/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections; using System.Collections.Generic; using System.IO; using System.Reflection; using System.Net; using System.Threading; using log4net; using Nini.Config; using OpenMetaverse; using Mono.Addins; using OpenSim.Framework; using OpenSim.Framework.Console; using OpenSim.Region.CoreModules.Framework.InterfaceCommander; using OpenSim.Region.CoreModules.World.Terrain.FileLoaders; using OpenSim.Region.CoreModules.World.Terrain.Modifiers; using OpenSim.Region.CoreModules.World.Terrain.FloodBrushes; using OpenSim.Region.CoreModules.World.Terrain.PaintBrushes; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.World.Terrain { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "TerrainModule")] public class TerrainModule : INonSharedRegionModule, ICommandableModule, ITerrainModule { #region StandardTerrainEffects enum /// /// A standard set of terrain brushes and effects recognised by viewers /// public enum StandardTerrainEffects : byte { Flatten = 0, Raise = 1, Lower = 2, Smooth = 3, Noise = 4, Revert = 5, } #endregion private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); #pragma warning disable 414 private static readonly string LogHeader = "[TERRAIN MODULE]"; #pragma warning restore 414 private readonly Commander m_commander = new Commander("terrain"); private readonly Dictionary m_loaders = new Dictionary(); private readonly Dictionary m_floodeffects = new Dictionary(); private readonly Dictionary m_painteffects = new Dictionary(); private Dictionary m_modifyOperations = new Dictionary(); private Dictionary m_plugineffects; private ITerrainChannel m_channel; private ITerrainChannel m_baked; private Scene m_scene; private volatile bool m_tainted; private String m_InitialTerrain = "pinhead-island"; // If true, send terrain patch updates to clients based on their view distance private bool m_sendTerrainUpdatesByViewDistance = false; // Class to keep the per client collection of terrain patches that must be sent. // A patch is set to 'true' meaning it should be sent to the client. Once the // patch packet is queued to the client, the bit for that patch is set to 'false'. private class PatchUpdates { public TerrainTaintsArray taints; // for each patch, whether it needs to be sent to this client public ScenePresence Presence; // a reference to the client to send to public bool sendAll; public int sendAllIndex; public int xsize; public int ysize; public PatchUpdates(TerrainData terrData, ScenePresence pPresence) { xsize = terrData.SizeX / Constants.TerrainPatchSize; ysize = terrData.SizeY / Constants.TerrainPatchSize; taints = new TerrainTaintsArray(xsize * ysize, true); Presence = pPresence; // Initially, send all patches to the client sendAll = true; sendAllIndex = 0; } public PatchUpdates(TerrainData terrData, ScenePresence pPresence, bool defaultState) { xsize = terrData.SizeX / Constants.TerrainPatchSize; ysize = terrData.SizeY / Constants.TerrainPatchSize; taints = new TerrainTaintsArray(xsize * ysize, true); Presence = pPresence; sendAll = defaultState; sendAllIndex = 0; } // Returns 'true' if there are any patches marked for sending [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public bool HasUpdates() { return (taints.IsTaited()); } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public void SetByXY(int x, int y, bool state) { SetByPatch(x / Constants.TerrainPatchSize , y / Constants.TerrainPatchSize, state); } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public bool GetByPatch(int patchX, int patchY) { return taints[patchX + xsize * patchY]; } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public bool GetByPatch(int indx) { return taints.Get(indx); } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public bool GetByPatchAndClear(int patchX, int patchY) { return (taints.GetAndClear(patchX + xsize * patchY)); } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public void SetByPatch(int patchX, int patchY, bool state) { int indx = patchX + xsize * patchY; taints.Set(indx, state); } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public void SetTrueByPatch(int patchX, int patchY) { int indx = patchX + xsize * patchY; taints.Set(indx, true); } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public void SetTrueByPatch(int indx) { taints.Set(indx, true); } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public void SetFalseByPatch(int patchX, int patchY) { int indx = patchX + xsize * patchY; taints.Set(indx, false); } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public void SetFalseByPatch(int indx) { taints.Set(indx, false); } public void SetAll(bool state) { taints.SetAll(state); sendAll = state; sendAllIndex = 0; } // Logically OR's the terrain data's patch taint map into this client's update map. public void SetAll(TerrainData terrData) { taints.Or(terrData.GetTaints()); } } // The flags of which terrain patches to send for each of the ScenePresence's private Dictionary m_perClientPatchUpdates = new Dictionary(); /// /// Human readable list of terrain file extensions that are supported. /// private string m_supportedFileExtensions = ""; //For terrain save-tile file extensions private string m_supportFileExtensionsForTileSave = ""; #region ICommandableModule Members public ICommander CommandInterface { get { return m_commander; } } #endregion #region INonSharedRegionModule Members /// /// Creates and initialises a terrain module for a region /// /// Region initialising /// Config for the region public void Initialise(IConfigSource config) { IConfig terrainConfig = config.Configs["Terrain"]; if (terrainConfig != null) { m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain); m_sendTerrainUpdatesByViewDistance = terrainConfig.GetBoolean("SendTerrainUpdatesByViewDistance",m_sendTerrainUpdatesByViewDistance); } } public void AddRegion(Scene scene) { m_scene = scene; // Install terrain module in the simulator lock(m_scene) { if(m_scene.Bakedmap != null) { m_baked = m_scene.Bakedmap; } if (m_scene.Heightmap == null) { if(m_baked != null) m_channel = m_baked.MakeCopy(); else m_channel = new TerrainChannel(m_InitialTerrain, (int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY, (int)m_scene.RegionInfo.RegionSizeZ); m_scene.Heightmap = m_channel; } else { m_channel = m_scene.Heightmap; } if(m_baked == null) UpdateBakedMap(); m_scene.RegisterModuleInterface(this); m_scene.EventManager.OnNewClient += EventManager_OnNewClient; m_scene.EventManager.OnClientClosed += EventManager_OnClientClosed; m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole; m_scene.EventManager.OnTerrainTick += EventManager_OnTerrainTick; m_scene.EventManager.OnTerrainCheckUpdates += EventManager_TerrainCheckUpdates; } InstallDefaultEffects(); LoadPlugins(); // Generate user-readable extensions list string supportedFilesSeparator = ""; string supportedFilesSeparatorForTileSave = ""; m_supportFileExtensionsForTileSave = ""; foreach(KeyValuePair loader in m_loaders) { m_supportedFileExtensions += supportedFilesSeparator + loader.Key + " (" + loader.Value + ")"; supportedFilesSeparator = ", "; //For terrain save-tile file extensions if (loader.Value.SupportsTileSave() == true) { m_supportFileExtensionsForTileSave += supportedFilesSeparatorForTileSave + loader.Key + " (" + loader.Value + ")"; supportedFilesSeparatorForTileSave = ", "; } } } public void RegionLoaded(Scene scene) { //Do this here to give file loaders time to initialize and //register their supported file extensions and file formats. InstallInterfaces(); } public void RemoveRegion(Scene scene) { lock(m_scene) { // remove the commands m_scene.UnregisterModuleCommander(m_commander.Name); // remove the event-handlers m_scene.EventManager.OnTerrainCheckUpdates -= EventManager_TerrainCheckUpdates; m_scene.EventManager.OnTerrainTick -= EventManager_OnTerrainTick; m_scene.EventManager.OnPluginConsole -= EventManager_OnPluginConsole; m_scene.EventManager.OnClientClosed -= EventManager_OnClientClosed; m_scene.EventManager.OnNewClient -= EventManager_OnNewClient; // remove the interface m_scene.UnregisterModuleInterface(this); } } public void Close() { } public Type ReplaceableInterface { get { return null; } } public string Name { get { return "TerrainModule"; } } #endregion #region ITerrainModule Members public void UndoTerrain(ITerrainChannel channel) { m_channel = channel; } /// /// Loads a terrain file from disk and installs it in the scene. /// /// Filename to terrain file. Type is determined by extension. public void LoadFromFile(string filename) { foreach(KeyValuePair loader in m_loaders) { if (filename.EndsWith(loader.Key)) { lock(m_scene) { try { ITerrainChannel channel = loader.Value.LoadFile(filename); if (channel.Width != m_scene.RegionInfo.RegionSizeX || channel.Height != m_scene.RegionInfo.RegionSizeY) { // TerrainChannel expects a RegionSize x RegionSize map, currently throw new ArgumentException(String.Format("wrong size, use a file with size {0} x {1}", m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY)); } m_log.DebugFormat("[TERRAIN]: Loaded terrain, wd/ht: {0}/{1}", channel.Width, channel.Height); m_scene.Heightmap = channel; m_channel = channel; UpdateBakedMap(); } catch(NotImplementedException) { m_log.Error("[TERRAIN]: Unable to load heightmap, the " + loader.Value + " parser does not support file loading. (May be save only)"); throw new TerrainException(String.Format("unable to load heightmap: parser {0} does not support loading", loader.Value)); } catch(FileNotFoundException) { m_log.Error( "[TERRAIN]: Unable to load heightmap, file not found. (A directory permissions error may also cause this)"); throw new TerrainException( String.Format("unable to load heightmap: file {0} not found (or permissions do not allow access", filename)); } catch(ArgumentException e) { m_log.ErrorFormat("[TERRAIN]: Unable to load heightmap: {0}", e.Message); throw new TerrainException( String.Format("Unable to load heightmap: {0}", e.Message)); } } m_log.Info("[TERRAIN]: File (" + filename + ") loaded successfully"); return; } } m_log.Error("[TERRAIN]: Unable to load heightmap, no file loader available for that format."); throw new TerrainException(String.Format("unable to load heightmap from file {0}: no loader available for that format", filename)); } /// /// Saves the current heightmap to a specified file. /// /// The destination filename public void SaveToFile(string filename) { try { foreach(KeyValuePair loader in m_loaders) { if (filename.EndsWith(loader.Key)) { loader.Value.SaveFile(filename, m_channel); m_log.InfoFormat("[TERRAIN]: Saved terrain from {0} to {1}", m_scene.RegionInfo.RegionName, filename); return; } } } catch(IOException ioe) { m_log.Error(String.Format("[TERRAIN]: Unable to save to {0}, {1}", filename, ioe.Message)); } m_log.ErrorFormat( "[TERRAIN]: Could not save terrain from {0} to {1}. Valid file extensions are {2}", m_scene.RegionInfo.RegionName, filename, m_supportedFileExtensions); } /// /// Loads a terrain file from the specified URI /// /// The name of the terrain to load /// The URI to the terrain height map public void LoadFromStream(string filename, Uri pathToTerrainHeightmap) { LoadFromStream(filename, URIFetch(pathToTerrainHeightmap)); } public void LoadFromStream(string filename, Stream stream) { LoadFromStream(filename, Vector3.Zero, 0f, Vector2.Zero, stream); } /// /// Loads a terrain file from a stream and installs it in the scene. /// /// Filename to terrain file. Type is determined by extension. /// public void LoadFromStream(string filename, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement, Stream stream) { foreach(KeyValuePair loader in m_loaders) { if (filename.EndsWith(loader.Key)) { lock(m_scene) { try { ITerrainChannel channel = loader.Value.LoadStream(stream); m_channel.Merge(channel, displacement, radianRotation, rotationDisplacement); UpdateBakedMap(); } catch(NotImplementedException) { m_log.Error("[TERRAIN]: Unable to load heightmap, the " + loader.Value + " parser does not support file loading. (May be save only)"); throw new TerrainException(String.Format("unable to load heightmap: parser {0} does not support loading", loader.Value)); } } m_log.Info("[TERRAIN]: File (" + filename + ") loaded successfully"); return; } } m_log.Error("[TERRAIN]: Unable to load heightmap, no file loader available for that format."); throw new TerrainException(String.Format("unable to load heightmap from file {0}: no loader available for that format", filename)); } public void LoadFromStream(string filename, Vector3 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize, Stream stream) { foreach (KeyValuePair loader in m_loaders) { if (filename.EndsWith(loader.Key)) { lock (m_scene) { try { ITerrainChannel channel = loader.Value.LoadStream(stream); m_channel.MergeWithBounding(channel, displacement, rotationDegrees, boundingOrigin, boundingSize); UpdateBakedMap(); } catch (NotImplementedException) { m_log.Error("[TERRAIN]: Unable to load heightmap, the " + loader.Value + " parser does not support file loading. (May be save only)"); throw new TerrainException(String.Format("unable to load heightmap: parser {0} does not support loading", loader.Value)); } } m_log.Info("[TERRAIN]: File (" + filename + ") loaded successfully"); return; } } m_log.Error("[TERRAIN]: Unable to load heightmap, no file loader available for that format."); throw new TerrainException(String.Format("unable to load heightmap from file {0}: no loader available for that format", filename)); } private static Stream URIFetch(Uri uri) { HttpWebRequest request = (HttpWebRequest)WebRequest.Create(uri); // request.Credentials = credentials; request.ContentLength = 0; request.KeepAlive = false; WebResponse response = request.GetResponse(); Stream file = response.GetResponseStream(); if (response.ContentLength == 0) throw new Exception(String.Format("{0} returned an empty file", uri.ToString())); // return new BufferedStream(file, (int) response.ContentLength); return new BufferedStream(file, 1000000); } /// /// Modify Land /// /// Land-position (X,Y,0) /// The size of the brush (0=small, 1=medium, 2=large) /// 0=LAND_LEVEL, 1=LAND_RAISE, 2=LAND_LOWER, 3=LAND_SMOOTH, 4=LAND_NOISE, 5=LAND_REVERT /// UUID of script-owner public void ModifyTerrain(UUID user, Vector3 pos, byte size, byte action) { float duration; float brushSize; if (size > 2) { size = 3; brushSize = 4.0f; } else { size++; brushSize = size; } switch((StandardTerrainEffects)action) { case StandardTerrainEffects.Flatten: duration = 7.29f * size * size; break; case StandardTerrainEffects.Smooth: case StandardTerrainEffects.Revert: duration = 0.06f * size * size; break; case StandardTerrainEffects.Noise: duration = 0.46f * size * size; break; default: duration = 0.25f; break; } client_OnModifyTerrain(user, pos.Z, duration, brushSize, action, pos.Y, pos.X, pos.Y, pos.X, -1); } /// /// Saves the current heightmap to a specified stream. /// /// The destination filename. Used here only to identify the image type /// public void SaveToStream(string filename, Stream stream) { try { foreach(KeyValuePair loader in m_loaders) { if (filename.EndsWith(loader.Key)) { loader.Value.SaveStream(stream, m_channel); return; } } } catch(NotImplementedException) { m_log.Error("Unable to save to " + filename + ", saving of this file format has not been implemented."); throw new TerrainException(String.Format("Unable to save heightmap: saving of this file format not implemented")); } } // Someone diddled terrain outside the normal code paths. Set the taintedness for all clients. // ITerrainModule.TaintTerrain() public void TaintTerrain () { lock (m_perClientPatchUpdates) { // Set the flags for all clients so the tainted patches will be sent out foreach (PatchUpdates pups in m_perClientPatchUpdates.Values) { pups.SetAll(m_scene.Heightmap.GetTerrainData()); } } } // ITerrainModule.PushTerrain() public void PushTerrain(IClientAPI pClient) { if (m_sendTerrainUpdatesByViewDistance) { ScenePresence presence = m_scene.GetScenePresence(pClient.AgentId); if (presence != null) { lock (m_perClientPatchUpdates) { PatchUpdates pups; if (!m_perClientPatchUpdates.TryGetValue(pClient.AgentId, out pups)) { // There is a ScenePresence without a send patch map. Create one. pups = new PatchUpdates(m_scene.Heightmap.GetTerrainData(), presence); m_perClientPatchUpdates.Add(presence.UUID, pups); } else pups.SetAll(true); } } } else { // The traditional way is to call into the protocol stack to send them all. pClient.SendLayerData(); } } #region Plugin Loading Methods private void LoadPlugins() { m_plugineffects = new Dictionary(); LoadPlugins(Assembly.GetCallingAssembly()); string plugineffectsPath = "Terrain"; // Load the files in the Terrain/ dir if (!Directory.Exists(plugineffectsPath)) return; string[] files = Directory.GetFiles(plugineffectsPath); foreach(string file in files) { m_log.Info("Loading effects in " + file); try { Assembly library = Assembly.LoadFrom(file); LoadPlugins(library); } catch(BadImageFormatException) { } } } private void LoadPlugins(Assembly library) { foreach(Type pluginType in library.GetTypes()) { try { if (pluginType.IsAbstract || pluginType.IsNotPublic) continue; string typeName = pluginType.Name; if (pluginType.GetInterface("ITerrainEffect", false) != null) { ITerrainEffect terEffect = (ITerrainEffect)Activator.CreateInstance(library.GetType(pluginType.ToString())); InstallPlugin(typeName, terEffect); } else if (pluginType.GetInterface("ITerrainLoader", false) != null) { ITerrainLoader terLoader = (ITerrainLoader)Activator.CreateInstance(library.GetType(pluginType.ToString())); m_loaders[terLoader.FileExtension] = terLoader; m_log.Info("L ... " + typeName); } } catch(AmbiguousMatchException) { } } } public void InstallPlugin(string pluginName, ITerrainEffect effect) { lock(m_plugineffects) { if (!m_plugineffects.ContainsKey(pluginName)) { m_plugineffects.Add(pluginName, effect); m_log.Info("E ... " + pluginName); } else { m_plugineffects[pluginName] = effect; m_log.Info("E ... " + pluginName + " (Replaced)"); } } } #endregion #endregion /// /// Installs into terrain module the standard suite of brushes /// private void InstallDefaultEffects() { // Draggable Paint Brush Effects m_painteffects[StandardTerrainEffects.Raise] = new RaiseSphere(); m_painteffects[StandardTerrainEffects.Lower] = new LowerSphere(); m_painteffects[StandardTerrainEffects.Smooth] = new SmoothSphere(); m_painteffects[StandardTerrainEffects.Noise] = new NoiseSphere(); m_painteffects[StandardTerrainEffects.Flatten] = new FlattenSphere(); m_painteffects[StandardTerrainEffects.Revert] = new RevertSphere(m_baked); // Area of effect selection effects m_floodeffects[StandardTerrainEffects.Raise] = new RaiseArea(); m_floodeffects[StandardTerrainEffects.Lower] = new LowerArea(); m_floodeffects[StandardTerrainEffects.Smooth] = new SmoothArea(); m_floodeffects[StandardTerrainEffects.Noise] = new NoiseArea(); m_floodeffects[StandardTerrainEffects.Flatten] = new FlattenArea(); m_floodeffects[StandardTerrainEffects.Revert] = new RevertArea(m_baked); // Terrain Modifier operations m_modifyOperations["min"] = new MinModifier(this); m_modifyOperations["max"] = new MaxModifier(this); m_modifyOperations["raise"] = new RaiseModifier(this); m_modifyOperations["lower"] = new LowerModifier(this); m_modifyOperations["fill"] = new FillModifier(this); m_modifyOperations["smooth"] = new SmoothModifier(this); m_modifyOperations["noise"] = new NoiseModifier(this); // Filesystem load/save loaders m_loaders[".r32"] = new RAW32(); m_loaders[".f32"] = m_loaders[".r32"]; m_loaders[".ter"] = new Terragen(); m_loaders[".raw"] = new LLRAW(); m_loaders[".jpg"] = new JPEG(); m_loaders[".jpeg"] = m_loaders[".jpg"]; m_loaders[".bmp"] = new BMP(); m_loaders[".png"] = new PNG(); m_loaders[".gif"] = new GIF(); m_loaders[".tif"] = new TIFF(); m_loaders[".tiff"] = m_loaders[".tif"]; } /// /// Saves the current state of the region into the baked map buffer. /// public void UpdateBakedMap() { m_baked = m_channel.MakeCopy(); m_painteffects[StandardTerrainEffects.Revert] = new RevertSphere(m_baked); m_floodeffects[StandardTerrainEffects.Revert] = new RevertArea(m_baked); m_scene.Bakedmap = m_baked; m_scene.SaveBakedTerrain(); } /// /// Loads a tile from a larger terrain file and installs it into the region. /// /// The terrain file to load /// The width of the file in units /// The height of the file in units /// Where to begin our slice /// Where to begin our slice public void LoadFromFile(string filename, int fileWidth, int fileHeight, int fileStartX, int fileStartY) { int offsetX = (int)m_scene.RegionInfo.RegionLocX - fileStartX; int offsetY = (int)m_scene.RegionInfo.RegionLocY - fileStartY; if (offsetX >= 0 && offsetX < fileWidth && offsetY >= 0 && offsetY < fileHeight) { // this region is included in the tile request foreach(KeyValuePair loader in m_loaders) { if (filename.EndsWith(loader.Key)) { lock(m_scene) { ITerrainChannel channel = loader.Value.LoadFile(filename, offsetX, offsetY, fileWidth, fileHeight, (int) m_scene.RegionInfo.RegionSizeX, (int) m_scene.RegionInfo.RegionSizeY); m_scene.Heightmap = channel; m_channel = channel; UpdateBakedMap(); } return; } } } } /// /// Save a number of map tiles to a single big image file. /// /// /// If the image file already exists then the tiles saved will replace those already in the file - other tiles /// will be untouched. /// /// The terrain file to save /// The number of tiles to save along the X axis. /// The number of tiles to save along the Y axis. /// The map x co-ordinate at which to begin the save. /// The may y co-ordinate at which to begin the save. public void SaveToFile(string filename, int fileWidth, int fileHeight, int fileStartX, int fileStartY) { int offsetX = (int)m_scene.RegionInfo.RegionLocX - fileStartX; int offsetY = (int)m_scene.RegionInfo.RegionLocY - fileStartY; if (offsetX < 0 || offsetX >= fileWidth || offsetY < 0 || offsetY >= fileHeight) { MainConsole.Instance.Output( "ERROR: file width + minimum X tile and file height + minimum Y tile must incorporate the current region at ({0},{1}). File width {2} from {3} and file height {4} from {5} does not.", m_scene.RegionInfo.RegionLocX, m_scene.RegionInfo.RegionLocY, fileWidth, fileStartX, fileHeight, fileStartY); return; } // this region is included in the tile request foreach(KeyValuePair loader in m_loaders) { if (filename.EndsWith(loader.Key) && loader.Value.SupportsTileSave()) { lock(m_scene) { loader.Value.SaveFile(m_channel, filename, offsetX, offsetY, fileWidth, fileHeight, (int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY); MainConsole.Instance.Output( "Saved terrain from ({0},{1}) to ({2},{3}) from {4} to {5}", fileStartX, fileStartY, fileStartX + fileWidth - 1, fileStartY + fileHeight - 1, m_scene.RegionInfo.RegionName, filename); } return; } } MainConsole.Instance.Output( "ERROR: Could not save terrain from {0} to {1}. Valid file extensions are {2}", m_scene.RegionInfo.RegionName, filename, m_supportFileExtensionsForTileSave); } /// /// This is used to check to see of any of the terrain is tainted and, if so, schedule /// updates for all the presences. /// This also checks to see if there are updates that need to be sent for each presence. /// This is where the logic is to send terrain updates to clients. /// /// doing it async, since currently this is 2 heavy for heartbeat private void EventManager_TerrainCheckUpdates() { Util.FireAndForget(EventManager_TerrainCheckUpdatesAsync); } object TerrainCheckUpdatesLock = new object(); private void EventManager_TerrainCheckUpdatesAsync(object o) { // dont overlap execution if(Monitor.TryEnter(TerrainCheckUpdatesLock)) { TerrainData terrData = m_channel.GetTerrainData(); bool shouldTaint = false; if(terrData.IsTainted()) { int nextChanged = 0; while((nextChanged = terrData.GetAndClearNextTaint(nextChanged)) >= 0) { SendToClients(terrData, nextChanged); ++nextChanged; shouldTaint = true; } } // This event also causes changes to be sent to the clients CheckSendingPatchesToClients(); // If things changes, generate some events if (shouldTaint) { m_scene.EventManager.TriggerTerrainTainted(); m_tainted = true; } Monitor.Exit(TerrainCheckUpdatesLock); } } /// /// Performs updates to the region periodically, synchronising physics and other heightmap aware sections /// Called infrequently (like every 5 seconds or so). Best used for storing terrain. /// private void EventManager_OnTerrainTick() { if (m_tainted) { m_tainted = false; m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); m_scene.SaveTerrain(); // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. //m_scene.CreateTerrainTexture(true); } } /// /// Processes commandline input. Do not call directly. /// /// Commandline arguments private void EventManager_OnPluginConsole(string[] args) { if (args[0] == "terrain") { if (args.Length == 1) { m_commander.ProcessConsoleCommand("help", new string[0]); return; } string[] tmpArgs = new string[args.Length - 2]; int i; for(i = 2; i < args.Length; i++) tmpArgs[i - 2] = args[i]; m_commander.ProcessConsoleCommand(args[1], tmpArgs); } } /// /// Installs terrain brush hook to IClientAPI /// /// private void EventManager_OnNewClient(IClientAPI client) { client.OnModifyTerrain += client_OnModifyTerrain; client.OnBakeTerrain += client_OnBakeTerrain; client.OnLandUndo += client_OnLandUndo; client.OnUnackedTerrain += client_OnUnackedTerrain; } /// /// Installs terrain brush hook to IClientAPI /// /// private void EventManager_OnClientClosed(UUID client, Scene scene) { ScenePresence presence = scene.GetScenePresence(client); if (presence != null) { presence.ControllingClient.OnModifyTerrain -= client_OnModifyTerrain; presence.ControllingClient.OnBakeTerrain -= client_OnBakeTerrain; presence.ControllingClient.OnLandUndo -= client_OnLandUndo; presence.ControllingClient.OnUnackedTerrain -= client_OnUnackedTerrain; } lock (m_perClientPatchUpdates) m_perClientPatchUpdates.Remove(client); } /// /// Scan over changes in the terrain and limit height changes. This enforces the /// non-estate owner limits on rate of terrain editting. /// Returns 'true' if any heights were limited. /// private bool EnforceEstateLimits() { TerrainData terrData = m_channel.GetTerrainData(); bool wasLimited = false; for (int x = 0; x < terrData.SizeX; x += Constants.TerrainPatchSize) { for (int y = 0; y < terrData.SizeY; y += Constants.TerrainPatchSize) { if (terrData.IsTaintedAt(x, y)) { // If we should respect the estate settings then // fixup and height deltas that don't respect them. // Note that LimitChannelChanges() modifies the TerrainChannel with the limited height values. wasLimited |= LimitChannelChanges(terrData, x, y); } } } return wasLimited; } private bool EnforceEstateLimits(int startX, int startY, int endX, int endY) { TerrainData terrData = m_channel.GetTerrainData(); bool wasLimited = false; for (int x = startX; x <= endX; x += Constants.TerrainPatchSize) { for (int y = startX; y <= endY; y += Constants.TerrainPatchSize) { if (terrData.IsTaintedAt(x, y)) { // If we should respect the estate settings then // fixup and height deltas that don't respect them. // Note that LimitChannelChanges() modifies the TerrainChannel with the limited height values. wasLimited |= LimitChannelChanges(terrData, x, y); } } } return wasLimited; } /// /// Checks to see height deltas in the tainted terrain patch at xStart ,yStart /// are all within the current estate limits /// true if changes were limited, false otherwise /// private bool LimitChannelChanges(TerrainData terrData, int xStart, int yStart) { bool changesLimited = false; float minDelta = (float)m_scene.RegionInfo.RegionSettings.TerrainLowerLimit; float maxDelta = (float)m_scene.RegionInfo.RegionSettings.TerrainRaiseLimit; // loop through the height map for this patch and compare it against // the baked map for (int x = xStart; x < xStart + Constants.TerrainPatchSize; x++) { for(int y = yStart; y < yStart + Constants.TerrainPatchSize; y++) { float requestedHeight = terrData[x, y]; float bakedHeight = (float)m_baked[x, y]; float requestedDelta = requestedHeight - bakedHeight; if (requestedDelta > maxDelta) { terrData[x, y] = bakedHeight + maxDelta; changesLimited = true; } else if (requestedDelta < minDelta) { terrData[x, y] = bakedHeight + minDelta; //as lower is a -ve delta changesLimited = true; } } } return changesLimited; } private void client_OnLandUndo(IClientAPI client) { } /// /// Sends a copy of the current terrain to the scenes clients /// /// A copy of the terrain as a 1D float array of size w*h /// x patch coords /// y patch coords private void SendToClients(TerrainData terrData, int patchIndex) { if (m_sendTerrainUpdatesByViewDistance) { // Add that this patch needs to be sent to the accounting for each client. lock (m_perClientPatchUpdates) { m_scene.ForEachScenePresence(presence => { if(presence.IsNPC) return; if (!m_perClientPatchUpdates.TryGetValue(presence.UUID, out PatchUpdates thisClientUpdates)) { // There is a ScenePresence without a send patch map. Create one. should not happen thisClientUpdates = new PatchUpdates(terrData, presence, false); m_perClientPatchUpdates.Add(presence.UUID, thisClientUpdates); } thisClientUpdates.SetTrueByPatch(patchIndex); } ); } } else { // Legacy update sending where the update is sent out as soon as noticed // We know the actual terrain data that is passed is ignored so this passes a dummy heightmap. //float[] heightMap = terrData.GetFloatsSerialized(); int sx = terrData.SizeX / Constants.TerrainPatchSize; int py = patchIndex / sx; int px = patchIndex - py * sx; int[] map = new int[]{px, py}; m_scene.ForEachClient( delegate (IClientAPI controller) { controller.SendLayerData(map); } ); } } private class PatchesToSend : IComparable { public int PatchX; public int PatchY; public float Dist; public PatchesToSend(int pX, int pY, float pDist) { PatchX = pX; PatchY = pY; Dist = pDist; } public int CompareTo(PatchesToSend other) { return Dist.CompareTo(other.Dist); } } // Called each frame time to see if there are any patches to send to any of the // ScenePresences. // Loop through all the per-client info and send any patches necessary. private void CheckSendingPatchesToClients() { lock (m_perClientPatchUpdates) { foreach (PatchUpdates pups in m_perClientPatchUpdates.Values) { if(pups.Presence.IsDeleted || !pups.HasUpdates() || !pups.Presence.ControllingClient.CanSendLayerData()) continue; if (m_sendTerrainUpdatesByViewDistance) { // There is something that could be sent to this client. List toSend = GetModifiedPatchesInViewDistance(pups); if (toSend.Count > 0) { // m_log.DebugFormat("{0} CheckSendingPatchesToClient: sending {1} patches to {2} in region {3}", // LogHeader, toSend.Count, pups.Presence.Name, m_scene.RegionInfo.RegionName); // Sort the patches to send by the distance from the presence toSend.Sort(); int[] patchPieces = new int[toSend.Count * 2]; int pieceIndex = 0; foreach (PatchesToSend pts in toSend) { patchPieces[pieceIndex++] = pts.PatchX; patchPieces[pieceIndex++] = pts.PatchY; } pups.Presence.ControllingClient.SendLayerData(patchPieces); } if (pups.sendAll && toSend.Count < 1024) SendAllModifiedPatchs(pups); } else SendAllModifiedPatchs(pups); } } } private void SendAllModifiedPatchs(PatchUpdates pups) { if (!pups.sendAll || !pups.HasUpdates()) return; int next = pups.sendAllIndex; if (pups.sendAllIndex >= pups.taints.Length) next = 0; int npatchs = 0; List patchs = new List(128); while ((next = pups.taints.GetAndClearNextTrue(next)) >= 0) { patchs.Add(next); ++next; if(++npatchs >= 128) break; } if(next < 0) { pups.sendAll = pups.HasUpdates(); pups.sendAllIndex = 0; } else pups.sendAllIndex = next; npatchs = patchs.Count; if (npatchs > 0) { int sx = pups.xsize; int[] patchPieces = new int[2 * npatchs]; for(int i = 0, pieceIndex = 0; i < patchs.Count; ++i) { int patchIndex = patchs[i]; int py = patchIndex / sx; int px = patchIndex - py * sx; patchPieces[pieceIndex++] = px; patchPieces[pieceIndex++] = py; } pups.Presence.ControllingClient.SendLayerData(patchPieces); } } private List GetModifiedPatchesInViewDistance(PatchUpdates pups) { List ret = new List(); if (!pups.HasUpdates()) return ret; ScenePresence presence = pups.Presence; if (presence == null || presence.IsDeleted) return ret; float minz = presence.AbsolutePosition.Z; if (presence.CameraPosition.Z < minz) minz = presence.CameraPosition.Z; // this limit should be max terrainheight + max draw if (minz > 1500f) return ret; int DrawDistance = (int)presence.DrawDistance / Constants.TerrainPatchSize; int testposX; int testposY; if (Math.Abs(presence.AbsolutePosition.X - presence.CameraPosition.X) > 30 || Math.Abs(presence.AbsolutePosition.Y - presence.CameraPosition.Y) > 30) { testposX = (int)presence.CameraPosition.X / Constants.TerrainPatchSize; testposY = (int)presence.CameraPosition.Y / Constants.TerrainPatchSize; } else { testposX = (int)presence.AbsolutePosition.X / Constants.TerrainPatchSize; testposY = (int)presence.AbsolutePosition.Y / Constants.TerrainPatchSize; } int limitX = pups.xsize; int limitY = pups.ysize; // Compute the area of patches within our draw distance int startX = testposX - DrawDistance; if (startX < 0) startX = 0; else if (startX >= limitX) startX = limitX - 1; int startY = testposY - DrawDistance; if (startY < 0) startY = 0; else if (startY >= limitY) startY = limitY - 1; int endX = testposX + DrawDistance; if (endX < 0) endX = 0; else if (endX > limitX) endX = limitX; int endY = testposY + DrawDistance; if (endY < 0) endY = 0; else if (endY > limitY) endY = limitY; float distxsq; float distysq = 0; float distlimitsq; DrawDistance *= DrawDistance; int npatchs = 0; for (int y = startY, py = startY * limitX; y < endY; y++, py += limitX) { distysq = y - testposY; distysq *= distysq; distlimitsq = DrawDistance - distysq; for (int x = startX; x < endX; x++) { int indx = x + py; if (pups.GetByPatch(indx)) { distxsq = x - testposX; distxsq *= distxsq; if (distxsq < distlimitsq) { pups.SetFalseByPatch(indx); ret.Add(new PatchesToSend(x, y, distxsq + distysq)); if (npatchs++ > 1024) { y = endY; break; } } } } } return ret; } private double NextModifyTerrainTime = double.MinValue; private void client_OnModifyTerrain(UUID user, float height, float seconds, float brushSize, byte action, float north, float west, float south, float east, int parcelLocalID) { double now = Util.GetTimeStamp(); if(now < NextModifyTerrainTime) return; try { NextModifyTerrainTime = double.MaxValue; // block it //m_log.DebugFormat("brushs {0} seconds {1} height {2}, parcel {3}", brushSize, seconds, height, parcelLocalID); bool god = m_scene.Permissions.IsGod(user); bool allowed = false; if (north == south && east == west) { if (m_painteffects.ContainsKey((StandardTerrainEffects)action)) { bool[,] allowMask = new bool[m_channel.Width, m_channel.Height]; allowMask.Initialize(); int startX = (int)(west - brushSize + 0.5); if (startX < 0) startX = 0; int startY = (int)(north - brushSize + 0.5); if (startY < 0) startY = 0; int endX = (int)(west + brushSize + 0.5); if (endX >= m_channel.Width) endX = m_channel.Width - 1; int endY = (int)(north + brushSize + 0.5); if (endY >= m_channel.Height) endY = m_channel.Height - 1; int x, y; for (x = startX; x <= endX; x++) { for (y = startY; y <= endY; y++) { if (m_scene.Permissions.CanTerraformLand(user, new Vector3(x, y, -1))) { allowMask[x, y] = true; allowed = true; } } } if (allowed) { StoreUndoState(); m_painteffects[(StandardTerrainEffects) action].PaintEffect( m_channel, allowMask, west, south, height, brushSize, seconds, startX, endX, startY, endY); //block changes outside estate limits if (!god) EnforceEstateLimits(startX, endX, startY, endY); } } else { m_log.Debug("Unknown terrain brush type " + action); } } else { if (m_floodeffects.ContainsKey((StandardTerrainEffects)action)) { bool[,] fillArea = new bool[m_channel.Width, m_channel.Height]; fillArea.Initialize(); int startX = (int)west; int startY = (int)south; int endX = (int)east; int endY = (int)north; if (startX < 0) startX = 0; else if (startX >= m_channel.Width) startX = m_channel.Width - 1; if (endX < 0) endX = 0; else if (endX >= m_channel.Width) endX = m_channel.Width - 1; if (startY < 0) startY = 0; else if (startY >= m_channel.Height) startY = m_channel.Height - 1; if (endY < 0) endY = 0; else if (endY >= m_channel.Height) endY = m_channel.Height - 1; int x, y; if (parcelLocalID == -1) { for (x = startX; x <= endX; x++) { for (y = startY; y <= endY; y++) { if (m_scene.Permissions.CanTerraformLand(user, new Vector3(x, y, -1))) { fillArea[x, y] = true; allowed = true; } } } } else { if (!m_scene.Permissions.CanTerraformLand(user, new Vector3(-1, -1, parcelLocalID))) return; ILandObject parcel = m_scene.LandChannel.GetLandObject(parcelLocalID); if(parcel == null) return; bool[,] parcelmap = parcel.GetLandBitmap(); //ugly for (x = startX; x <= endX; x++) { int px = x >> 2; y = startY; while( y <= endY) { int py = y >> 2; bool inp = parcelmap[px, py]; fillArea[x, y++] = inp; fillArea[x, y++] = inp; fillArea[x, y++] = inp; fillArea[x, y++] = inp; } } allowed = true; } if (allowed) { StoreUndoState(); m_floodeffects[(StandardTerrainEffects)action].FloodEffect(m_channel, fillArea, height, seconds, startX, endX, startY, endY); //block changes outside estate limits if (!god) EnforceEstateLimits(startX, endX, startY, endY); } } else { m_log.Debug("Unknown terrain flood type " + action); } } } finally { NextModifyTerrainTime = Util.GetTimeStamp() + 0.02; // 20ms cooldown } } private void client_OnBakeTerrain(IClientAPI remoteClient) { // Not a good permissions check (see client_OnModifyTerrain above), need to check the entire area. // for now check a point in the centre of the region if (m_scene.Permissions.CanIssueEstateCommand(remoteClient.AgentId, true)) { InterfaceBakeTerrain(null); //bake terrain does not use the passed in parameter } } protected void client_OnUnackedTerrain(IClientAPI client, int patchX, int patchY) { //m_log.Debug("Terrain packet unacked, resending patch: " + patchX + " , " + patchY); // SendLayerData does not use the heightmap parameter. This kludge is so as to not change IClientAPI. client.SendLayerData(new int[]{patchX, patchY}); } private void StoreUndoState() { } #region Console Commands private void InterfaceLoadFile(Object[] args) { LoadFromFile((string) args[0]); } private void InterfaceLoadTileFile(Object[] args) { LoadFromFile((string) args[0], (int) args[1], (int) args[2], (int) args[3], (int) args[4]); } private void InterfaceSaveFile(Object[] args) { SaveToFile((string)args[0]); } private void InterfaceSaveTileFile(Object[] args) { SaveToFile((string)args[0], (int)args[1], (int)args[2], (int)args[3], (int)args[4]); } private void InterfaceBakeTerrain(Object[] args) { UpdateBakedMap(); } private void InterfaceRevertTerrain(Object[] args) { int x, y; for (x = 0; x < m_channel.Width; x++) for (y = 0; y < m_channel.Height; y++) m_channel[x, y] = m_baked[x, y]; } private void InterfaceFlipTerrain(Object[] args) { String direction = (String)args[0]; if (direction.ToLower().StartsWith("y")) { for (int x = 0; x < m_channel.Width; x++) { for (int y = 0; y < m_channel.Height / 2; y++) { float height = m_channel[x, y]; float flippedHeight = m_channel[x, (int)m_channel.Height - 1 - y]; m_channel[x, y] = flippedHeight; m_channel[x, (int)m_channel.Height - 1 - y] = height; } } } else if (direction.ToLower().StartsWith("x")) { for (int y = 0; y < m_channel.Height; y++) { for (int x = 0; x < m_channel.Width / 2; x++) { float height = m_channel[x, y]; float flippedHeight = m_channel[(int)m_channel.Width - 1 - x, y]; m_channel[x, y] = flippedHeight; m_channel[(int)m_channel.Width - 1 - x, y] = height; } } } else { MainConsole.Instance.Output("ERROR: Unrecognised direction {0} - need x or y", direction); } } private void InterfaceRescaleTerrain(Object[] args) { float desiredMin = (float)args[0]; float desiredMax = (float)args[1]; // determine desired scaling factor float desiredRange = desiredMax - desiredMin; //m_log.InfoFormat("Desired {0}, {1} = {2}", new Object[] { desiredMin, desiredMax, desiredRange }); if (desiredRange == 0d) { // delta is zero so flatten at requested height InterfaceFillTerrain(new Object[] { args[1] }); } else { //work out current heightmap range float currMin = float.MaxValue; float currMax = float.MinValue; int width = m_channel.Width; int height = m_channel.Height; for(int x = 0; x < width; x++) { for(int y = 0; y < height; y++) { float currHeight = m_channel[x, y]; if (currHeight < currMin) { currMin = currHeight; } else if (currHeight > currMax) { currMax = currHeight; } } } float currRange = currMax - currMin; float scale = desiredRange / currRange; //m_log.InfoFormat("Current {0}, {1} = {2}", new Object[] { currMin, currMax, currRange }); //m_log.InfoFormat("Scale = {0}", scale); // scale the heightmap accordingly for(int x = 0; x < width; x++) { for(int y = 0; y < height; y++) { float currHeight = m_channel[x, y] - currMin; m_channel[x, y] = desiredMin + (currHeight * scale); } } } } private void InterfaceElevateTerrain(Object[] args) { float val = (float)args[0]; int x, y; for (x = 0; x < m_channel.Width; x++) for (y = 0; y < m_channel.Height; y++) m_channel[x, y] += val; } private void InterfaceMultiplyTerrain(Object[] args) { int x, y; float val = (float)args[0]; for (x = 0; x < m_channel.Width; x++) for (y = 0; y < m_channel.Height; y++) m_channel[x, y] *= val; } private void InterfaceLowerTerrain(Object[] args) { int x, y; float val = (float)args[0]; for (x = 0; x < m_channel.Width; x++) for (y = 0; y < m_channel.Height; y++) m_channel[x, y] -= val; } public void InterfaceFillTerrain(Object[] args) { int x, y; float val = (float)args[0]; for (x = 0; x < m_channel.Width; x++) for (y = 0; y < m_channel.Height; y++) m_channel[x, y] = val; } private void InterfaceMinTerrain(Object[] args) { int x, y; float val = (float)args[0]; for (x = 0; x < m_channel.Width; x++) { for(y = 0; y < m_channel.Height; y++) { m_channel[x, y] = Math.Max(val, m_channel[x, y]); } } } private void InterfaceMaxTerrain(Object[] args) { int x, y; float val = (float)args[0]; for (x = 0; x < m_channel.Width; x++) { for(y = 0; y < m_channel.Height; y++) { m_channel[x, y] = Math.Min(val, m_channel[x, y]); } } } private void InterfaceShow(Object[] args) { Vector2 point; if (!ConsoleUtil.TryParseConsole2DVector((string)args[0], null, out point)) { Console.WriteLine("ERROR: {0} is not a valid vector", args[0]); return; } double height = m_channel[(int)point.X, (int)point.Y]; Console.WriteLine("Terrain height at {0} is {1}", point, height); } private void InterfaceShowDebugStats(Object[] args) { float max = float.MinValue; float min = float.MaxValue; double sum = 0; int x; for(x = 0; x < m_channel.Width; x++) { int y; for(y = 0; y < m_channel.Height; y++) { sum += m_channel[x, y]; if (max < m_channel[x, y]) max = m_channel[x, y]; if (min > m_channel[x, y]) min = m_channel[x, y]; } } double avg = sum / (m_channel.Height * m_channel.Width); MainConsole.Instance.Output("Channel {0}x{1}", m_channel.Width, m_channel.Height); MainConsole.Instance.Output("max/min/avg/sum: {0}/{1}/{2}/{3}", max, min, avg, sum); } private void InterfaceRunPluginEffect(Object[] args) { string firstArg = (string)args[0]; if (firstArg == "list") { MainConsole.Instance.Output("List of loaded plugins"); foreach(KeyValuePair kvp in m_plugineffects) { MainConsole.Instance.Output(kvp.Key); } return; } if (firstArg == "reload") { LoadPlugins(); return; } if (m_plugineffects.ContainsKey(firstArg)) { m_plugineffects[firstArg].RunEffect(m_channel); } else { MainConsole.Instance.Output("WARNING: No such plugin effect {0} loaded.", firstArg); } } private void InstallInterfaces() { Command loadFromFileCommand = new Command("load", CommandIntentions.COMMAND_HAZARDOUS, InterfaceLoadFile, "Loads a terrain from a specified file."); loadFromFileCommand.AddArgument("filename", "The file you wish to load from, the file extension determines the loader to be used. Supported extensions include: " + m_supportedFileExtensions, "String"); Command saveToFileCommand = new Command("save", CommandIntentions.COMMAND_NON_HAZARDOUS, InterfaceSaveFile, "Saves the current heightmap to a specified file."); saveToFileCommand.AddArgument("filename", "The destination filename for your heightmap, the file extension determines the format to save in. Supported extensions include: " + m_supportedFileExtensions, "String"); Command loadFromTileCommand = new Command("load-tile", CommandIntentions.COMMAND_HAZARDOUS, InterfaceLoadTileFile, "Loads a terrain from a section of a larger file."); loadFromTileCommand.AddArgument("filename", "The file you wish to load from, the file extension determines the loader to be used. Supported extensions include: " + m_supportedFileExtensions, "String"); loadFromTileCommand.AddArgument("file width", "The width of the file in tiles", "Integer"); loadFromTileCommand.AddArgument("file height", "The height of the file in tiles", "Integer"); loadFromTileCommand.AddArgument("minimum X tile", "The X region coordinate of the first section on the file", "Integer"); loadFromTileCommand.AddArgument("minimum Y tile", "The Y region coordinate of the first section on the file", "Integer"); Command saveToTileCommand = new Command("save-tile", CommandIntentions.COMMAND_HAZARDOUS, InterfaceSaveTileFile, "Saves the current heightmap to the larger file."); saveToTileCommand.AddArgument("filename", "The file you wish to save to, the file extension determines the loader to be used. Supported extensions include: " + m_supportFileExtensionsForTileSave, "String"); saveToTileCommand.AddArgument("file width", "The width of the file in tiles", "Integer"); saveToTileCommand.AddArgument("file height", "The height of the file in tiles", "Integer"); saveToTileCommand.AddArgument("minimum X tile", "The X region coordinate of the first section on the file", "Integer"); saveToTileCommand.AddArgument("minimum Y tile", "The Y region coordinate of the first tile on the file\n" + "= Example =\n" + "To save a PNG file for a set of map tiles 2 regions wide and 3 regions high from map co-ordinate (9910,10234)\n" + " # terrain save-tile ST06.png 2 3 9910 10234\n", "Integer"); // Terrain adjustments Command fillRegionCommand = new Command("fill", CommandIntentions.COMMAND_HAZARDOUS, InterfaceFillTerrain, "Fills the current heightmap with a specified value."); fillRegionCommand.AddArgument("value", "The numeric value of the height you wish to set your region to.", "Float"); Command elevateCommand = new Command("elevate", CommandIntentions.COMMAND_HAZARDOUS, InterfaceElevateTerrain, "Raises the current heightmap by the specified amount."); elevateCommand.AddArgument("amount", "The amount of height to add to the terrain in meters.", "Float"); Command lowerCommand = new Command("lower", CommandIntentions.COMMAND_HAZARDOUS, InterfaceLowerTerrain, "Lowers the current heightmap by the specified amount."); lowerCommand.AddArgument("amount", "The amount of height to remove from the terrain in meters.", "Float"); Command multiplyCommand = new Command("multiply", CommandIntentions.COMMAND_HAZARDOUS, InterfaceMultiplyTerrain, "Multiplies the heightmap by the value specified."); multiplyCommand.AddArgument("value", "The value to multiply the heightmap by.", "Float"); Command bakeRegionCommand = new Command("bake", CommandIntentions.COMMAND_HAZARDOUS, InterfaceBakeTerrain, "Saves the current terrain into the regions baked map."); Command revertRegionCommand = new Command("revert", CommandIntentions.COMMAND_HAZARDOUS, InterfaceRevertTerrain, "Loads the baked map terrain into the regions heightmap."); Command flipCommand = new Command("flip", CommandIntentions.COMMAND_HAZARDOUS, InterfaceFlipTerrain, "Flips the current terrain about the X or Y axis"); flipCommand.AddArgument("direction", "[x|y] the direction to flip the terrain in", "String"); Command rescaleCommand = new Command("rescale", CommandIntentions.COMMAND_HAZARDOUS, InterfaceRescaleTerrain, "Rescales the current terrain to fit between the given min and max heights"); rescaleCommand.AddArgument("min", "min terrain height after rescaling", "Float"); rescaleCommand.AddArgument("max", "max terrain height after rescaling", "Float"); Command minCommand = new Command("min", CommandIntentions.COMMAND_HAZARDOUS, InterfaceMinTerrain, "Sets the minimum terrain height to the specified value."); minCommand.AddArgument("min", "terrain height to use as minimum", "Float"); Command maxCommand = new Command("max", CommandIntentions.COMMAND_HAZARDOUS, InterfaceMaxTerrain, "Sets the maximum terrain height to the specified value."); maxCommand.AddArgument("min", "terrain height to use as maximum", "Float"); // Debug Command showDebugStatsCommand = new Command("stats", CommandIntentions.COMMAND_STATISTICAL, InterfaceShowDebugStats, "Shows some information about the regions heightmap for debugging purposes."); Command showCommand = new Command("show", CommandIntentions.COMMAND_NON_HAZARDOUS, InterfaceShow, "Shows terrain height at a given co-ordinate."); showCommand.AddArgument("point", "point in , format with no spaces (e.g. 45,45)", "String"); // Plugins Command pluginRunCommand = new Command("effect", CommandIntentions.COMMAND_HAZARDOUS, InterfaceRunPluginEffect, "Runs a specified plugin effect"); pluginRunCommand.AddArgument("name", "The plugin effect you wish to run, or 'list' to see all plugins", "String"); m_commander.RegisterCommand("load", loadFromFileCommand); m_commander.RegisterCommand("load-tile", loadFromTileCommand); m_commander.RegisterCommand("save", saveToFileCommand); m_commander.RegisterCommand("save-tile", saveToTileCommand); m_commander.RegisterCommand("fill", fillRegionCommand); m_commander.RegisterCommand("elevate", elevateCommand); m_commander.RegisterCommand("lower", lowerCommand); m_commander.RegisterCommand("multiply", multiplyCommand); m_commander.RegisterCommand("bake", bakeRegionCommand); m_commander.RegisterCommand("revert", revertRegionCommand); m_commander.RegisterCommand("show", showCommand); m_commander.RegisterCommand("stats", showDebugStatsCommand); m_commander.RegisterCommand("effect", pluginRunCommand); m_commander.RegisterCommand("flip", flipCommand); m_commander.RegisterCommand("rescale", rescaleCommand); m_commander.RegisterCommand("min", minCommand); m_commander.RegisterCommand("max", maxCommand); // Add this to our scene so scripts can call these functions m_scene.RegisterModuleCommander(m_commander); // Add Modify command to Scene, since Command object requires fixed-length arglists m_scene.AddCommand("Terrain", this, "terrain modify", "terrain modify [] []", "Modifies the terrain as instructed." + "\nEach operation can be limited to an area of effect:" + "\n * -ell=x,y,rx[,ry] constrains the operation to an ellipse centred at x,y" + "\n * -rec=x,y,dx[,dy] constrains the operation to a rectangle based at x,y" + "\nEach operation can have its effect tapered based on distance from centre:" + "\n * elliptical operations taper as cones" + "\n * rectangular operations taper as pyramids" , ModifyCommand); } public void ModifyCommand(string module, string[] cmd) { string result; Scene scene = SceneManager.Instance.CurrentScene; if ((scene != null) && (scene != m_scene)) { result = String.Empty; } else if (cmd.Length > 2) { string operationType = cmd[2]; ITerrainModifier operation; if (!m_modifyOperations.TryGetValue(operationType, out operation)) { result = String.Format("Terrain Modify \"{0}\" not found.", operationType); } else if ((cmd.Length > 3) && (cmd[3] == "usage")) { result = "Usage: " + operation.GetUsage(); } else { result = operation.ModifyTerrain(m_channel, cmd); } if (result.Length == 0) { result = "Modified terrain"; m_log.DebugFormat("Performed terrain operation {0}", operationType); } } else { result = "Usage: ..."; } if (result != String.Empty) { MainConsole.Instance.Output(result); } } #endregion } }