Exemple #1
0
        public void PrepareData(BaseLog log)
        {
            if (log == null)
            {
                throw new ArgumentNullException("log");
            }

            Log = log;
            Cache.Clear();

            Geometry = new Geometry {
                Transform = true
            };
            //List<ADT> adtList = new List<ADT>();

            bool hasHandle = false;

            try
            {
                try
                {
                    hasHandle = _mutex.WaitOne(Timeout.Infinite, false);
                    if (hasHandle == false)
                    {
                        throw new TimeoutException("Timeout waiting for exclusive access");
                    }
                }
                catch (AbandonedMutexException)
                {
                    // The mutex was abandoned in another process, it will still get aquired
                    hasHandle = true;
                }

                // Do the work which require this mutex locking (useless with CACS)
                //{
                ADT main = GetAdt(World, X, Y);
                Geometry.AddAdt(main);
                InsertAllGameobjectGeometry(X, Y, MapId);
                // Geometry.CreateDemoDump("X:\\Meshes\\" + MapId + "_" + X + "_" + Y + ".obj");
                //}

                if (Geometry.Vertices.Count == 0 && Geometry.Triangles.Count == 0)
                {
                    throw new InvalidOperationException("Can't build tile with empty geometry");
                }

                // again, we load everything - wasteful but who cares
                for (int ty = Y - 1; ty <= Y + 1; ty++)
                {
                    for (int tx = X - 1; tx <= X + 1; tx++)
                    {
                        // don't load main tile again
                        if (tx == X && ty == Y)
                        {
                            continue;
                        }

                        ADT adt = GetAdt(World, tx, ty);
                        if (adt.HasObjectData)
                        {
                            //Console.WriteLine("-> " + World + "_" + tx + "_" + ty);
                            Geometry.AddAdt(adt);
                            InsertAllGameobjectGeometry(tx, ty, MapId);
                        }
                        else
                        {
                            string parentMap = PhaseHelper.GetParentMap(World);
                            if (parentMap != string.Empty)
                            {
                                ADT adtParent = GetAdt(parentMap, tx, ty);
                                if (adtParent.HasObjectData)
                                {
                                    Console.WriteLine("-> " + parentMap + "_" + tx + "_" + ty);
                                    Geometry.AddAdt(adtParent);
                                    InsertAllGameobjectGeometry(tx, ty, PhaseHelper.GetMapIdByName(parentMap));
                                }
                            }
                        }
                    }
                }
            }
            finally
            {
                if (hasHandle)
                {
                    _mutex.ReleaseMutex();
                }
            }

            Context = new RecastContext();
            Context.SetContextHandler(Log);
        }