* Turned on the MapImageModule as opposed to the code in Scene for generating the map image. Copied the code in Scene into the MapImageModule, made a few tweaks to get it to work with the module's interface.

* Refactored a few things in Scene to make maptile saving easier to understand.
* Added comments to describe the 'clever code' assetcache update without the gridasset being updated so as to lessen possible confusion in patches in the future.
* If the MapImageModule isn't loaded, default to the code in Scene still.
This commit is contained in:
Teravus Ovares
2008-08-17 18:59:58 +00:00
parent 40abeed7d4
commit 0683a07081
2 changed files with 483 additions and 105 deletions

View File

@@ -1023,6 +1023,8 @@ namespace OpenSim.Region.Environment.Scenes
if (terrain == null)
{
#region Fallback default maptile generation
int tc = System.Environment.TickCount;
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
Bitmap mapbmp = new Bitmap(256, 256);
@@ -1053,13 +1055,13 @@ namespace OpenSim.Region.Environment.Scenes
}
float mid = (high + low) * 0.5f;
// temporary initializer
float hfvalue = (float)m_regInfo.RegionSettings.WaterHeight;
float hfvaluecompare = hfvalue;
float hfdiff = hfvalue;
int hfdiffi = 0;
for (int x = 0; x < 256; x++)
{
@@ -1088,7 +1090,7 @@ namespace OpenSim.Region.Environment.Scenes
if (heightvalue > (float)m_regInfo.RegionSettings.WaterHeight)
{
// scale height value
heightvalue = low + mid * (heightvalue - low) / mid;
@@ -1115,7 +1117,7 @@ namespace OpenSim.Region.Environment.Scenes
{
hfvalue = (float)hm[x, y];
hfvaluecompare = (float)hm[x - 1, y - 1];
if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
hfvalue = 0;
@@ -1133,7 +1135,7 @@ namespace OpenSim.Region.Environment.Scenes
// We have to desaturate and blacken the land at the same time
// we use floats, colors use bytes, so shrink are space down to
// 0-255
try
{
@@ -1148,7 +1150,7 @@ namespace OpenSim.Region.Environment.Scenes
m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
ShadowDebugContinue = false;
}
if (ShadowDebugContinue)
{
if ((256 - y) - 1 > 0)
@@ -1164,13 +1166,13 @@ namespace OpenSim.Region.Environment.Scenes
mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade);
}
}
}
}
}
@@ -1178,7 +1180,7 @@ namespace OpenSim.Region.Environment.Scenes
{
if (!terraincorruptedwarningsaid)
{
m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level",RegionInfo.RegionName);
m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", RegionInfo.RegionName);
terraincorruptedwarningsaid = true;
}
Color black = Color.Black;
@@ -1262,7 +1264,7 @@ namespace OpenSim.Region.Environment.Scenes
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)
{
@@ -1278,8 +1280,8 @@ namespace OpenSim.Region.Environment.Scenes
if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree)
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;
// if you want tree blocks on the map comment the above line and uncomment the below line
//mapdotspot = Color.PaleGreen;
if (part.Shape.Textures == null)
continue;
@@ -1410,106 +1412,76 @@ namespace OpenSim.Region.Environment.Scenes
return;
}
LLUUID lastMapRegionUUID = m_regInfo.lastMapUUID;
LazySaveGeneratedMaptile(data,temporary);
int lastMapRefresh = 0;
int twoDays = 172800;
int RefreshSeconds = twoDays;
try
{
lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh);
}
catch (ArgumentException)
{
}
catch (FormatException)
{
}
catch (OverflowException)
{
}
LLUUID TerrainImageLLUUID = LLUUID.Random();
if (lastMapRegionUUID == LLUUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch())
{
m_regInfo.SaveLastMapUUID(TerrainImageLLUUID);
m_log.Warn("[MAPTILE]: STORING MAPTILE IMAGE");
//Extra protection.. probably not needed.
}
else
{
TerrainImageLLUUID = lastMapRegionUUID;
m_log.Warn("[MAPTILE]: REUSING OLD MAPTILE IMAGE ID");
}
m_regInfo.RegionSettings.TerrainImageID = TerrainImageLLUUID;
AssetBase asset = new AssetBase();
asset.FullID = m_regInfo.RegionSettings.TerrainImageID;
asset.Data = data;
asset.Name = "terrainImage_" + m_regInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString();
asset.Description = RegionInfo.RegionName;
asset.Type = 0;
asset.Temporary = temporary;
AssetCache.AddAsset(asset);
#endregion
}
else
{
// Use the module to generate the maptile.
byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
if (data != null)
{
LLUUID lastMapRegionUUID = m_regInfo.lastMapUUID;
int lastMapRefresh = 0;
int twoDays = 172800;
int RefreshSeconds = twoDays;
try
{
lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh);
}
catch (ArgumentException)
{
}
catch (FormatException)
{
}
catch (OverflowException)
{
}
LLUUID TerrainImageLLUUID = LLUUID.Random();
if (lastMapRegionUUID == LLUUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch())
{
m_regInfo.SaveLastMapUUID(TerrainImageLLUUID);
//m_log.Warn(terrainImageID);
//Extra protection.. probably not needed.
}
else
{
TerrainImageLLUUID = lastMapRegionUUID;
}
m_regInfo.RegionSettings.TerrainImageID = TerrainImageLLUUID;
AssetBase asset = new AssetBase();
asset.FullID = m_regInfo.RegionSettings.TerrainImageID;
asset.Data = data;
asset.Name = "terrainImage_" + m_regInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString();
asset.Description = RegionInfo.RegionName;
asset.Type = 0;
asset.Temporary = temporary;
AssetCache.AddAsset(asset);
LazySaveGeneratedMaptile(data,temporary);
}
}
}
public void LazySaveGeneratedMaptile(byte[] data, bool temporary)
{
// Overwrites the local Asset cache with new maptile data
// Assets are single write, this causes the asset server to ignore this update,
// but the local asset cache does not
// this is on purpose! The net result of this is the region always has the most up to date
// map tile while protecting the (grid) asset database from bloat caused by a new asset each
// time a mapimage is generated!
LLUUID lastMapRegionUUID = m_regInfo.lastMapUUID;
int lastMapRefresh = 0;
int twoDays = 172800;
int RefreshSeconds = twoDays;
try
{
lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh);
}
catch (ArgumentException)
{
}
catch (FormatException)
{
}
catch (OverflowException)
{
}
LLUUID TerrainImageLLUUID = LLUUID.Random();
if (lastMapRegionUUID == LLUUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch())
{
m_regInfo.SaveLastMapUUID(TerrainImageLLUUID);
m_log.Warn("[MAPTILE]: STORING MAPTILE IMAGE");
}
else
{
TerrainImageLLUUID = lastMapRegionUUID;
m_log.Warn("[MAPTILE]: REUSING OLD MAPTILE IMAGE ID");
}
m_regInfo.RegionSettings.TerrainImageID = TerrainImageLLUUID;
AssetBase asset = new AssetBase();
asset.FullID = m_regInfo.RegionSettings.TerrainImageID;
asset.Data = data;
asset.Name = "terrainImage_" + m_regInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString();
asset.Description = RegionInfo.RegionName;
asset.Type = 0;
asset.Temporary = temporary;
AssetCache.AddAsset(asset);
}
#endregion
#region Load Land