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Change terrain update sending to be triggered by frame tick rather
than everytime terrain is changed. The TerrainModule now hooks the frame event and, if terrain has changed, sends terrain updates to the clients. This polling pattern replaces the previous push on change pattern and will make it easier to do per client throttling and per scene presence terrain update ordering.
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@@ -50,8 +50,9 @@ namespace OpenSim.Framework
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// Someday terrain will have caves
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public abstract float this[int x, int y, int z] { get; set; }
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public bool IsTainted { get; protected set; }
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public abstract bool IsTaintedAt(int xx, int yy);
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public abstract bool IsTaintedAt(int xx, int yy, bool clearOnTest);
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public abstract void TaintAllTerrain();
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public abstract void ClearTaint();
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public abstract void ClearLand();
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@@ -75,6 +76,7 @@ namespace OpenSim.Framework
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public abstract short[] GetCompressedMap();
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public abstract float CompressionFactor { get; }
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public abstract float[] GetFloatsSerialized();
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public abstract double[,] GetDoubles();
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public abstract TerrainData Clone();
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}
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@@ -138,10 +140,20 @@ namespace OpenSim.Framework
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// TerrainData.ClearTaint
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public override void ClearTaint()
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{
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IsTainted = false;
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SetAllTaint(false);
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}
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// TerrainData.TaintAllTerrain
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public override void TaintAllTerrain()
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{
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SetAllTaint(true);
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}
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private void SetAllTaint(bool setting)
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{
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for (int ii = 0; ii < m_taint.GetLength(0); ii++)
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for (int jj = 0; jj < m_taint.GetLength(1); jj++)
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m_taint[ii, jj] = false;
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m_taint[ii, jj] = setting;
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}
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// TerrainData.ClearLand
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@@ -158,15 +170,25 @@ namespace OpenSim.Framework
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m_heightmap[xx, yy] = flatHeight;
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}
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public override bool IsTaintedAt(int xx, int yy)
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// Return 'true' of the patch that contains these region coordinates has been modified.
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// Note that checking the taint clears it.
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// There is existing code that relies on this feature.
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public override bool IsTaintedAt(int xx, int yy, bool clearOnTest)
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{
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int tx = xx / Constants.TerrainPatchSize;
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int ty = yy / Constants.TerrainPatchSize;
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bool ret = m_taint[tx, ty];
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m_taint[tx, ty] = false;
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if (ret && clearOnTest)
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m_taint[tx, ty] = false;
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return ret;
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}
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// Old form that clears the taint flag when we check it.
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public override bool IsTaintedAt(int xx, int yy)
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{
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return IsTaintedAt(xx, yy, true /* clearOnTest */);
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}
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// TerrainData.GetDatabaseBlob
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// The user wants something to store in the database.
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public override bool GetDatabaseBlob(out int DBRevisionCode, out Array blob)
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@@ -212,6 +234,25 @@ namespace OpenSim.Framework
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return ret;
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}
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// TerrainData.GetFloatsSerialized
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// This one dimensional version is ordered so height = map[y*sizeX+x];
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// DEPRECATED: don't use this function as it does not retain the dimensions of the terrain
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// and the caller will probably do the wrong thing if the terrain is not the legacy 256x256.
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public override float[] GetFloatsSerialized()
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{
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int points = SizeX * SizeY;
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float[] heights = new float[points];
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int idx = 0;
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for (int jj = 0; jj < SizeY; jj++)
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for (int ii = 0; ii < SizeX; ii++)
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{
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heights[idx++] = FromCompressedHeight(m_heightmap[ii, jj]);
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}
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return heights;
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}
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// TerrainData.GetDoubles
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public override double[,] GetDoubles()
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{
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