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https://github.com/opensim/opensim.git
synced 2026-08-11 11:57:03 +08:00
varregion: plug in TerrainData class and modify TerrainModule and LLClientView to use same. This passes a terrain info class around rather than passing a one dimensional array thus allowing variable regions. Update the database storage for variable region sizes. This should be downward compatible (same format for 256x256 regions).
This commit is contained in:
@@ -34,11 +34,13 @@ using System.Text;
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using System.Threading;
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using System.Timers;
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using System.Xml;
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using log4net;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenMetaverse.Messages.Linden;
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using OpenMetaverse.StructuredData;
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using OpenSim.Framework;
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using OpenSim.Framework.Client;
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using OpenSim.Framework.Monitoring;
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@@ -48,7 +50,6 @@ using OpenSim.Services.Interfaces;
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using Timer = System.Timers.Timer;
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using AssetLandmark = OpenSim.Framework.AssetLandmark;
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using RegionFlags = OpenMetaverse.RegionFlags;
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using Nini.Config;
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using System.IO;
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using PermissionMask = OpenSim.Framework.PermissionMask;
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@@ -307,6 +308,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private const float m_sunPainDaHalfOrbitalCutoff = 4.712388980384689858f;
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static string LogHeader = "[LLCLIENTVIEW]";
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protected static Dictionary<PacketType, PacketMethod> PacketHandlers = new Dictionary<PacketType, PacketMethod>(); //Global/static handlers for all clients
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/// <summary>
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@@ -447,7 +449,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// ~LLClientView()
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// {
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// m_log.DebugFormat("[LLCLIENTVIEW]: Destructor called for {0}, circuit code {1}", Name, CircuitCode);
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// m_log.DebugFormat("{0} Destructor called for {1}, circuit code {2}", LogHeader, Name, CircuitCode);
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// }
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/// <summary>
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@@ -513,9 +515,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// there is some unidentified connection problem, not where we have issues due to deadlock
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if (!IsActive && !force)
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{
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m_log.DebugFormat(
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"[CLIENT]: Not attempting to close inactive client {0} in {1} since force flag is not set",
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Name, m_scene.Name);
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m_log.DebugFormat( "{0} Not attempting to close inactive client {1} in {2} since force flag is not set",
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LogHeader, Name, m_scene.Name);
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return;
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}
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@@ -1162,10 +1163,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name="o"></param>
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private void DoSendLayerData(object o)
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{
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float[] map = LLHeightFieldMoronize((float[])o);
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float[] map = (float[])o;
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try
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{
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// Send LayerData in typerwriter pattern
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//for (int y = 0; y < 16; y++)
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//{
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// for (int x = 0; x < 16; x++)
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@@ -1230,7 +1232,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// }
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/// <summary>
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/// Sends a specified patch to a client
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/// Sends a terrain packet for the point specified.
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/// This is a legacy call that has refarbed the terrain into a flat map of floats.
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/// We just use the terrain from the region we know about.
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/// </summary>
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/// <param name="px">Patch coordinate (x) 0..15</param>
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/// <param name="py">Patch coordinate (y) 0..15</param>
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@@ -1239,10 +1243,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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try
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{
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int[] patches = new int[] { py * 16 + px };
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float[] heightmap = (map.Length == 65536) ? map : LLHeightFieldMoronize(map);
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LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
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// For unknown reasons, after this point, patch numbers are swapped X for y.
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// That means, that for <patchNumX, patchNumY, the array location is computed as map[patchNumY * 16 + patchNumX].
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// TODO: someday straighten the below implementation to keep the X row order for patch numbers.
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// Since this is passing only one patch, we just swap the patch numbers.
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LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(m_scene.Heightmap.GetTerrainData(), px, py);
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// When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience.
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// To alleviate this issue, when the user edits the terrain, we start skipping the queues until they're done editing the terrain.
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@@ -1260,14 +1265,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (m_justEditedTerrain)
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{
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layerpack.Header.Reliable = false;
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OutPacket(layerpack,
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ThrottleOutPacketType.Unknown );
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OutPacket(layerpack, ThrottleOutPacketType.Unknown );
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}
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else
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{
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layerpack.Header.Reliable = true;
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OutPacket(layerpack,
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ThrottleOutPacketType.Land);
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OutPacket(layerpack, ThrottleOutPacketType.Land);
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}
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}
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catch (Exception e)
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@@ -1276,38 +1279,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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/// <summary>
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/// Munges heightfield into the LLUDP backed in restricted heightfield.
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/// </summary>
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/// <param name="map">float array in the base; Constants.RegionSize</param>
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/// <returns>float array in the base 256</returns>
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internal float[] LLHeightFieldMoronize(float[] map)
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{
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if (map.Length == 65536)
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return map;
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else
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{
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float[] returnmap = new float[65536];
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if (map.Length < 65535)
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{
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// rebase the vector stride to 256
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for (int i = 0; i < Constants.RegionSize; i++)
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Array.Copy(map, i * (int)Constants.RegionSize, returnmap, i * 256, (int)Constants.RegionSize);
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}
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else
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{
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for (int i = 0; i < 256; i++)
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Array.Copy(map, i * (int)Constants.RegionSize, returnmap, i * 256, 256);
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}
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//Array.Copy(map,0,returnmap,0,(map.Length < 65536)? map.Length : 65536);
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return returnmap;
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}
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}
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/// <summary>
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/// Send the wind matrix to the client
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/// </summary>
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@@ -2780,8 +2751,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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if (req.AssetInf.Data == null)
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{
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m_log.ErrorFormat("Cannot send asset {0} ({1}), asset data is null",
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req.AssetInf.ID, req.AssetInf.Metadata.ContentType);
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m_log.ErrorFormat("{0} Cannot send asset {1} ({2}), asset data is null",
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LogHeader, req.AssetInf.ID, req.AssetInf.Metadata.ContentType);
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return;
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}
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@@ -30,10 +30,14 @@ using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Net;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using Mono.Addins;
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using OpenSim.Data;
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using OpenSim.Framework;
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using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
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using OpenSim.Region.CoreModules.World.Terrain.FileLoaders;
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@@ -130,8 +134,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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{
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if (m_scene.Heightmap == null)
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{
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m_channel = new TerrainChannel(m_InitialTerrain,
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m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY, m_scene.RegionInfo.RegionSizeZ);
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m_channel = new TerrainChannel(m_InitialTerrain, (int)m_scene.RegionInfo.RegionSizeX,
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(int)m_scene.RegionInfo.RegionSizeY,
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(int)m_scene.RegionInfo.RegionSizeZ);
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m_scene.Heightmap = m_channel;
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UpdateRevertMap();
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}
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@@ -707,7 +712,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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private void CheckForTerrainUpdates(bool respectEstateSettings)
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{
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bool shouldTaint = false;
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float[] serialised = m_channel.GetFloatsSerialised();
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float[] terrData = m_channel.GetFloatsSerialised();
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int x;
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for (x = 0; x < m_channel.Width; x += Constants.TerrainPatchSize)
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{
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@@ -716,16 +721,16 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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{
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if (m_channel.Tainted(x, y))
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{
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// if we should respect the estate settings then
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// fixup and height deltas that don't respect them
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// If we should respect the estate settings then
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// fixup and height deltas that don't respect them.
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// Note that LimitChannelChanges() modifies the TerrainChannel with the limited height values.
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if (respectEstateSettings && LimitChannelChanges(x, y))
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{
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// this has been vetoed, so update
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// what we are going to send to the client
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serialised = m_channel.GetFloatsSerialised();
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// Terrain heights were modified. Refetch the terrain info.
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terrData = m_channel.GetFloatsSerialised();
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}
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SendToClients(serialised, x, y);
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SendToClients(terrData, x, y);
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shouldTaint = true;
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}
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}
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@@ -794,13 +799,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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/// <param name="serialised">A copy of the terrain as a 1D float array of size w*h</param>
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/// <param name="x">The patch corner to send</param>
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/// <param name="y">The patch corner to send</param>
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private void SendToClients(float[] serialised, int x, int y)
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private void SendToClients(float[] heightMap, int x, int y)
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{
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m_scene.ForEachClient(
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delegate(IClientAPI controller)
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{ controller.SendLayerData(
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x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize, serialised);
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}
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{ controller.SendLayerData( x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize, heightMap); }
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);
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}
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@@ -136,24 +136,4 @@ namespace OpenSim.Region.Framework.Interfaces
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void Shutdown();
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}
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// The terrain is stored as a blob in the database with a 'revision' field.
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// Some implementations of terrain storage would fill the revision field with
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// the time the terrain was stored. When real revisions were added and this
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// feature removed, that left some old entries with the time in the revision
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// field.
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// Thus, if revision is greater than 'RevisionHigh' then terrain db entry is
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// left over and it is presumed to be 'Legacy256'.
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// Numbers are arbitrary and are chosen to to reduce possible mis-interpretation.
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// If a revision does not match any of these, it is assumed to be Legacy256.
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public enum DBTerrainRevision
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{
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// Terrain is 'double[256,256]'
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Legacy256 = 11,
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// Terrain is 'int32, int32, float[,]' where the shorts are X and Y dimensions
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// The dimensions are presumed to be multiples of 16 and, more likely, multiples of 256.
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Variable2D = 22,
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// A revision that is not listed above or any revision greater than this value is 'Legacy256'.
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RevisionHigh = 1234
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}
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}
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@@ -25,6 +25,8 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using OpenSim.Framework;
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namespace OpenSim.Region.Framework.Interfaces
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{
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public interface ITerrainChannel
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@@ -35,18 +37,20 @@ namespace OpenSim.Region.Framework.Interfaces
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double this[int x, int y] { get; set; }
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// Return the packaged terrain data for passing into lower levels of communication
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TerrainData GetTerrainData();
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/// <summary>
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/// Squash the entire heightmap into a single dimensioned array
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/// </summary>
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/// <returns></returns>
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float[] GetFloatsSerialised();
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// Get version of map as a single dimensioned array and each value compressed
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// into an int (compressedHeight = (int)(floatHeight * Constants.TerrainCompression);)
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// This is done to make the map smaller as it can get pretty larger for variable sized regions.
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short[] GetCompressedMap();
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double[,] GetDoubles();
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// Check if a location has been updated. Clears the taint flag as a side effect.
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bool Tainted(int x, int y);
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ITerrainChannel MakeCopy();
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string SaveToXmlString();
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void LoadFromXmlString(string data);
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@@ -1905,7 +1905,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain);
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m_log.InfoFormat("[TERRAIN]: No default terrain. Generating a new terrain {0}.", m_InitialTerrain);
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Heightmap = new TerrainChannel(m_InitialTerrain, RegionInfo.RegionSizeX, RegionInfo.RegionSizeY, RegionInfo.RegionSizeZ);
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Heightmap = new TerrainChannel(m_InitialTerrain, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ);
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SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
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}
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@@ -25,13 +25,18 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.IO;
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using System.Text;
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using System.Reflection;
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using System.Xml;
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using System.Xml.Serialization;
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using OpenSim.Data;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using System;
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using System.Text;
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using System.Xml;
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using System.IO;
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using System.Xml.Serialization;
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using log4net;
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namespace OpenSim.Region.Framework.Scenes
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{
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@@ -40,18 +45,20 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public class TerrainChannel : ITerrainChannel
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{
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protected bool[,] m_taint;
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protected short[] m_map;
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static string LogHeader = "[TERRAIN CHANNEL]";
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public int Width { get; private set; } // X dimension
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protected TerrainData m_terrainData;
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public int Width { get { return m_terrainData.SizeX; } } // X dimension
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// Unfortunately, for historical reasons, in this module 'Width' is X and 'Height' is Y
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public int Height { get; private set; } // Y dimension
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public int Altitude { get; private set; } // Y dimension
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public int Height { get { return m_terrainData.SizeY; } } // Y dimension
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public int Altitude { get { return m_terrainData.SizeZ; } } // Y dimension
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// Default, not-often-used builder
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public TerrainChannel()
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{
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InitializeStructures(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight, false);
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m_terrainData = new HeightmapTerrainData((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionHeight);
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FlatLand();
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// PinHeadIsland();
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}
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@@ -59,27 +66,23 @@ namespace OpenSim.Region.Framework.Scenes
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// Create terrain of given size
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public TerrainChannel(int pX, int pY)
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{
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InitializeStructures((uint)pX, (uint)pY, Constants.RegionHeight, true);
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m_terrainData = new HeightmapTerrainData(pX, pY, (int)Constants.RegionHeight);
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}
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// Create terrain of specified size and initialize with specified terrain.
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// TODO: join this with the terrain initializers.
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public TerrainChannel(String type, uint pX, uint pY, uint pZ)
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public TerrainChannel(String type, int pX, int pY, int pZ)
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{
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InitializeStructures(pX, pY, pZ, false);
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m_terrainData = new HeightmapTerrainData(pX, pY, pZ);
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if (type.Equals("flat"))
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FlatLand();
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else
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PinHeadIsland();
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}
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public TerrainChannel(double[,] pM, uint pH)
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public TerrainChannel(double[,] pM, uint pAltitude)
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{
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InitializeStructures((uint)pM.GetLength(0), (uint)pM.GetLength(1), pH, false);
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int idx = 0;
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for (int ii = 0; ii < Height; ii++)
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for (int jj = 0; jj < Width; jj++)
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m_map[idx++] = ToCompressedHeight(pM[ii, jj]);
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m_terrainData = new HeightmapTerrainData(pM);
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}
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#region ITerrainChannel Members
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@@ -90,20 +93,23 @@ namespace OpenSim.Region.Framework.Scenes
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return this.Copy();
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}
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// ITerrainChannel.GetCompressedMap()
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public short[] GetCompressedMap()
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// ITerrainChannel.GetTerrainData()
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public TerrainData GetTerrainData()
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{
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return m_map;
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return m_terrainData;
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}
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// ITerrainChannel.GetFloatsSerialized()
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// NOTICE that the one dimensional form is ordered by Y!!
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public float[] GetFloatsSerialised()
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{
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int points = Width * Height;
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float[] heights = new float[points];
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for (int ii = 0; ii < points; ii++)
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heights[ii] = FromCompressedHeight(m_map[ii]);
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int idx = 0;
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for (int ii = 0; ii < Height; ii++)
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for (int jj = 0; jj < Width; jj++)
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heights[idx++] = m_terrainData[jj, ii];
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return heights;
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}
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@@ -116,11 +122,11 @@ namespace OpenSim.Region.Framework.Scenes
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double[,] heights = new double[w, l];
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int idx = 0; // index into serialized array
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for (int ii = 0; ii < l; ii++)
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for (int ii = 0; ii < w; ii++)
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{
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for (int jj = 0; jj < w; jj++)
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for (int jj = 0; jj < l; jj++)
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{
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heights[ii, jj] = (double)FromCompressedHeight(m_map[idx]);
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heights[ii, jj] = (double)m_terrainData[ii, jj];
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idx++;
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}
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}
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@@ -131,31 +137,20 @@ namespace OpenSim.Region.Framework.Scenes
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// ITerrainChannel.this[x,y]
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public double this[int x, int y]
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{
|
||||
get { return m_map[x * Width + y]; }
|
||||
get { return (double)m_terrainData[x, y]; }
|
||||
set
|
||||
{
|
||||
// Will "fix" terrain hole problems. Although not fantastically.
|
||||
if (Double.IsNaN(value) || Double.IsInfinity(value))
|
||||
return;
|
||||
|
||||
int idx = x * Width + y;
|
||||
if (m_map[idx] != value)
|
||||
{
|
||||
m_taint[x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize] = true;
|
||||
m_map[idx] = ToCompressedHeight(value);
|
||||
}
|
||||
m_terrainData[x, y] = (float)value;
|
||||
}
|
||||
}
|
||||
|
||||
// ITerrainChannel.Tainted()
|
||||
public bool Tainted(int x, int y)
|
||||
{
|
||||
if (m_taint[x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize])
|
||||
{
|
||||
m_taint[x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize] = false;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
return m_terrainData.IsTaintedAt(x, y);
|
||||
}
|
||||
|
||||
// ITerrainChannel.SaveToXmlString()
|
||||
@@ -188,49 +183,25 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
#endregion
|
||||
|
||||
private void InitializeStructures(uint pX, uint pY, uint pZ, bool shouldInitializeHeightmap)
|
||||
{
|
||||
Width = (int)pX;
|
||||
Height = (int)pY;
|
||||
Altitude = (int)pZ;
|
||||
m_map = new short[Width * Height];
|
||||
m_taint = new bool[Width / Constants.TerrainPatchSize, Height / Constants.TerrainPatchSize];
|
||||
ClearTaint();
|
||||
if (shouldInitializeHeightmap)
|
||||
{
|
||||
FlatLand();
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearTaint()
|
||||
{
|
||||
for (int ii = 0; ii < Width / Constants.TerrainPatchSize; ii++)
|
||||
for (int jj = 0; jj < Height / Constants.TerrainPatchSize; jj++)
|
||||
m_taint[ii, jj] = false;
|
||||
}
|
||||
|
||||
/*
|
||||
// To save space (especially for large regions), keep the height as a short integer
|
||||
// that is coded as the float height times the compression factor (usually '100'
|
||||
// to make for two decimal points).
|
||||
public short ToCompressedHeight(double pHeight)
|
||||
public static short ToCompressedHeight(double pHeight)
|
||||
{
|
||||
return (short)(pHeight * Constants.TerrainCompression);
|
||||
}
|
||||
|
||||
public float FromCompressedHeight(short pHeight)
|
||||
public static float FromCompressedHeight(short pHeight)
|
||||
{
|
||||
return ((float)pHeight) / Constants.TerrainCompression;
|
||||
}
|
||||
*/
|
||||
|
||||
public TerrainChannel Copy()
|
||||
{
|
||||
TerrainChannel copy = new TerrainChannel();
|
||||
copy.m_map = (short[])m_map.Clone();
|
||||
copy.m_taint = (bool[,])m_taint.Clone();
|
||||
copy.Width = Width;
|
||||
copy.Height = Height;
|
||||
copy.Altitude = Altitude;
|
||||
|
||||
copy.m_terrainData = m_terrainData.Clone();
|
||||
return copy;
|
||||
}
|
||||
|
||||
@@ -289,6 +260,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
byte[] dataArray = (byte[])serializer.Deserialize(xmlReader);
|
||||
int index = 0;
|
||||
|
||||
m_terrainData = new HeightmapTerrainData(Width, Height, Altitude);
|
||||
|
||||
for (int y = 0; y < Height; y++)
|
||||
{
|
||||
for (int x = 0; x < Width; x++)
|
||||
@@ -321,7 +294,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
// New terrain serialization format that includes the width and length.
|
||||
private void ToXml2(XmlWriter xmlWriter)
|
||||
{
|
||||
TerrainChannelXMLPackage package = new TerrainChannelXMLPackage(Width, Height, Altitude, m_map);
|
||||
TerrainChannelXMLPackage package = new TerrainChannelXMLPackage(Width, Height, Altitude, m_terrainData.GetCompressedMap());
|
||||
XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
|
||||
serializer.Serialize(xmlWriter, package);
|
||||
}
|
||||
@@ -331,38 +304,32 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
|
||||
TerrainChannelXMLPackage package = (TerrainChannelXMLPackage)serializer.Deserialize(xmlReader);
|
||||
Width = package.SizeX;
|
||||
Height = package.SizeY;
|
||||
Altitude = package.SizeZ;
|
||||
m_map = package.Map;
|
||||
m_terrainData = new HeightmapTerrainData(package.Map, package.SizeX, package.SizeY, package.SizeZ);
|
||||
}
|
||||
|
||||
// Fill the heightmap with the center bump terrain
|
||||
private void PinHeadIsland()
|
||||
{
|
||||
int x;
|
||||
for (x = 0; x < Width; x++)
|
||||
for (int x = 0; x < Width; x++)
|
||||
{
|
||||
int y;
|
||||
for (y = 0; y < Height; y++)
|
||||
for (int y = 0; y < Height; y++)
|
||||
{
|
||||
int idx = x * (int)Width + y;
|
||||
m_map[idx] = ToCompressedHeight(TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10);
|
||||
short spherFacA = ToCompressedHeight(TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 50) * 0.01);
|
||||
short spherFacB = ToCompressedHeight(TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 100) * 0.001);
|
||||
if (m_map[idx] < spherFacA)
|
||||
m_map[idx] = spherFacA;
|
||||
if (m_map[idx] < spherFacB)
|
||||
m_map[idx] = spherFacB;
|
||||
m_terrainData[x, y] = (float)TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
|
||||
float spherFacA = (float)(TerrainUtil.SphericalFactor(x, y, m_terrainData.SizeX / 2.0, m_terrainData.SizeY / 2.0, 50) * 0.01d);
|
||||
float spherFacB = (float)(TerrainUtil.SphericalFactor(x, y, m_terrainData.SizeX / 2.0, m_terrainData.SizeY / 2.0, 100) * 0.001d);
|
||||
if (m_terrainData[x, y]< spherFacA)
|
||||
m_terrainData[x, y]= spherFacA;
|
||||
if (m_terrainData[x, y]< spherFacB)
|
||||
m_terrainData[x, y] = spherFacB;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void FlatLand()
|
||||
{
|
||||
short flatHeight = ToCompressedHeight(21);
|
||||
for (int ii = 0; ii < m_map.Length; ii++)
|
||||
m_map[ii] = flatHeight;
|
||||
for (int xx = 0; xx < Width; xx++)
|
||||
for (int yy = 0; yy < Height; yy++)
|
||||
m_terrainData[xx, yy] = 21;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -113,22 +113,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
// routines (like IClientAPI) only pass the float array of heights around. This entry
|
||||
// converts that legacy representation into the more compact represenation used in
|
||||
// TerrainChannel. Someday fix the plumbing between here and the scene.
|
||||
public static LayerDataPacket CreateLandPacket(float[] heightmap, int patchX, int patchY, uint sizeX, uint sizeY)
|
||||
public static LayerDataPacket CreateLandPacket(TerrainData terrData, int patchX, int patchY)
|
||||
{
|
||||
int[] xPieces = new int[1];
|
||||
int[] yPieces = new int[1];
|
||||
|
||||
short[] newmap = new short[heightmap.Length];
|
||||
for (int ii = 0; ii < heightmap.Length; ii++)
|
||||
newmap[ii] = TerrainChannel.ToCompressedHeight(heightmap[ii]);
|
||||
|
||||
xPieces[0] = patchX; // patch X dimension
|
||||
yPieces[0] = patchY;
|
||||
|
||||
m_log.DebugFormat("{0} CreateLandPacket. patchX={1}, patchY={2}, sizeX={3}, sizeY={4}",
|
||||
LogHeader, patchX, patchY, sizeX, sizeY);
|
||||
LogHeader, patchX, patchY, terrData.SizeX, terrData.SizeY);
|
||||
|
||||
return CreateLandPacket(newmap, xPieces, yPieces, (int)TerrainPatch.LayerType.Land, sizeX, sizeY);
|
||||
return CreateLandPacket(terrData, xPieces, yPieces, (int)TerrainPatch.LayerType.Land);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -153,8 +148,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
/// <param name="pRegionSizeX"></param>
|
||||
/// <param name="pRegionSizeY"></param>
|
||||
/// <returns></returns>
|
||||
public static LayerDataPacket CreateLandPacket(short[] heightmap, int[] x, int[] y, byte type,
|
||||
uint pRegionSizeX, uint pRegionSizeY)
|
||||
public static LayerDataPacket CreateLandPacket(TerrainData terrData, int[] x, int[] y, byte type)
|
||||
{
|
||||
LayerDataPacket layer = new LayerDataPacket {LayerID = {Type = type}};
|
||||
|
||||
@@ -168,7 +162,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
bitpack.PackBits(type, 8);
|
||||
|
||||
for (int i = 0; i < x.Length; i++)
|
||||
CreatePatchFromHeightmap(bitpack, heightmap, x[i], y[i], pRegionSizeX, pRegionSizeY);
|
||||
CreatePatchFromHeightmap(bitpack, terrData, x[i], y[i]);
|
||||
|
||||
bitpack.PackBits(END_OF_PATCHES, 8);
|
||||
|
||||
@@ -217,14 +211,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
/// </param>
|
||||
/// <param name="pRegionSizeX"></param>
|
||||
/// <param name="pRegionSizeY"></param>
|
||||
public static void CreatePatchFromHeightmap(BitPack output, short[] heightmap, int patchX, int patchY,
|
||||
uint pRegionSizeX, uint pRegionSizeY)
|
||||
public static void CreatePatchFromHeightmap(BitPack output, TerrainData terrData, int patchX, int patchY)
|
||||
{
|
||||
TerrainPatch.Header header = PrescanPatch(heightmap, patchX, patchY, pRegionSizeX, pRegionSizeY);
|
||||
TerrainPatch.Header header = PrescanPatch(terrData, patchX, patchY);
|
||||
header.QuantWBits = 136;
|
||||
|
||||
// If larger than legacy region size, pack patch X and Y info differently.
|
||||
if (pRegionSizeX > Constants.RegionSize || pRegionSizeY > Constants.RegionSize)
|
||||
if (terrData.SizeX > Constants.RegionSize || terrData.SizeY > Constants.RegionSize)
|
||||
{
|
||||
header.PatchIDs = (patchY & 0xFFFF);
|
||||
header.PatchIDs += (patchX << 16);
|
||||
@@ -237,8 +230,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
|
||||
// NOTE: No idea what prequant and postquant should be or what they do
|
||||
int wbits;
|
||||
int[] patch = CompressPatch(heightmap, patchX, patchY, header, 10, pRegionSizeX, pRegionSizeY, out wbits);
|
||||
wbits = EncodePatchHeader(output, header, patch, pRegionSizeX, pRegionSizeY, wbits);
|
||||
int[] patch = CompressPatch(terrData, patchX, patchY, header, 10, out wbits);
|
||||
wbits = EncodePatchHeader(output, header, patch, (uint)terrData.SizeX, (uint)terrData.SizeY, wbits);
|
||||
EncodePatch(output, patch, 0, wbits);
|
||||
}
|
||||
|
||||
@@ -262,19 +255,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
}
|
||||
|
||||
// Scan the height info we're returning and return a patch packet header for this patch.
|
||||
// TODO. Why are patches ordered Y,X rather than X,Y?
|
||||
private static TerrainPatch.Header PrescanPatch(short[] heightmap, int patchX, int patchY,
|
||||
uint pRegionSizeX, uint pRegionSizeY)
|
||||
private static TerrainPatch.Header PrescanPatch(TerrainData terrData, int patchX, int patchY)
|
||||
{
|
||||
TerrainPatch.Header header = new TerrainPatch.Header();
|
||||
short zmax = -32767;
|
||||
short zmin = 32767;
|
||||
float zmax = -99999999.0f;
|
||||
float zmin = 99999999.0f;
|
||||
|
||||
for (int j = patchY*16; j < (patchY + 1)*16; j++)
|
||||
{
|
||||
for (int i = patchX*16; i < (patchX + 1)*16; i++)
|
||||
{
|
||||
short val = heightmap[j*pRegionSizeX + i];
|
||||
// short val = heightmap[j*pRegionSizeX + i];
|
||||
float val = terrData[j, i];
|
||||
if (val > zmax) zmax = val;
|
||||
if (val < zmin) zmin = val;
|
||||
}
|
||||
@@ -282,8 +274,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
|
||||
// Since the the min and max values are the shorts, rescale to be real values.
|
||||
// TODO: all this logic should go into the class wrapping the short values.
|
||||
header.DCOffset = TerrainChannel.FromCompressedHeight(zmin);
|
||||
header.Range = (int)(TerrainChannel.FromCompressedHeight(zmax) - TerrainChannel.FromCompressedHeight(zmin) + 1.0f);
|
||||
header.DCOffset = zmin;
|
||||
header.Range = (int)(zmax - zmin + 1.0f);
|
||||
|
||||
return header;
|
||||
}
|
||||
@@ -812,8 +804,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
return itemp;
|
||||
}
|
||||
|
||||
private static int[] CompressPatch(short[] heightmap, int patchX, int patchY, TerrainPatch.Header header,
|
||||
int prequant, uint pRegionSizeX, uint pRegionSizeY, out int wbits)
|
||||
private static int[] CompressPatch(TerrainData terrData, int patchX, int patchY, TerrainPatch.Header header,
|
||||
int prequant, out int wbits)
|
||||
{
|
||||
float[] block = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
|
||||
int wordsize = prequant;
|
||||
@@ -827,19 +819,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
|
||||
int k = 0;
|
||||
|
||||
premult /= Constants.TerrainCompression; // put here short to float factor
|
||||
|
||||
int jPatchLimit = patchY;
|
||||
if (patchY >= (pRegionSizeY / Constants.TerrainPatchSize))
|
||||
if (patchY >= (terrData.SizeY / Constants.TerrainPatchSize))
|
||||
{
|
||||
jPatchLimit = (int)(pRegionSizeY - Constants.TerrainPatchSize) / Constants.TerrainPatchSize;
|
||||
jPatchLimit = (int)(terrData.SizeY - Constants.TerrainPatchSize) / Constants.TerrainPatchSize;
|
||||
}
|
||||
jPatchLimit = (jPatchLimit + 1) * Constants.TerrainPatchSize;
|
||||
|
||||
int iPatchLimit = patchX;
|
||||
if (patchX >= (pRegionSizeX / Constants.TerrainPatchSize))
|
||||
if (patchX >= (terrData.SizeX / Constants.TerrainPatchSize))
|
||||
{
|
||||
iPatchLimit = (int)(pRegionSizeX - Constants.TerrainPatchSize) / Constants.TerrainPatchSize;
|
||||
iPatchLimit = (int)(terrData.SizeX - Constants.TerrainPatchSize) / Constants.TerrainPatchSize;
|
||||
}
|
||||
iPatchLimit = (iPatchLimit + 1) * Constants.TerrainPatchSize;
|
||||
|
||||
@@ -847,7 +837,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
{
|
||||
for (int i = patchX * Constants.TerrainPatchSize; i < iPatchLimit; i++)
|
||||
{
|
||||
block[k++] = (heightmap[j*pRegionSizeX + i])*premult - sub;
|
||||
// block[k++] = (heightmap[j*pRegionSizeX + i])*premult - sub;
|
||||
block[k++] = terrData[j, i] - sub;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user