public static void ExtractAndWriteAll() { foreach (MapId mapId in Enum.GetValues(typeof(MapId))) { var name = TileIdentifier.GetName(mapId); if (string.IsNullOrEmpty(name)) { Console.WriteLine(@"No ADT for map {0}.", mapId); continue; } var terrain = new SimpleTerrain(mapId); for (var tileX = 0; tileX < 64; tileX++) { for (var tileY = 0; tileY < 64; tileY++) { string filePath; MpqLibrarian mpqFinder; if (!ADTReader.TryGetADTPath(mapId, tileX, tileY, out filePath, out mpqFinder)) { continue; } // try to extract from MPQ //var adt = ADTReader.ReadADT(terrain, tileX, tileY); //Console.WriteLine(@"EXPORTING: Tile ({0}, {1}) in Map {2} ...", tileX, tileY, mapId); //Console.WriteLine(@"Extraction will take a while, please have patience..."); try { var adt = WDT.LoadTile(mapId, tileX, tileY); if (adt != null) { Console.WriteLine(@"Tile ({0}, {1}) in Map {2} has been imported...", tileX, tileY, mapId); Console.WriteLine(@"Writing to file..."); // export to file SimpleTileWriter.WriteADT(adt); // try loading again Console.WriteLine(@"Loading extracted tile and generating Navigation mesh..."); terrain.ForceLoadTile(tileX, tileY); if (terrain.IsAvailable(tileX, tileY)) { Console.WriteLine(@"Done. Tile ({0}, {1}) in Map {2} has been loaded successfully.", tileX, tileY, mapId); continue; } } } catch (ArgumentException) { } Console.WriteLine(@"Loading FAILED: Tile ({0}, {1}) in Map {2} could not be loaded", tileX, tileY, mapId); } } } }
public static void CreateAndWriteAllMeshes() { GC.AddMemoryPressure(1 * 1024 * 1024 * 1024); foreach (MapId mapId in Enum.GetValues(typeof(MapId))) { var name = TileIdentifier.GetName(mapId); if (string.IsNullOrEmpty(name)) { Console.WriteLine(@"No ADT for map {0}.", mapId); continue; } var terrain = new SimpleTerrain(mapId); for (var tileX = 0; tileX < 64; tileX++) { for (var tileY = 0; tileY < 64; tileY++) { string filePath; MpqLibrarian mpqFinder; if (!ADTReader.TryGetADTPath(mapId, tileX, tileY, out filePath, out mpqFinder)) { continue; } try { var adt = WDT.LoadTile(mapId, tileX, tileY); if (adt != null) { // try loading Console.WriteLine(@"Loading extracted tile and generating Navigation mesh..."); terrain.ForceLoadTile(tileX, tileY); if (terrain.IsAvailable(tileX, tileY)) { Console.WriteLine(@"Done. Tile ({0}, {1}) in Map {2} has been loaded successfully.", tileX, tileY, mapId); terrain.Tiles[tileX, tileY] = null; continue; } } } catch (ArgumentException) { } Console.WriteLine(@"Extracting FAILED: Tile ({0}, {1}) in Map {2} could not be loaded", tileX, tileY, mapId); } } } GC.RemoveMemoryPressure(1 * 1024 * 1024 * 1024); }
public override void Process(CmdTrigger <RealmServerCmdArgs> trigger) { MapId mapId; int tileX, tileY; if (trigger.Text.HasNext) { mapId = trigger.Text.NextEnum(MapId.End); tileX = trigger.Text.NextInt(-1); tileY = trigger.Text.NextInt(-1); } else if (trigger.Args.Character == null) { trigger.Reply("You did not specify map id and tile location."); return; } else { mapId = trigger.Args.Character.MapId; PositionUtil.GetTileXYForPos(trigger.Args.Character.Position, out tileX, out tileY); } var terrain = TerrainMgr.GetTerrain(mapId); if (terrain == null) { trigger.Reply("Invalid MapId."); return; } if (!PositionUtil.VerifyTileCoords(tileX, tileY)) { trigger.Reply("Invalid tile coordinates."); return; } trigger.Reply("Loading tile..."); RealmServer.RealmServer.IOQueue.AddMessage(() => { terrain.ForceLoadTile(tileX, tileY); if (terrain.IsAvailable(tileX, tileY)) { trigger.Reply("Done. Tile ({0}, {1}) in Map {2} has been loaded.", tileX, tileY, mapId); } else { // try to extract from MPQ //var adt = ADTReader.ReadADT(terrain, tileX, tileY); trigger.Reply("WARNING: Tile ({0}, {1}) in Map {2} has not been exported yet...", tileX, tileY, mapId); trigger.Reply("Extraction will take a while and block the IO queue, please have patience..."); var adt = WDT.LoadTile(mapId, tileX, tileY); if (adt != null) { trigger.Reply("Tile ({0}, {1}) in Map {2} has been imported...", tileX, tileY, mapId); trigger.Reply("Writing to file..."); // export to file SimpleTileWriter.WriteADT(adt); // try loading again trigger.Reply("Loading extracted tile and generating Navigation mesh..."); terrain.ForceLoadTile(tileX, tileY); if (terrain.IsAvailable(tileX, tileY)) { trigger.Reply("Done. Tile ({0}, {1}) in Map {2} has been loaded successfully.", tileX, tileY, mapId); return; } } trigger.Reply("Loading FAILED: Tile ({0}, {1}) in Map {2} could not be loaded", tileX, tileY, mapId); } }); }