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Properly dispose of drawing objects to reduce/stop memory leakage on generating map tiles with the MapImageModule and TexturedMapTileRenderer (the current defaults)

Justin Clark-Casey (justincc) 10 gadi atpakaļ
vecāks
revīzija
a2d5d810e0

+ 272 - 261
OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs

@@ -55,7 +55,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
     public struct DrawStruct
     {
         public DrawRoutine dr;
-        public Rectangle rect;
+//        public Rectangle rect;
         public SolidBrush brush;
         public face[] trns;
     }
@@ -119,6 +119,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
             {
                 mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID);
             }
+
             return mapbmp;
         }
 
@@ -280,321 +281,331 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
             tc = Environment.TickCount;
             m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
             EntityBase[] objs = whichScene.GetEntities();
-            Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
-            //SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
             List<float> z_sortheights = new List<float>();
             List<uint> z_localIDs = new List<uint>();
+            Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
 
-            lock (objs)
+            try 
             {
-                foreach (EntityBase obj in objs)
+                //SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
+
+                lock (objs)
                 {
-                    // Only draw the contents of SceneObjectGroup
-                    if (obj is SceneObjectGroup)
+                    foreach (EntityBase obj in objs)
                     {
-                        SceneObjectGroup mapdot = (SceneObjectGroup)obj;
-                        Color mapdotspot = Color.Gray; // Default color when prim color is white
-                        
-                        // Loop over prim in group
-                        foreach (SceneObjectPart part in mapdot.Parts)
+                        // Only draw the contents of SceneObjectGroup
+                        if (obj is SceneObjectGroup)
                         {
-                            if (part == null)
-                                continue;
-
-                            // Draw if the object is at least 1 meter wide in any direction
-                            if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
+                            SceneObjectGroup mapdot = (SceneObjectGroup)obj;
+                            Color mapdotspot = Color.Gray; // Default color when prim color is white
+                            
+                            // Loop over prim in group
+                            foreach (SceneObjectPart part in mapdot.Parts)
                             {
-                                // Try to get the RGBA of the default texture entry..
-                                //
-                                try
+                                if (part == null)
+                                    continue;
+
+                                // Draw if the object is at least 1 meter wide in any direction
+                                if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
                                 {
-                                    // get the null checks out of the way
-                                    // skip the ones that break
-                                    if (part == null)
-                                        continue;
+                                    // Try to get the RGBA of the default texture entry..
+                                    //
+                                    try
+                                    {
+                                        // get the null checks out of the way
+                                        // skip the ones that break
+                                        if (part == null)
+                                            continue;
 
-                                    if (part.Shape == null)
-                                        continue;
+                                        if (part.Shape == null)
+                                            continue;
 
-                                    if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
-                                        continue; // eliminates trees from this since we don't really have a good tree representation
-                                    // if you want tree blocks on the map comment the above line and uncomment the below line
-                                    //mapdotspot = Color.PaleGreen;
+                                        if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
+                                            continue; // eliminates trees from this since we don't really have a good tree representation
+                                        // if you want tree blocks on the map comment the above line and uncomment the below line
+                                        //mapdotspot = Color.PaleGreen;
 
-                                    Primitive.TextureEntry textureEntry = part.Shape.Textures;
+                                        Primitive.TextureEntry textureEntry = part.Shape.Textures;
 
-                                    if (textureEntry == null || textureEntry.DefaultTexture == null)
-                                        continue;
+                                        if (textureEntry == null || textureEntry.DefaultTexture == null)
+                                            continue;
 
-                                    Color4 texcolor = textureEntry.DefaultTexture.RGBA;
+                                        Color4 texcolor = textureEntry.DefaultTexture.RGBA;
 
-                                    // Not sure why some of these are null, oh well.
+                                        // Not sure why some of these are null, oh well.
 
-                                    int colorr = 255 - (int)(texcolor.R * 255f);
-                                    int colorg = 255 - (int)(texcolor.G * 255f);
-                                    int colorb = 255 - (int)(texcolor.B * 255f);
+                                        int colorr = 255 - (int)(texcolor.R * 255f);
+                                        int colorg = 255 - (int)(texcolor.G * 255f);
+                                        int colorb = 255 - (int)(texcolor.B * 255f);
 
-                                    if (!(colorr == 255 && colorg == 255 && colorb == 255))
-                                    {
-                                        //Try to set the map spot color
-                                        try
-                                        {
-                                            // If the color gets goofy somehow, skip it *shakes fist at Color4
-                                            mapdotspot = Color.FromArgb(colorr, colorg, colorb);
-                                        }
-                                        catch (ArgumentException)
+                                        if (!(colorr == 255 && colorg == 255 && colorb == 255))
                                         {
+                                            //Try to set the map spot color
+                                            try
+                                            {
+                                                // If the color gets goofy somehow, skip it *shakes fist at Color4
+                                                mapdotspot = Color.FromArgb(colorr, colorg, colorb);
+                                            }
+                                            catch (ArgumentException)
+                                            {
+                                            }
                                         }
                                     }
-                                }
-                                catch (IndexOutOfRangeException)
-                                {
-                                    // Windows Array
-                                }
-                                catch (ArgumentOutOfRangeException)
-                                {
-                                    // Mono Array
-                                }
-
-                                Vector3 pos = part.GetWorldPosition();
-
-                                // skip prim outside of retion
-                                if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
-                                    continue;
-
-                                // skip prim in non-finite position
-                                if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
-                                    Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
-                                    continue;
+                                    catch (IndexOutOfRangeException)
+                                    {
+                                        // Windows Array
+                                    }
+                                    catch (ArgumentOutOfRangeException)
+                                    {
+                                        // Mono Array
+                                    }
 
-                                // Figure out if object is under 256m above the height of the terrain
-                                bool isBelow256AboveTerrain = false;
+                                    Vector3 pos = part.GetWorldPosition();
 
-                                try
-                                {
-                                    isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
-                                }
-                                catch (Exception)
-                                {
-                                }
-
-                                if (isBelow256AboveTerrain)
-                                {
-                                    // Translate scale by rotation so scale is represented properly when object is rotated
-                                    Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
-                                    Vector3 scale = new Vector3();
-                                    Vector3 tScale = new Vector3();
-                                    Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
-
-                                    Quaternion llrot = part.GetWorldRotation();
-                                    Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
-                                    scale = lscale * rot;
-
-                                    // negative scales don't work in this situation
-                                    scale.X = Math.Abs(scale.X);
-                                    scale.Y = Math.Abs(scale.Y);
-                                    scale.Z = Math.Abs(scale.Z);
-
-                                    // This scaling isn't very accurate and doesn't take into account the face rotation :P
-                                    int mapdrawstartX = (int)(pos.X - scale.X);
-                                    int mapdrawstartY = (int)(pos.Y - scale.Y);
-                                    int mapdrawendX = (int)(pos.X + scale.X);
-                                    int mapdrawendY = (int)(pos.Y + scale.Y);
-
-                                    // If object is beyond the edge of the map, don't draw it to avoid errors
-                                    if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
-                                                          || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
-                                                          || mapdrawendY > ((int)Constants.RegionSize - 1))
+                                    // skip prim outside of retion
+                                    if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
                                         continue;
 
-#region obb face reconstruction part duex
-                                    Vector3[] vertexes = new Vector3[8];
-
-                                    // float[] distance = new float[6];
-                                    Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
-                                    Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
-                                    Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
-                                    Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
-
-                                    tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-                                    // vertexes[0].x = pos.X + vertexes[0].x;
-                                    //vertexes[0].y = pos.Y + vertexes[0].y;
-                                    //vertexes[0].z = pos.Z + vertexes[0].z;
-
-                                    FaceA[0] = vertexes[0];
-                                    FaceB[3] = vertexes[0];
-                                    FaceA[4] = vertexes[0];
-
-                                    tScale = lscale;
-                                    scale = ((tScale * rot));
-                                    vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    // vertexes[1].x = pos.X + vertexes[1].x;
-                                    // vertexes[1].y = pos.Y + vertexes[1].y;
-                                    //vertexes[1].z = pos.Z + vertexes[1].z;
-
-                                    FaceB[0] = vertexes[1];
-                                    FaceA[1] = vertexes[1];
-                                    FaceC[4] = vertexes[1];
-
-                                    tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
-                                    scale = ((tScale * rot));
-
-                                    vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    //vertexes[2].x = pos.X + vertexes[2].x;
-                                    //vertexes[2].y = pos.Y + vertexes[2].y;
-                                    //vertexes[2].z = pos.Z + vertexes[2].z;
-
-                                    FaceC[0] = vertexes[2];
-                                    FaceD[3] = vertexes[2];
-                                    FaceC[5] = vertexes[2];
-
-                                    tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    //vertexes[3].x = pos.X + vertexes[3].x;
-                                    // vertexes[3].y = pos.Y + vertexes[3].y;
-                                    // vertexes[3].z = pos.Z + vertexes[3].z;
-
-                                    FaceD[0] = vertexes[3];
-                                    FaceC[1] = vertexes[3];
-                                    FaceA[5] = vertexes[3];
-
-                                    tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    // vertexes[4].x = pos.X + vertexes[4].x;
-                                    // vertexes[4].y = pos.Y + vertexes[4].y;
-                                    // vertexes[4].z = pos.Z + vertexes[4].z;
-
-                                    FaceB[1] = vertexes[4];
-                                    FaceA[2] = vertexes[4];
-                                    FaceD[4] = vertexes[4];
-
-                                    tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    // vertexes[5].x = pos.X + vertexes[5].x;
-                                    // vertexes[5].y = pos.Y + vertexes[5].y;
-                                    // vertexes[5].z = pos.Z + vertexes[5].z;
-
-                                    FaceD[1] = vertexes[5];
-                                    FaceC[2] = vertexes[5];
-                                    FaceB[5] = vertexes[5];
+                                    // skip prim in non-finite position
+                                    if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
+                                        Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
+                                        continue;
 
-                                    tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+                                    // Figure out if object is under 256m above the height of the terrain
+                                    bool isBelow256AboveTerrain = false;
 
-                                    // vertexes[6].x = pos.X + vertexes[6].x;
-                                    // vertexes[6].y = pos.Y + vertexes[6].y;
-                                    // vertexes[6].z = pos.Z + vertexes[6].z;
+                                    try
+                                    {
+                                        isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
+                                    }
+                                    catch (Exception)
+                                    {
+                                    }
 
-                                    FaceB[2] = vertexes[6];
-                                    FaceA[3] = vertexes[6];
-                                    FaceB[4] = vertexes[6];
+                                    if (isBelow256AboveTerrain)
+                                    {
+                                        // Translate scale by rotation so scale is represented properly when object is rotated
+                                        Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
+                                        Vector3 scale = new Vector3();
+                                        Vector3 tScale = new Vector3();
+                                        Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
+
+                                        Quaternion llrot = part.GetWorldRotation();
+                                        Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
+                                        scale = lscale * rot;
+
+                                        // negative scales don't work in this situation
+                                        scale.X = Math.Abs(scale.X);
+                                        scale.Y = Math.Abs(scale.Y);
+                                        scale.Z = Math.Abs(scale.Z);
+
+                                        // This scaling isn't very accurate and doesn't take into account the face rotation :P
+                                        int mapdrawstartX = (int)(pos.X - scale.X);
+                                        int mapdrawstartY = (int)(pos.Y - scale.Y);
+                                        int mapdrawendX = (int)(pos.X + scale.X);
+                                        int mapdrawendY = (int)(pos.Y + scale.Y);
+
+                                        // If object is beyond the edge of the map, don't draw it to avoid errors
+                                        if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
+                                                              || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
+                                                              || mapdrawendY > ((int)Constants.RegionSize - 1))
+                                            continue;
+
+    #region obb face reconstruction part duex
+                                        Vector3[] vertexes = new Vector3[8];
+
+                                        // float[] distance = new float[6];
+                                        Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
+                                        Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
+                                        Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
+                                        Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
+
+                                        tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
+                                        scale = ((tScale * rot));
+                                        vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+                                        // vertexes[0].x = pos.X + vertexes[0].x;
+                                        //vertexes[0].y = pos.Y + vertexes[0].y;
+                                        //vertexes[0].z = pos.Z + vertexes[0].z;
+
+                                        FaceA[0] = vertexes[0];
+                                        FaceB[3] = vertexes[0];
+                                        FaceA[4] = vertexes[0];
+
+                                        tScale = lscale;
+                                        scale = ((tScale * rot));
+                                        vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+                                        // vertexes[1].x = pos.X + vertexes[1].x;
+                                        // vertexes[1].y = pos.Y + vertexes[1].y;
+                                        //vertexes[1].z = pos.Z + vertexes[1].z;
+
+                                        FaceB[0] = vertexes[1];
+                                        FaceA[1] = vertexes[1];
+                                        FaceC[4] = vertexes[1];
+
+                                        tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
+                                        scale = ((tScale * rot));
+
+                                        vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+                                        //vertexes[2].x = pos.X + vertexes[2].x;
+                                        //vertexes[2].y = pos.Y + vertexes[2].y;
+                                        //vertexes[2].z = pos.Z + vertexes[2].z;
+
+                                        FaceC[0] = vertexes[2];
+                                        FaceD[3] = vertexes[2];
+                                        FaceC[5] = vertexes[2];
+
+                                        tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
+                                        scale = ((tScale * rot));
+                                        vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+                                        //vertexes[3].x = pos.X + vertexes[3].x;
+                                        // vertexes[3].y = pos.Y + vertexes[3].y;
+                                        // vertexes[3].z = pos.Z + vertexes[3].z;
+
+                                        FaceD[0] = vertexes[3];
+                                        FaceC[1] = vertexes[3];
+                                        FaceA[5] = vertexes[3];
+
+                                        tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
+                                        scale = ((tScale * rot));
+                                        vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+                                        // vertexes[4].x = pos.X + vertexes[4].x;
+                                        // vertexes[4].y = pos.Y + vertexes[4].y;
+                                        // vertexes[4].z = pos.Z + vertexes[4].z;
+
+                                        FaceB[1] = vertexes[4];
+                                        FaceA[2] = vertexes[4];
+                                        FaceD[4] = vertexes[4];
+
+                                        tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
+                                        scale = ((tScale * rot));
+                                        vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+                                        // vertexes[5].x = pos.X + vertexes[5].x;
+                                        // vertexes[5].y = pos.Y + vertexes[5].y;
+                                        // vertexes[5].z = pos.Z + vertexes[5].z;
+
+                                        FaceD[1] = vertexes[5];
+                                        FaceC[2] = vertexes[5];
+                                        FaceB[5] = vertexes[5];
+
+                                        tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
+                                        scale = ((tScale * rot));
+                                        vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+                                        // vertexes[6].x = pos.X + vertexes[6].x;
+                                        // vertexes[6].y = pos.Y + vertexes[6].y;
+                                        // vertexes[6].z = pos.Z + vertexes[6].z;
+
+                                        FaceB[2] = vertexes[6];
+                                        FaceA[3] = vertexes[6];
+                                        FaceB[4] = vertexes[6];
 
-                                    tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+                                        tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
+                                        scale = ((tScale * rot));
+                                        vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
 
-                                    // vertexes[7].x = pos.X + vertexes[7].x;
-                                    // vertexes[7].y = pos.Y + vertexes[7].y;
-                                    // vertexes[7].z = pos.Z + vertexes[7].z;
+                                        // vertexes[7].x = pos.X + vertexes[7].x;
+                                        // vertexes[7].y = pos.Y + vertexes[7].y;
+                                        // vertexes[7].z = pos.Z + vertexes[7].z;
 
-                                    FaceD[2] = vertexes[7];
-                                    FaceC[3] = vertexes[7];
-                                    FaceD[5] = vertexes[7];
-#endregion
+                                        FaceD[2] = vertexes[7];
+                                        FaceC[3] = vertexes[7];
+                                        FaceD[5] = vertexes[7];
+    #endregion
 
-                                    //int wy = 0;
+                                        //int wy = 0;
 
-                                    //bool breakYN = false; // If we run into an error drawing, break out of the
-                                    // loop so we don't lag to death on error handling
-                                    DrawStruct ds = new DrawStruct();
-                                    ds.brush = new SolidBrush(mapdotspot);
-                                    //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
+                                        //bool breakYN = false; // If we run into an error drawing, break out of the
+                                        // loop so we don't lag to death on error handling
+                                        DrawStruct ds = new DrawStruct();
+                                        ds.brush = new SolidBrush(mapdotspot);
+                                        //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
 
-                                    ds.trns = new face[FaceA.Length];
+                                        ds.trns = new face[FaceA.Length];
 
-                                    for (int i = 0; i < FaceA.Length; i++)
-                                    {
-                                        Point[] working = new Point[5];
-                                        working[0] = project(FaceA[i], axPos);
-                                        working[1] = project(FaceB[i], axPos);
-                                        working[2] = project(FaceD[i], axPos);
-                                        working[3] = project(FaceC[i], axPos);
-                                        working[4] = project(FaceA[i], axPos);
+                                        for (int i = 0; i < FaceA.Length; i++)
+                                        {
+                                            Point[] working = new Point[5];
+                                            working[0] = project(FaceA[i], axPos);
+                                            working[1] = project(FaceB[i], axPos);
+                                            working[2] = project(FaceD[i], axPos);
+                                            working[3] = project(FaceC[i], axPos);
+                                            working[4] = project(FaceA[i], axPos);
 
-                                        face workingface = new face();
-                                        workingface.pts = working;
+                                            face workingface = new face();
+                                            workingface.pts = working;
 
-                                        ds.trns[i] = workingface;
-                                    }
+                                            ds.trns[i] = workingface;
+                                        }
 
-                                    z_sort.Add(part.LocalId, ds);
-                                    z_localIDs.Add(part.LocalId);
-                                    z_sortheights.Add(pos.Z);
+                                        z_sort.Add(part.LocalId, ds);
+                                        z_localIDs.Add(part.LocalId);
+                                        z_sortheights.Add(pos.Z);
 
-                                    //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
-                                    //{
-                                        //for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
+                                        //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
                                         //{
-                                            //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
-                                            //try
-                                            //{
-                                                // Remember, flip the y!
-                                            //    mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
-                                            //}
-                                            //catch (ArgumentException)
+                                            //for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
                                             //{
-                                            //    breakYN = true;
+                                                //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
+                                                //try
+                                                //{
+                                                    // Remember, flip the y!
+                                                //    mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
+                                                //}
+                                                //catch (ArgumentException)
+                                                //{
+                                                //    breakYN = true;
+                                                //}
+
+                                                //if (breakYN)
+                                                //    break;
                                             //}
 
                                             //if (breakYN)
                                             //    break;
                                         //}
+                                    } // Object is within 256m Z of terrain
+                                } // object is at least a meter wide
+                            } // loop over group children
+                        } // entitybase is sceneobject group
+                    } // foreach loop over entities
 
-                                        //if (breakYN)
-                                        //    break;
-                                    //}
-                                } // Object is within 256m Z of terrain
-                            } // object is at least a meter wide
-                        } // loop over group children
-                    } // entitybase is sceneobject group
-                } // foreach loop over entities
-
-                float[] sortedZHeights = z_sortheights.ToArray();
-                uint[] sortedlocalIds = z_localIDs.ToArray();
-
-                // Sort prim by Z position
-                Array.Sort(sortedZHeights, sortedlocalIds);
+                    float[] sortedZHeights = z_sortheights.ToArray();
+                    uint[] sortedlocalIds = z_localIDs.ToArray();
 
-                Graphics g = Graphics.FromImage(mapbmp);
+                    // Sort prim by Z position
+                    Array.Sort(sortedZHeights, sortedlocalIds);
 
-                for (int s = 0; s < sortedZHeights.Length; s++)
-                {
-                    if (z_sort.ContainsKey(sortedlocalIds[s]))
+                    using (Graphics g = Graphics.FromImage(mapbmp))
                     {
-                        DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
-                        for (int r = 0; r < rectDrawStruct.trns.Length; r++)
+                        for (int s = 0; s < sortedZHeights.Length; s++)
                         {
-                            g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
+                            if (z_sort.ContainsKey(sortedlocalIds[s]))
+                            {
+                                DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
+                                for (int r = 0; r < rectDrawStruct.trns.Length; r++)
+                                {
+                                    g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
+                                }
+                                //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
+                            }
                         }
-                        //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
                     }
-                }
+                } // lock entities objs
 
-                g.Dispose();
-            } // lock entities objs
+            }
+            finally
+            {
+                foreach (DrawStruct ds in z_sort.Values)
+                    ds.brush.Dispose();
+            }
 
             m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
+
             return mapbmp;
         }
 

+ 6 - 5
OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs

@@ -54,7 +54,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
         public void TerrainToBitmap(Bitmap mapbmp)
         {
             int tc = Environment.TickCount;
-            m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain");
+            m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain");
 
             double[,] hm = m_scene.Heightmap.GetDoubles();
             bool ShadowDebugContinue = true;
@@ -199,7 +199,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
                         {
                             if (!terraincorruptedwarningsaid)
                             {
-                                m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
+                                m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
                                 terraincorruptedwarningsaid = true;
                             }
                             color = Color.Black;
@@ -229,7 +229,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
                         {
                             if (!terraincorruptedwarningsaid)
                             {
-                                m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
+                                m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
                                 terraincorruptedwarningsaid = true;
                             }
                             Color black = Color.Black;
@@ -238,7 +238,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
                     }
                 }
             }
-            m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
+
+            m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
         }
     }
-}
+}

+ 16 - 11
OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs

@@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
         private Bitmap fetchTexture(UUID id)
         {
             AssetBase asset = m_scene.AssetService.Get(id.ToString());
-            m_log.DebugFormat("[TexturedMapTileRenderer]: Fetched texture {0}, found: {1}", id, asset != null);
+            m_log.DebugFormat("[TEXTURED MAP TILE RENDERER]: Fetched texture {0}, found: {1}", id, asset != null);
             if (asset == null) return null;
 
             ManagedImage managedImage;
@@ -188,17 +188,17 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
             }
             catch (DllNotFoundException)
             {
-                m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system.   Asset Data is empty for {0}", id);
+                m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg is not installed correctly on this system.   Asset Data is empty for {0}", id);
                 
             }
             catch (IndexOutOfRangeException)
             {
-                m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this.   Asset Data is empty for {0}", id);
+                m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this.   Asset Data is empty for {0}", id);
                 
             }
             catch (Exception)
             {
-                m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this.   Asset Data is empty for {0}", id);
+                m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this.   Asset Data is empty for {0}", id);
                 
             }
             return null;
@@ -233,10 +233,14 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
             if (textureID == UUID.Zero) return defaultColor; // not set
             if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
 
-            Bitmap bmp = fetchTexture(textureID);
-            Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
-            // store it for future reference
-            m_mapping[textureID] = color;
+            Color color;
+
+            using (Bitmap bmp = fetchTexture(textureID))
+            {
+                color = bmp == null ? defaultColor : computeAverageColor(bmp);
+                // store it for future reference
+                m_mapping[textureID] = color;
+            }
 
             return color;
         }
@@ -278,7 +282,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
         public void TerrainToBitmap(Bitmap mapbmp)
         {
             int tc = Environment.TickCount;
-            m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain");
+            m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain");
 
             // These textures should be in the AssetCache anyway, as every client conneting to this
             // region needs them. Except on start, when the map is recreated (before anyone connected),
@@ -412,7 +416,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
                     }
                 }
             }
-            m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
+
+            m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
         }
     }
-}
+}

+ 49 - 42
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs

@@ -1520,62 +1520,69 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
 
         private Byte[] GenerateOverlay()
         {
-            Bitmap overlay = new Bitmap(256, 256);
-
-            bool[,] saleBitmap = new bool[64, 64];
-            for (int x = 0 ; x < 64 ; x++)
+            using (Bitmap overlay = new Bitmap(256, 256))
             {
-                for (int y = 0 ; y < 64 ; y++)
-                    saleBitmap[x, y] = false;
-            }
-
-            bool landForSale = false;
+                bool[,] saleBitmap = new bool[64, 64];
+                for (int x = 0 ; x < 64 ; x++)
+                {
+                    for (int y = 0 ; y < 64 ; y++)
+                        saleBitmap[x, y] = false;
+                }
 
-            List<ILandObject> parcels = m_scene.LandChannel.AllParcels();
+                bool landForSale = false;
 
-            Color background = Color.FromArgb(0, 0, 0, 0);
-            SolidBrush transparent = new SolidBrush(background);
-            Graphics g = Graphics.FromImage(overlay);
-            g.FillRectangle(transparent, 0, 0, 256, 256);
+                List<ILandObject> parcels = m_scene.LandChannel.AllParcels();
 
-            SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
+                Color background = Color.FromArgb(0, 0, 0, 0);
 
-            foreach (ILandObject land in parcels)
-            {
-                // m_log.DebugFormat("[WORLD MAP]: Parcel {0} flags {1}", land.LandData.Name, land.LandData.Flags);
-                if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
+                using (Graphics g = Graphics.FromImage(overlay))
                 {
-                    landForSale = true;
+                    using (SolidBrush transparent = new SolidBrush(background))
+                        g.FillRectangle(transparent, 0, 0, 256, 256);
 
-                    saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap());
-                }
-            }
 
-            if (!landForSale)
-            {
-                m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName);
-                return null;
-            }
+                    foreach (ILandObject land in parcels)
+                    {
+                        // m_log.DebugFormat("[WORLD MAP]: Parcel {0} flags {1}", land.LandData.Name, land.LandData.Flags);
+                        if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
+                        {
+                            landForSale = true;
 
-            m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
+                            saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap());
+                        }
+                    }
 
-            for (int x = 0 ; x < 64 ; x++)
-            {
-                for (int y = 0 ; y < 64 ; y++)
+                    if (!landForSale)
+                    {
+                        m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName);
+                        return null;
+                    }
+
+                    m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
+
+                    using (SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)))
+                    {
+                        for (int x = 0 ; x < 64 ; x++)
+                        {
+                            for (int y = 0 ; y < 64 ; y++)
+                            {
+                                if (saleBitmap[x, y])
+                                    g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
+                            }
+                        }
+                    }
+                }
+
+                try
+                {
+                    return OpenJPEG.EncodeFromImage(overlay, true);
+                }
+                catch (Exception e)
                 {
-                    if (saleBitmap[x, y])
-                        g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
+                    m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString());
                 }
             }
 
-            try
-            {
-                return OpenJPEG.EncodeFromImage(overlay, true);
-            }
-            catch (Exception e)
-            {
-                m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString());
-            }
             return null;
         }
     }