varregion: fix problem of X/Y dimensions swapped and incorrect terrain

compression base computation.
Complete replacement of float[] for terrain heightmap with TerrainData instance.
This commit is contained in:
Robert Adams
2013-10-31 09:24:06 -07:00
parent 2be0347f50
commit 39777db8ef
4 changed files with 42 additions and 40 deletions

View File

@@ -1154,7 +1154,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="map">heightmap</param>
public virtual void SendLayerData(float[] map)
{
Util.FireAndForget(DoSendLayerData, map);
Util.FireAndForget(DoSendLayerData, m_scene.Heightmap.GetTerrainData());
}
/// <summary>
@@ -1163,7 +1163,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="o"></param>
private void DoSendLayerData(object o)
{
float[] map = (float[])o;
TerrainData map = (TerrainData)o;
try
{
@@ -1177,7 +1177,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//}
// Send LayerData in a spiral pattern. Fun!
SendLayerTopRight(map, 0, 0, 15, 15);
SendLayerTopRight(map, 0, 0, map.SizeX/Constants.TerrainPatchSize-1, map.SizeY/Constants.TerrainPatchSize-1);
}
catch (Exception e)
{
@@ -1185,7 +1185,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
private void SendLayerTopRight(TerrainData map, int x1, int y1, int x2, int y2)
{
// Row
for (int i = x1; i <= x2; i++)
@@ -1199,7 +1199,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
}
void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
void SendLayerBottomLeft(TerrainData map, int x1, int y1, int x2, int y2)
{
// Row in reverse
for (int i = x2; i >= x1; i--)
@@ -1231,6 +1231,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// OutPacket(layerpack, ThrottleOutPacketType.Land);
// }
// Legacy form of invocation that passes around a bare data array.
// Just ignore what was passed and use the real terrain info that is part of the scene.
public void SendLayerData(int px, int py, float[] map)
{
SendLayerData(px, py, m_scene.Heightmap.GetTerrainData());
}
/// <summary>
/// Sends a terrain packet for the point specified.
/// This is a legacy call that has refarbed the terrain into a flat map of floats.
@@ -1239,15 +1246,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="px">Patch coordinate (x) 0..15</param>
/// <param name="py">Patch coordinate (y) 0..15</param>
/// <param name="map">heightmap</param>
public void SendLayerData(int px, int py, float[] map)
public void SendLayerData(int px, int py, TerrainData terrData)
{
try
{
// For unknown reasons, after this point, patch numbers are swapped X for y.
// That means, that for <patchNumX, patchNumY, the array location is computed as map[patchNumY * 16 + patchNumX].
// TODO: someday straighten the below implementation to keep the X row order for patch numbers.
// Since this is passing only one patch, we just swap the patch numbers.
LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(m_scene.Heightmap.GetTerrainData(), px, py);
LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(terrData, px, py);
// When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience.
// To alleviate this issue, when the user edits the terrain, we start skipping the queues until they're done editing the terrain.