedTerrain;
}
}
/// <summary>
/// Checks to see if the terrain has been modified since last check
/// but won't attempt to limit those changes to the limits specified in the estate settings
/// currently invoked by the command line operations in the region server only
/// </summary>
private void CheckForTerrainUpdates()
{
CheckForTerrainUpdates(false);
}
/// <summary>
/// Checks to see if the terrain has been modified since last check.
/// If it has been modified, every all the terrain patches are sent to the client.
/// If the call is asked to respect the estate settings for terrain_raise_limit and
/// terrain_lower_limit, it will clamp terrain updates between these values
/// currently invoked by client_OnModifyTerrain only and not the Commander interfaces
/// <param name="respectEstateSettings">should height map deltas be limited to the estate settings limits</param>
/// </summary>
private void CheckForTerrainUpdates(bool respectEstateSettings)
{
}
/// <summary>
/// Scan over changes in the terrain and limit height changes. This enforces the
/// non-estate owner limits on rate of terrain editting.
/// Returns 'true' if any heights were limited.
/// </summary>
private bool EnforceEstateLimits()
{
TerrainData terrData = m_channel.GetTerrainData();
bool wasLimited = false;
for (int x = 0; x < terrData.SizeX; x += Constants.TerrainPatchSize)
{
for (int y = 0; y < terrData.SizeY; y += Constants.TerrainPatchSize)
{
if (terrData.IsTaintedAt(x, y, false /* clearOnTest */))
{
// If we should respect the estate settings then
// fixup and height deltas that don't respect them.
// Note that LimitChannelChanges() modifies the TerrainChannel with the limited height values.
wasLimited |= LimitChannelChanges(terrData, x, y);
}
}
}
return wasLimited;
}
/// <summary>
/// Checks to see height deltas in the tainted terrain patch at xStart ,yStart
/// are all within the current estate limits
/// <returns>true if changes were limited, false otherwise</returns>
/// </summary>
private bool LimitChannelChanges(TerrainData terrData, int xStart, int yStart)
{
bool changesLimited = false;
float minDelta = (float)m_scene.RegionInfo.RegionSettings.TerrainLowerLimit;
float maxDelta = (float)m_scene.RegionInfo.RegionSettings.TerrainRaiseLimit;
// loop through the height map for this patch and compare it against
// the revert map
for (int x = xStart; x < xStart + Constants.TerrainPatchSize; x++)
{
for (int y = yStart; y < yStart + Constants.TerrainPatchSize; y++)
{
float requestedHeight = terrData[x, y];
float bakedHeight = (float)m_revert[x, y];
float requestedDelta = requestedHeight - bakedHeight;
if (requestedDelta > maxDelta)
{
terrData[x, y] = bakedHeight + maxDelta;
changesLimited = true;
}
else if (requestedDelta < minDelta)
{
terrData[x, y] = bakedHeight + minDelta; //as lower is a -ve delta
changesLimited = true;
}
}
}
return changesLimited;
}
private void client_OnLandUndo(IClientAPI client)
{
lock (m_undo)
{
if (m_undo.Count > 0)
{
LandUndoState goback = m_undo.Pop();
if (goback != null)
goback.PlaybackState();
}
}
}
/// <summary>
/// Sends a copy of the current terrain to the scenes clients
/// </summary>
/// <param name="serialised">A copy of the terrain as a 1D float array of size w*h</param>
/// <param name="x">The patch corner to send</param>
/// <param name="y">The patch corner to send</param>
private void SendToClients(TerrainData terrData, int x, int y)
{
// We know the actual terrain data passed is ignored. This kludge saves changing IClientAPI.
//float[] heightMap = terrData.GetFloatsSerialized();
float[] heightMap = new float[10];
m_scene.ForEachClient(
delegate(IClientAPI controller)
{
controller.SendLayerData( x / Constants.TerrainPatchSize,
y / Constants.TerrainPatchSize,
heightMap);
}
);
}
private void client_OnModifyTerrain(UUID user, float height, float seconds, byte size, byte action,
float north, float west, float south, float east, UUID agentId)
{
bool god = m_scene.Permissions.IsGod(user);
bool allowed = false;
if (north == south && east == west)
{
if (m_painteffects.ContainsKey((StandardTerrainEffects) action))
{
bool[,] allowMask = new bool[m_channel.Width,m_channel.Height];
allowMask.Initialize();
int n = size + 1;
if (n > 2)
n = 4;
int zx = (int) (west + 0.5);
int zy = (int) (north + 0.5);
int dx;
for (dx=-n; dx<=n; dx++)
{
int dy;
for (dy=-n; dy<=n; dy++)
{
int x = zx + dx;
int y = zy + dy;
if (x>=0 && y>=0 && x<m_channel.Width && y<m_channel.Height)
{
if (m_scene.Permissions.CanTerraformLand(agentId, new Vector3(x,y,0)))
{
allowMask[x, y] = true;
allowed = true;
}
}
}
}
if (allowed)
{
StoreUndoState();
m_painteffects[(StandardTerrainEffects) action].PaintEffect(
m_channel, allowMask, west, south, height, size, seconds);
//revert changes outside estate limits
if (!god)
EnforceEstateLimits();
}
}
else
{
m_log.Debug("Unknown terrain brush type " + action);
}
}
else
{
if (m_floodeffects.ContainsKey((StandardTerrainEffects) action))
{
bool[,] fillArea = new bool[m_channel.Width,m_channel.Height];
fillArea.Initialize();
int x;
for (x = 0; x < m_channel.Width; x++)
{
int y;
for (y = 0; y < m_channel.Height; y++)
{
if (x < east && x > west)
{
if (y < north && y > south)
{
if (m_scene.Permissions.CanTerraformLand(agentId, new Vector3(x,y,0)))
{
fillArea[x, y] = true;
allowed = true;
}
}
}
}
}
if (allowed)
{
StoreUndoState();
m_floodeffects[(StandardTerrainEffects) action].FloodEffect(
m_channel, fillArea, size);
//revert changes outside estate limits
if (!god)
EnforceEstateLimits();
}
}
else
{
m_log.Debug("Unknown terrain flood type " + action);
}
}
}
private void client_OnBakeTerrain(IClientAPI remoteClient)
{
// Not a good permissions check (see client_OnModifyTerrain above), need to check the entire area.
// for now check a point in the centre of the region
if (m_scene.Permissions.CanIssueEstateCommand(remoteClient.AgentId, true))
{
InterfaceBakeTerrain(null); //bake terrain does not use the passed in parameter
}
}
protected void client_OnUnackedTerrain(IClientAPI client, int patchX, int patchY)
{
//m_log.Debug("Terrain packet unacked, resending patch: " + patchX + " , " + patchY);
// SendLayerData does not use the heightmap parameter. This kludge is so as to not change IClientAPI.
float[] heightMap = new float[10];
client.SendLayerData(patchX, patchY, heightMap);
}
private void StoreUndoState()
{
lock (m_undo)
{
if (m_undo.Count > 0)
{
LandUndoState last = m_undo.Peek();
if (last != null)
{
if (last.Compare(m_channel))
return;
}
}
LandUndoState nUndo = new LandUndoState(this, m_channel);
m_undo.Push(nUndo);
}
}
#region Console Commands
private void InterfaceLoadFile(Object[] args)
{
LoadFromFile((string) args[0]);
}
private void InterfaceLoadTileFile(Object[] args)
{
LoadFromFile((string) args[0],
(int) args[1],
(int) args[2],
(int) args[3],
(int) args[4]);
}
private void InterfaceSaveFile(Object[] args)
{
SaveToFile((string) args[0]);
}
private void InterfaceSaveTileFile(Object[] args)
{
SaveToFile((string)args[0],
(int)args[1],
(int)args[2],
(int)args[3],
(int)args[4]);
}
private void InterfaceBakeTerrain(Object[] args)
{
UpdateRevertMap();
}
private void InterfaceRevertTerrain(Object[] args)
{
int x, y;
for (x = 0; x < m_channel.Width; x++)
for (y = 0; y < m_channel.Height; y++)
m_channel[x, y] = m_revert[x, y];
}
private void InterfaceFlipTerrain(Object[] args)
{
String direction = (String)args[0];
if (direction.ToLower().StartsWith("y"))
{
for (int x = 0; x < m_channel.Width; x++)
{
for (int y = 0; y < m_channel.Height / 2; y++)
{
double height = m_channel[x, y];
double flippedHeight = m_channel[x, (int)m_channel.Height - 1 - y];
m_channel[x, y] = flippedHeight;
m_channel[x, (int)m_channel.Height - 1 - y] = height;
}
}
}
else if (direction.ToLower().StartsWith("x"))
{
for (int y = 0; y < m_channel.Height; y++)
{
for (int x = 0; x < m_channel.Width / 2; x++)
{
double height = m_channel[x, y];
double flippedHeight = m_channel[(int)m_channel.Width - 1 - x, y];
m_channel[x, y] = flippedHeight;
m_channel[(int)m_channel.Width - 1 - x, y] = height;
}
}
}
else
{
m_log.Error("Unrecognised direction - need x or y");
}
}
private void InterfaceRescaleTerrain(Object[] args)
{
double desiredMin = (double)args[0];
double desiredMax = (double)args[1];
// determine desired scaling factor
double desiredRange = desiredMax - desiredMin;
//m_log.InfoFormat("Desired {0}, {1} = {2}", new Object[] { desiredMin, desiredMax, desiredRange });
if (desiredRange == 0d)
{
// delta is zero so flatten at requested height
InterfaceFillTerrain(new Object[] { args[1] });
}
else
{
//work out current heightmap range
double currMin = double.MaxValue;
double currMax = double.MinValue;
int width = m_channel.Width;
int height = m_channel.Height;
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
double currHeight = m_channel[x, y];
if (currHeight < currMin)
{
currMin = currHeight;
}
else if (currHeight > currMax)
{
currMax = currHeight;
}
}
}
double currRange = currMax - currMin;
double scale = desiredRange / currRange;
//m_log.InfoFormat("Current {0}, {1} = {2}", new Object[] { currMin, currMax, currRange });
//m_log.InfoFormat("Scale = {0}", scale);
// scale the heightmap accordingly
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
double currHeight = m_channel[x, y] - currMin;
m_channel[x, y] = desiredMin + (currHeight * scale);
}
}
}
}
private void InterfaceElevateTerrain(Object[] args)
{
int x, y;
for (x = 0; x < m_channel.Width; x++)
for (y = 0; y < m_channel.Height; y++)
m_channel[x, y] += (double) args[0];
}
private void InterfaceMultiplyTerrain(Object[] args)
{
int x, y;
for (x = 0; x < m_channel.Width; x++)
for (y = 0; y < m_channel.Height; y++)
m_channel[x, y] *= (double) args[0];
}
private void InterfaceLowerTerrain(Object[] args)
{
int x, y;
for (x = 0; x < m_channel.Width; x++)
for (y = 0; y < m_channel.Height; y++)
m_channel[x, y] -= (double) args[0];
}
private void InterfaceFillTerrain(Object[] args)
{
int x, y;
for (x = 0; x < m_channel.Width; x++)
for (y = 0; y < m_channel.Height; y++)
m_channel[x, y] = (double) args[0];
}
private void InterfaceMinTerrain(Object[] args)
{
int x, y;
for (x = 0; x < m_channel.Width; x++)
{
for (y = 0; y < m_channel.Height; y++)
{
m_channel[x, y] = Math.Max((double)args[0], m_channel[x, y]);
}
}
}
private void InterfaceMaxTerrain(Object[] args)
{
int x, y;
for (x = 0; x < m_channel.Width; x++)
{
for (y = 0; y < m_channel.Height; y++)
{
m_channel[x, y] = Math.Min((double)args[0], m_channel[x, y]);
}
}
}
private void InterfaceShowDebugStats(Object[] args)
{
double max = Double.MinValue;
double min = double.MaxValue;
double sum = 0;
int x;
for (x = 0; x < m_channel.Width; x++)
{
int y;
for (y = 0; y < m_channel.Height; y++)
{
sum += m_channel[x, y];
if (max < m_channel[x, y])
max = m_channel[x, y];
if (min > m_channel[x, y])
min = m_channel[x, y];
}
}
double avg = sum / (m_channel.Height * m_channel.Width);
m_log.Info("Channel " + m_channel.Width + "x" + m_channel.Height);
m_log.Info("max/min/avg/sum: " + max + "/" + min + "/" + avg + "/" + sum);
}
private void InterfaceEnableExperimentalBrushes(Object[] args)
{
if ((bool) args[0])
{
m_painteffects[StandardTerrainEffects.Revert] = new WeatherSphere();
m_painteffects[StandardTerrainEffects.Flatten] = new OlsenSphere();
m_painteffects[StandardTerrainEffects.Smooth] = new ErodeSphere();
}
else
{
InstallDefaultEffects();
}
}
private void InterfaceRunPluginEffect(Object[] args)
{
string firstArg = (string)args[0];
if (firstArg == "list")
{
m_log.Info("List of loaded plugins");
foreach (KeyValuePair<string, ITerrainEffect> kvp in m_plugineffects)
{
m_log.Info(kvp.Key);
}
return;
}
if (firstArg == "reload")
{
LoadPlugins();
return;
}
if (m_plugineffects.ContainsKey(firstArg))
{
m_plugineffects[firstArg].RunEffect(m_channel);
}
else
{
m_log.Warn("No such plugin effect loaded.");
}
}
private void InstallInterfaces()
{
Command loadFromFileCommand =
new Command("load", CommandIntentions.COMMAND_HAZARDOUS, InterfaceLoadFile, "Loads a terrain from a specified file.");
loadFromFileCommand.AddArgument("filename",
"The file you wish to load from, the file extension determines the loader to be used. Supported extensions include: " +
m_supportedFileExtensions, "String");
Command saveToFileCommand =
new Command("save", CommandIntentions.COMMAND_NON_HAZARDOUS, InterfaceSaveFile, "Saves the current heightmap to a specified file.");
saveToFileCommand.AddArgument("filename",
"The destination filename for your heightmap, the file extension determines the format to save in. Supported extensions include: " +
m_supportedFileExtensions, "String");
Command loadFromTileCommand =
new Command("load-tile", CommandIntentions.COMMAND_HAZARDOUS, InterfaceLoadTileFile, "Loads a terrain from a section of a larger file.");
loadFromTileCommand.AddArgument("filename",
"The file you wish to load from, the file extension determines the loader to be used. Supported extensions include: " +
m_supportedFileExtensions, "String");
loadFromTileCommand.AddArgument("file width", "The width of the file in tiles", "Integer");
loadFromTileCommand.AddArgument("file height", "The height of the file in tiles", "Integer");
loadFromTileCommand.AddArgument("minimum X tile", "The X region coordinate of the first section on the file",
"Integer");
loadFromTileCommand.AddArgument("minimum Y tile", "The Y region coordinate of the first section on the file",
"Integer");
Command saveToTileCommand =
new Command("save-tile", CommandIntentions.COMMAND_HAZARDOUS, InterfaceSaveTileFile, "Saves the current heightmap to the larger file.");
saveToTileCommand.AddArgument("filename",
"The file you wish to save to, the file extension determines the loader to be used. Supported extensions include: " +
m_supportFileExtensionsForTileSave, "String");
saveToTileCommand.AddArgument("file width", "The width of the file in tiles", "Integer");
saveToTileCommand.AddArgument("file height", "The height of the file in tiles", "Integer");
saveToTileCommand.AddArgument("minimum X tile", "The X region coordinate of the first section on the file",
"Integer");
saveToTileCommand.AddArgument("minimum Y tile", "The Y region coordinate of the first tile on the file\n"
+ "= Example =\n"
+ "To save a PNG file for a set of map tiles 2 regions wide and 3 regions high from map co-ordinate (9910,10234)\n"
+ " # terrain save-tile ST06.png 2 3 9910 10234\n",
"Integer");
// Terrain adjustments
Command fillRegionCommand =
new Command("fill", CommandIntentions.COMMAND_HAZARDOUS, InterfaceFillTerrain, "Fills the current heightmap with a specified value.");
fillRegionCommand.AddArgument("value", "The numeric value of the height you wish to set your region to.",
"Double");
Command elevateCommand =
new Command("elevate", CommandIntentions.COMMAND_HAZARDOUS, InterfaceElevateTerrain, "Raises the current heightmap by the specified amount.");
elevateCommand.AddArgument("amount", "The amount of height to add to the terrain in meters.", "Double");
Command lowerCommand =
new Command("lower", CommandIntentions.COMMAND_HAZARDOUS, InterfaceLowerTerrain, "Lowers the current heightmap by the specified amount.");
lowerCommand.AddArgument("amount", "The amount of height to remove from the terrain in meters.", "Double");
Command multiplyCommand =
new Command("multiply", CommandIntentions.COMMAND_HAZARDOUS, InterfaceMultiplyTerrain, "Multiplies the heightmap by the value specified.");
multiplyCommand.AddArgument("value", "The value to multiply the heightmap by.", "Double");
Command bakeRegionCommand =
new Command("bake", CommandIntentions.COMMAND_HAZARDOUS, InterfaceBakeTerrain, "Saves the current terrain into the regions revert map.");
Command revertRegionCommand =
new Command("revert", CommandIntentions.COMMAND_HAZARDOUS, InterfaceRevertTerrain, "Loads the revert map terrain into the regions heightmap.");
Command flipCommand =
new Command("flip", CommandIntentions.COMMAND_HAZARDOUS, InterfaceFlipTerrain, "Flips the current terrain about the X or Y axis");
flipCommand.AddArgument("direction", "[x|y] the direction to flip the terrain in", "String");
Command rescaleCommand =
new Command("rescale", CommandIntentions.COMMAND_HAZARDOUS, InterfaceRescaleTerrain, "Rescales the current terrain to fit between the given min and max heights");
rescaleCommand.AddArgument("min", "min terrain height after rescaling", "Double");
rescaleCommand.AddArgument("max", "max terrain height after rescaling", "Double");
Command minCommand = new Command("min", CommandIntentions.COMMAND_HAZARDOUS, InterfaceMinTerrain, "Sets the minimum terrain height to the specified value.");
minCommand.AddArgument("min", "terrain height to use as minimum", "Double");
Command maxCommand = new Command("max", CommandIntentions.COMMAND_HAZARDOUS, InterfaceMaxTerrain, "Sets the maximum terrain height to the specified value.");
maxCommand.AddArgument("min", "terrain height to use as maximum", "Double");
// Debug
Command showDebugStatsCommand =
new Command("stats", CommandIntentions.COMMAND_STATISTICAL, InterfaceShowDebugStats,
"Shows some information about the regions heightmap for debugging purposes.");
Command experimentalBrushesCommand =
new Command("newbrushes", CommandIntentions.COMMAND_HAZARDOUS, InterfaceEnableExperimentalBrushes,
"Enables experimental brushes which replace the standard terrain brushes. WARNING: This is a debug setting and may be removed at any time.");
experimentalBrushesCommand.AddArgument("Enabled?", "true / false - Enable new brushes", "Boolean");
//Plugins
Command pluginRunCommand =
new Command("effect", CommandIntentions.COMMAND_HAZARDOUS, InterfaceRunPluginEffect, "Runs a specified plugin effect");
pluginRunCommand.AddArgument("name", "The plugin effect you wish to run, or 'list' to see all plugins", "String");
m_commander.RegisterCommand("load", loadFromFileCommand);
m_commander.RegisterCommand("load-tile", loadFromTileCommand);
m_commander.RegisterCommand("save", saveToFileCommand);
m_commander.RegisterCommand("save-tile", saveToTileCommand);
m_commander.RegisterCommand("fill", fillRegionCommand);
m_commander.RegisterCommand("elevate", elevateCommand);
m_commander.RegisterCommand("lower", lowerCommand);
m_commander.RegisterCommand("multiply", multiplyCommand);
m_commander.RegisterCommand("bake", bakeRegionCommand);
m_commander.RegisterCommand("revert", revertRegionCommand);
m_commander.RegisterCommand("newbrushes", experimentalBrushesCommand);
m_commander.RegisterCommand("stats", showDebugStatsCommand);
m_commander.RegisterCommand("effect", pluginRunCommand);
m_commander.RegisterCommand("flip", flipCommand);
m_commander.RegisterCommand("rescale", rescaleCommand);
m_commander.RegisterCommand("min", minCommand);
m_commander.RegisterCommand("max", maxCommand);
// Add this to our scene so scripts can call these functions
m_scene.RegisterModuleCommander(m_commander);
}
#endregion
}
}
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