SetLandBitmap() public method

Sets the land's bitmap manually
public SetLandBitmap ( bool bitmap ) : void
bitmap bool 64x64 block representing where this land is on a map
return void
Esempio n. 1
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 /// <summary>
 /// Create a default parcel that spans the entire region and is owned by the estate owner.
 /// </summary>
 /// <returns>The parcel created.</returns>
 protected ILandObject CreateDefaultParcel()
 {
     m_log.DebugFormat(
         "[LAND MANAGEMENT MODULE]: Creating default parcel for region {0}", m_scene.RegionInfo.RegionName);
     
     ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);                                                
     fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0, (int)Constants.RegionSize, (int)Constants.RegionSize));
     fullSimParcel.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
     fullSimParcel.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
     
     return AddLandObject(fullSimParcel);            
 }
Esempio n. 2
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        public void TestLoadOarDeededLand()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID landID = TestHelpers.ParseTail(0x10);

            MockGroupsServicesConnector groupsService = new MockGroupsServicesConnector();

            IConfigSource configSource = new IniConfigSource();
            IConfig config = configSource.AddConfig("Groups");            
            config.Set("Enabled", true);
            config.Set("Module", "GroupsModule");            
            config.Set("DebugEnabled", true);
            SceneHelpers.SetupSceneModules(
                m_scene, configSource, new object[] { new GroupsModule(), groupsService, new LandManagementModule() });

            // Create group in scene for loading
            // FIXME: For now we'll put up with the issue that we'll get a group ID that varies across tests.
            UUID groupID 
                = groupsService.CreateGroup(UUID.Zero, "group1", "", true, UUID.Zero, 3, true, true, true, UUID.Zero);

            // Construct OAR
            MemoryStream oarStream = new MemoryStream();
            TarArchiveWriter tar = new TarArchiveWriter(oarStream);

            tar.WriteDir(ArchiveConstants.LANDDATA_PATH);
            tar.WriteFile(
                ArchiveConstants.CONTROL_FILE_PATH,
                new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));

            LandObject lo = new LandObject(groupID, true, m_scene);
            lo.SetLandBitmap(lo.BasicFullRegionLandBitmap());
            LandData ld = lo.LandData;
            ld.GlobalID = landID;

            string ldPath = ArchiveConstants.CreateOarLandDataPath(ld);
            Dictionary<string, object> options = new Dictionary<string, object>();
            tar.WriteFile(ldPath, LandDataSerializer.Serialize(ld, options));
            tar.Close();

            oarStream = new MemoryStream(oarStream.ToArray());

            // Load OAR
            lock (this)
            {
                m_scene.EventManager.OnOarFileLoaded += LoadCompleted;
                m_archiverModule.DearchiveRegion(oarStream);
            }

            ILandObject rLo = m_scene.LandChannel.GetLandObject(16, 16);
            LandData rLd = rLo.LandData;

            Assert.That(rLd.GlobalID, Is.EqualTo(landID));
            Assert.That(rLd.OwnerID, Is.EqualTo(groupID));
            Assert.That(rLd.GroupID, Is.EqualTo(groupID));
            Assert.That(rLd.IsGroupOwned, Is.EqualTo(true));
        }
        private void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
        {
//            m_log.DebugFormat(
//                "[LAND MANAGMENT MODULE]: Processing {0} incoming parcels on {1}", data.Count, m_scene.Name);

            // Prevent race conditions from any auto-creation of new parcels for varregions whilst we are still loading
            // the existing parcels.
            lock (m_landList)
            {
                for (int i = 0; i < data.Count; i++)
                    IncomingLandObjectFromStorage(data[i]);

                // Layer data is in landUnit (4m) chunks
                for (int y = 0; y < m_scene.RegionInfo.RegionSizeY / Constants.TerrainPatchSize * (Constants.TerrainPatchSize / LandUnit); y++)
                {
                    for (int x = 0; x < m_scene.RegionInfo.RegionSizeX / Constants.TerrainPatchSize * (Constants.TerrainPatchSize / LandUnit); x++)
                    {
                        if (m_landIDList[x, y] == 0)
                        {
                            if (m_landList.Count == 1)
                            {
                                m_log.DebugFormat(
                                    "[{0}]: Auto-extending land parcel as landID at {1},{2} is 0 and only one land parcel is present in {3}", 
                                    LogHeader, x, y, m_scene.Name);

                                int onlyParcelID = 0;
                                ILandObject onlyLandObject = null;
                                foreach (KeyValuePair<int, ILandObject> kvp in m_landList)
                                {
                                    onlyParcelID = kvp.Key;
                                    onlyLandObject = kvp.Value;
                                    break;
                                }

                                // There is only one parcel. Grow it to fill all the unallocated spaces.
                                for (int xx = 0; xx < m_landIDList.GetLength(0); xx++)
                                    for (int yy = 0; yy < m_landIDList.GetLength(1); yy++)
                                        if (m_landIDList[xx, yy] == 0)
                                            m_landIDList[xx, yy] = onlyParcelID;

                                onlyLandObject.LandBitmap = CreateBitmapForID(onlyParcelID);
                            }
                            else if (m_landList.Count > 1)
                            {
                                m_log.DebugFormat(
                                    "{0}: Auto-creating land parcel as landID at {1},{2} is 0 and more than one land parcel is present in {3}", 
                                    LogHeader, x, y, m_scene.Name);

                                // There are several other parcels so we must create a new one for the unassigned space
                                ILandObject newLand = new LandObject(UUID.Zero, false, m_scene);                                                
                                // Claim all the unclaimed "0" ids
                                newLand.SetLandBitmap(CreateBitmapForID(0));
                                newLand.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
                                newLand.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
                                newLand = AddLandObject(newLand);
                            }
                            else
                            {
                                // We should never reach this point as the separate code path when no land data exists should have fired instead.
                                m_log.WarnFormat(
                                    "{0}: Ignoring request to auto-create parcel in {1} as there are no other parcels present", 
                                    LogHeader, m_scene.Name);
                            }
                        }
                    }
                }
            }
        }
        /// <summary>
        /// Resets the sim to the default land object (full sim piece of land owned by the default user)
        /// </summary>
        public void ResetSimLandObjects()
        {
            //Remove all the land objects in the sim and add a blank, full sim land object set to public
            lock (m_landList)
            {
                m_landList.Clear();
                m_lastLandLocalID = ParcelManagementModule.START_LAND_LOCAL_ID;
                m_landIDList.Initialize();
            }

            ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);

            fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0, (int)Constants.RegionSize, (int)Constants.RegionSize));
            fullSimParcel.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
            fullSimParcel.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
            fullSimParcel.SetInfoID();
            AddLandObject(fullSimParcel);
        }
        /// <summary>
        /// Create a default parcel that spans the entire region and is owned by the estate owner.
        /// </summary>
        /// <returns>The parcel created.</returns>
        protected ILandObject CreateDefaultParcel()
        {
            m_log.DebugFormat("{0} Creating default parcel for region {1}", LogHeader, m_scene.RegionInfo.RegionName);

            ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);

            fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0,
                                            (int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY));
            fullSimParcel.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
            fullSimParcel.LandData.ClaimDate = Util.UnixTimeSinceEpoch();

            return AddLandObject(fullSimParcel);
        }
        /// <summary>
        /// Resets the sim to the default land object (full sim piece of land owned by the default user)
        /// </summary>
        public void ResetSimLandObjects()
        {
            //Remove all the land objects in the sim and add a blank, full sim land object set to public
            lock (m_landList)
            {
                m_landList.Clear();
                m_lastLandLocalID = ParcelManagementModule.START_LAND_LOCAL_ID;
                m_landIDList.Initialize();
            }

            ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);

            fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0, m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY));
            
            if (fullSimParcel.LandData.OwnerID == UUID.Zero)
                fullSimParcel.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;

            UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, fullSimParcel.LandData.OwnerID);

            while (fullSimParcel.LandData.OwnerID == UUID.Zero || account == null)
            {
                m_log.Warn("[ParcelManagement]: Could not find user for parcel, please give a valid user to make the owner");
                string userName = MainConsole.Instance.CmdPrompt("User Name:", "");
                if (userName == "")
                {
                    m_log.Warn("Put in a valid username.");
                    continue;
                }
                account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, userName);
                if (account != null)
                    fullSimParcel.LandData.OwnerID = account.PrincipalID;
                else
                    m_log.Warn("Could not find the user.");
            }
            m_log.Info("[ParcelManagement]: No land found for region " + m_scene.RegionInfo.RegionName +
                ", setting owner to " + fullSimParcel.LandData.OwnerID);
            fullSimParcel.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
            fullSimParcel.SetInfoID();
            AddLandObject(fullSimParcel);
        }
        // Given a region position, return the parcel land object for that location
        private ILandObject GetLandObject(int x, int y, bool returnNullIfLandObjectNotFound)
        {
            ILandObject ret = null;

            if (x >= m_scene.RegionInfo.RegionSizeX || y >=  m_scene.RegionInfo.RegionSizeY || x < 0 || y < 0)
            {
                // These exceptions here will cause a lot of complaints from the users specifically because
                // they happen every time at border crossings
                if (returnNullIfLandObjectNotFound)
                    return null;
                else
                    throw new Exception(
                        String.Format("{0} GetLandObject for non-existant position. Region={1}, pos=<{2},{3}",
                                                LogHeader, m_scene.RegionInfo.RegionName, x, y)
                );
            }

            lock (m_landIDList)
            {
                try
                {
                    int landID = m_landIDList[x / landUnit, y / landUnit];
                    if (landID == 0)
                    {
                        // Zero is the uninitialized value saying there is no parcel for this location.
                        // This sometimes happens when terrain is resized.
                        if (m_landList.Count == 1)
                        {
                            int onlyParcelID = 0;
                            ILandObject onlyLandObject = null;
                            foreach (KeyValuePair<int, ILandObject> kvp in m_landList)
                            {
                                onlyParcelID = kvp.Key;
                                onlyLandObject = kvp.Value;
                                break;
                            }

                            // There is only one parcel. Grow it to fill all the unallocated spaces.
                            for (int xx = 0; xx < m_landIDList.GetLength(0); xx++)
                                for (int yy = 0; yy < m_landIDList.GetLength(1); yy++)
                                    if (m_landIDList[xx, yy] == 0)
                                        m_landIDList[xx, yy] = onlyParcelID;

                            onlyLandObject.LandBitmap = CreateBitmapForID(onlyParcelID);
                            landID = onlyParcelID;
                        }
                        else
                        {
                            // There are several other parcels so we must create a new one for the unassigned space
                            ILandObject newLand = new LandObject(UUID.Zero, false, m_scene);                                                
                            // Claim all the unclaimed "0" ids
                            newLand.SetLandBitmap(CreateBitmapForID(0));
                            newLand.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
                            newLand.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
                            AddLandObject(newLand);
                            landID = m_lastLandLocalID;
                        }
                    }

                    ret = m_landList[landID];
                }
                catch (IndexOutOfRangeException)
                {
                    m_log.ErrorFormat(
                        "{0} GetLandObject: Tried to retrieve land object from out of bounds co-ordinate ({1},{2}) in {3}. landListSize=({4},{5})",
                        LogHeader, x, y, m_scene.RegionInfo.RegionName, m_landIDList.GetLength(0), m_landIDList.GetLength(1));
                    return null;
                }
                catch
                {
                    m_log.ErrorFormat(
                        "{0} GetLandObject: LandID not in landlist. XY=<{1},{2}> in {3}. landID[x,y]={4}",
                        LogHeader, x, y, m_scene.RegionInfo.RegionName, m_landIDList[x/landUnit, y/landUnit]);
                    return null;
                }
            }
            return ret;
        }