Merge branch 'master' into careminster-presence-refactor

This commit is contained in:
Melanie
2010-06-12 00:08:20 +01:00
10 changed files with 219 additions and 110 deletions

View File

@@ -219,40 +219,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
CreateFoldersForPath(destFolder, archivePathSectionToCreate, resolvedFolders, loadedNodes);
return destFolder;
/*
string[] rawFolders = filePath.Split(new char[] { '/' });
// Find the folders that do exist along the path given
int i = 0;
bool noFolder = false;
InventoryFolderImpl foundFolder = rootDestinationFolder;
while (!noFolder && i < rawFolders.Length)
{
InventoryFolderImpl folder = foundFolder.FindFolderByPath(rawFolders[i]);
if (null != folder)
{
m_log.DebugFormat("[INVENTORY ARCHIVER]: Found folder {0}", folder.Name);
foundFolder = folder;
i++;
}
else
{
noFolder = true;
}
}
// Create any folders that did not previously exist
while (i < rawFolders.Length)
{
m_log.DebugFormat("[INVENTORY ARCHIVER]: Creating folder {0}", rawFolders[i]);
UUID newFolderId = UUID.Random();
m_userInfo.CreateFolder(
rawFolders[i++], newFolderId, (ushort)AssetType.Folder, foundFolder.ID);
foundFolder = foundFolder.GetChildFolder(newFolderId);
}
*/
}
/// <summary>

View File

@@ -279,7 +279,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
public void TestIarV0_1WithEscapedChars()
{
TestHelper.InMethod();
log4net.Config.XmlConfigurator.Configure();
// log4net.Config.XmlConfigurator.Configure();
string itemName = "You & you are a mean/man/";
string humanEscapedItemName = @"You & you are a mean\/man\/";
@@ -505,7 +505,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
/// Test replication of an archive path to the user's inventory.
/// </summary>
[Test]
public void TestReplicateArchivePathToUserInventory()
public void TestNewIarPath()
{
TestHelper.InMethod();
//log4net.Config.XmlConfigurator.Configure();
@@ -540,5 +540,51 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
InventoryFolderBase folder2 = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, folder1, "b");
Assert.That(folder2, Is.Not.Null, "Could not find folder b");
}
/// <summary>
/// Test replication of a partly existing archive path to the user's inventory.
/// </summary>
[Test]
public void TestPartExistingIarPath()
{
TestHelper.InMethod();
//log4net.Config.XmlConfigurator.Configure();
Scene scene = SceneSetupHelpers.SetupScene("inventory");
UserAccount ua1 = UserProfileTestUtils.CreateUserWithInventory(scene);
string folder1ExistingName = "a";
string folder2Name = "b";
string itemName = "c.lsl";
InventoryFolderBase folder1
= UserInventoryTestUtils.CreateInventoryFolder(
scene.InventoryService, ua1.PrincipalID, folder1ExistingName);
string folder1ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder1ExistingName, UUID.Random());
string folder2ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder2Name, UUID.Random());
string itemArchiveName = InventoryArchiveWriteRequest.CreateArchiveItemName(itemName, UUID.Random());
string itemArchivePath
= string.Format(
"{0}{1}{2}{3}",
ArchiveConstants.INVENTORY_PATH, folder1ArchiveName, folder2ArchiveName, itemArchiveName);
new InventoryArchiveReadRequest(scene, ua1, null, (Stream)null)
.ReplicateArchivePathToUserInventory(
itemArchivePath, scene.InventoryService.GetRootFolder(ua1.PrincipalID),
new Dictionary<string, InventoryFolderBase>(), new List<InventoryNodeBase>());
InventoryFolderBase folder1Post
= InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, ua1.PrincipalID, folder1ExistingName);
Assert.That(folder1Post.ID, Is.EqualTo(folder1.ID));
/*
InventoryFolderBase folder2
= InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, folder1Post, "b");
Assert.That(folder2, Is.Not.Null);
InventoryItemBase item = InventoryArchiveUtils.FindItemByPath(scene.InventoryService, folder2, itemName);
Assert.That(item, Is.Not.Null);
*/
}
}
}

View File

@@ -70,10 +70,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
#region IMapImageGenerator Members
public byte[] WriteJpeg2000Image(string gradientmap)
public Bitmap CreateMapTile(string gradientmap)
{
byte[] imageData = null;
bool drawPrimVolume = true;
bool textureTerrain = false;
@@ -98,32 +96,36 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
}
terrainRenderer.Initialise(m_scene, m_config);
using (Bitmap mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize))
Bitmap mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
//long t = System.Environment.TickCount;
//for (int i = 0; i < 10; ++i) {
terrainRenderer.TerrainToBitmap(mapbmp);
//}
//t = System.Environment.TickCount - t;
//m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
if (drawPrimVolume)
{
//long t = System.Environment.TickCount;
//for (int i = 0; i < 10; ++i) {
terrainRenderer.TerrainToBitmap(mapbmp);
//}
//t = System.Environment.TickCount - t;
//m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
if (drawPrimVolume)
{
DrawObjectVolume(m_scene, mapbmp);
}
try
{
imageData = OpenJPEG.EncodeFromImage(mapbmp, true);
}
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
{
m_log.Error("Failed generating terrain map: " + e);
}
DrawObjectVolume(m_scene, mapbmp);
}
return imageData;
return mapbmp;
}
public byte[] WriteJpeg2000Image(string gradientmap)
{
try
{
using (Bitmap mapbmp = CreateMapTile(gradientmap))
return OpenJPEG.EncodeFromImage(mapbmp, true);
}
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
{
m_log.Error("Failed generating terrain map: " + e);
}
return null;
}
#endregion

View File

@@ -37,6 +37,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{
public class ShadedMapTileRenderer : IMapTileTerrainRenderer
{
private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -221,8 +223,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
try
{
Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
mapbmp.SetPixel(x, yr, water);
mapbmp.SetPixel(x, yr, WATER_COLOR);
}
catch (ArgumentException)
{

View File

@@ -136,6 +136,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
private static readonly UUID defaultTerrainTexture4 = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200);
private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
#endregion
@@ -406,8 +408,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
heightvalue = 100f - (heightvalue * 100f) / 19f; // 0 - 19 => 100 - 0
Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
mapbmp.SetPixel(x, yr, water);
mapbmp.SetPixel(x, yr, WATER_COLOR);
}
}
}

View File

@@ -1002,41 +1002,15 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
public void RegenerateMaptile(byte[] data)
{
// 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!
UUID lastMapRegionUUID = m_scene.RegionInfo.RegionSettings.TerrainImageID;
int lastMapRefresh = 0;
int twoDays = 172800;
// int RefreshSeconds = twoDays;
try
{
lastMapRefresh = Convert.ToInt32(m_scene.RegionInfo.lastMapRefresh);
}
catch (ArgumentException)
{
}
catch (FormatException)
{
}
catch (OverflowException)
{
}
m_log.Debug("[MAPTILE]: STORING MAPTILE IMAGE");
m_scene.RegionInfo.RegionSettings.TerrainImageID = UUID.Random();
AssetBase asset = new AssetBase(
m_scene.RegionInfo.RegionSettings.TerrainImageID,
"terrainImage_" + m_scene.RegionInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString(),
"terrainImage_" + m_scene.RegionInfo.RegionID.ToString(),
(sbyte)AssetType.Texture,
m_scene.RegionInfo.RegionID.ToString());
asset.Data = data;