/** * @file llworldmap.h * @brief Underlying data storage for the map of the entire world. * * $LicenseInfo:firstyear=2003&license=viewergpl$ * * Copyright (c) 2003-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #ifndef LL_LLWORLDMAP_H #define LL_LLWORLDMAP_H #include "llworldmipmap.h" #include <boost/function.hpp> #include "v3dmath.h" #include "lluuid.h" #include "llpointer.h" #include "llsingleton.h" #include "llviewerregion.h" #include "llviewertexture.h" // Description of objects like hubs, events, land for sale, people and more (TBD). // Note: we don't store a "type" in there so we need to store instances of this class in // well known objects (i.e. list of objects which type is "well known"). class LLItemInfo { public: LLItemInfo(F32 global_x, F32 global_y, const std::string& name, LLUUID id); // Setters void setTooltip(std::string& tooltip) { mToolTip = tooltip; } void setElevation(F64 z) { mPosGlobal.mdV[VZ] = z; } void setCount(S32 count) { mCount = count; } // void setSelected(bool selected) { mSelected = selected; } // void setColor(LLColor4 color) { mColor = color; } // Accessors const LLVector3d& getGlobalPosition() const { return mPosGlobal; } const std::string& getName() const { return mName; } const std::string& getToolTip() const { return mToolTip; } const LLUUID& getUUID() const { return mID; } S32 getCount() const { return mCount; } U64 getRegionHandle() const { return to_region_handle(mPosGlobal); } // Build the handle on the fly bool isName(const std::string& name) const { return (mName == name); } // True if name same as item's name // bool isSelected() const { return mSelected; } private: std::string mName; // Name of the individual item std::string mToolTip; // Tooltip : typically, something to be displayed to the user when selecting this item LLVector3d mPosGlobal; // Global world position LLUUID mID; // UUID of the item S32 mCount; // Number of elements in item (e.g. people count) // Currently not used but might prove useful one day so we comment out // bool mSelected; // Selected or not: updated by the viewer UI, not the simulator or asset DB // LLColor4 mColor; // Color of the item }; // Info per region // Such records are stored in a global map hold by the LLWorldMap and indexed by region handles. // To avoid creating too many of them, they are requested in "blocks" corresponding to areas covered by the screen. // Unfortunately, when the screen covers the whole world (zoomed out), that can translate in requesting info for // every sim on the grid... Not good... // To avoid this, the code implements a cut-off threshold for overlay graphics and, therefore, all LLSimInfo. // In other words, when zooming out too much, we simply stop requesting LLSimInfo and // LLItemInfo and just display the map tiles. // As they are stored in different structures (LLSimInfo and LLWorldMipmap), this strategy is now workable. class LLSimInfo { public: LLSimInfo(U64 handle); // Convert local region coordinates into world coordinates LLVector3d getGlobalPos(const LLVector3& local_pos) const; // Get the world coordinates of the SW corner of that region LLVector3d getGlobalOrigin() const; LLVector3 getLocalPos(LLVector3d global_pos) const; void clearImage(); // Clears the reference to the Land for sale image for that region void dropImagePriority(); // Drops the boost level of the Land for sale image for that region void updateAgentCount(F64 time); // Send an item request for agent count on that region if time's up // Setters void setName(std::string& name) { mName = name; } void setAccess (U32 accesscode) { mAccess = accesscode; } void setRegionFlags (U32 region_flags) { mRegionFlags = region_flags; } void setLandForSaleImage (LLUUID image_id); // void setWaterHeight (F32 water_height) { mWaterHeight = water_height; } // Accessors std::string getName() const { return mName; } const std::string getFlagsString() const { return LLViewerRegion::regionFlagsToString(mRegionFlags); } const std::string getAccessString() const { return LLViewerRegion::accessToString((U8)mAccess); } const S32 getAgentCount() const; // Compute the total agents count LLPointer<LLViewerFetchedTexture> getLandForSaleImage(); // Get the overlay image, fetch it if necessary bool isName(const std::string& name) const; bool isDown() { return (mAccess == SIM_ACCESS_DOWN); } bool isPG() { return (mAccess <= SIM_ACCESS_PG); } bool isAdult() { return (mAccess == SIM_ACCESS_ADULT); } // Debug only void dump() const; // Print the region info to the standard output // Items lists handling typedef std::vector<LLItemInfo> item_info_list_t; void clearItems(); void insertTeleHub(const LLItemInfo& item) { mTelehubs.push_back(item); } void insertInfoHub(const LLItemInfo& item) { mInfohubs.push_back(item); } void insertPGEvent(const LLItemInfo& item) { mPGEvents.push_back(item); } void insertMatureEvent(const LLItemInfo& item) { mMatureEvents.push_back(item); } void insertAdultEvent(const LLItemInfo& item) { mAdultEvents.push_back(item); } void insertLandForSale(const LLItemInfo& item) { mLandForSale.push_back(item); } void insertLandForSaleAdult(const LLItemInfo& item) { mLandForSaleAdult.push_back(item); } void insertAgentLocation(const LLItemInfo& item); const LLSimInfo::item_info_list_t& getTeleHub() const { return mTelehubs; } const LLSimInfo::item_info_list_t& getInfoHub() const { return mInfohubs; } const LLSimInfo::item_info_list_t& getPGEvent() const { return mPGEvents; } const LLSimInfo::item_info_list_t& getMatureEvent() const { return mMatureEvents; } const LLSimInfo::item_info_list_t& getAdultEvent() const { return mAdultEvents; } const LLSimInfo::item_info_list_t& getLandForSale() const { return mLandForSale; } const LLSimInfo::item_info_list_t& getLandForSaleAdult() const { return mLandForSaleAdult; } const LLSimInfo::item_info_list_t& getAgentLocation() const { return mAgentLocations; } private: U64 mHandle; // This is a hash of the X and Y world coordinates of the SW corner of the sim std::string mName; // Region name F64 mAgentsUpdateTime; // Time stamp giving the last time the agents information was requested for that region bool mFirstAgentRequest; // Init agent request flag U32 mAccess; // Down/up and maturity rating of the region U32 mRegionFlags; // Tell us if the siminfo has been received (if non 0) and what kind of region it is (Sandbox, allow damage) // Currently not used but might prove useful one day so we comment out // F32 mWaterHeight; // Water height on the region (not actively used) // Handling the "land for sale / land for auction" overlay image LLUUID mMapImageID; // Image ID of the overlay image LLPointer<LLViewerFetchedTexture> mOverlayImage; // Reference to the overlay image // Items for this region // Those are data received through item requests (as opposed to block requests for the rest of the data) item_info_list_t mTelehubs; // List of tele hubs in the region item_info_list_t mInfohubs; // List of info hubs in the region item_info_list_t mPGEvents; // List of PG events in the region item_info_list_t mMatureEvents; // List of Mature events in the region item_info_list_t mAdultEvents; // List of Adult events in the region (AO) item_info_list_t mLandForSale; // List of Land for sales in the region item_info_list_t mLandForSaleAdult; // List of Adult Land for sales in the region (AO) item_info_list_t mAgentLocations; // List of agents in the region }; // We request region data on the world by "blocks" of (MAP_BLOCK_SIZE x MAP_BLOCK_SIZE) regions // This is to reduce the number of requests to the asset DB and get things in big "blocks" const S32 MAP_MAX_SIZE = 2048; const S32 MAP_BLOCK_SIZE = 4; const S32 MAP_BLOCK_RES = (MAP_MAX_SIZE / MAP_BLOCK_SIZE); class LLWorldMap : public LLSingleton<LLWorldMap> { public: LLWorldMap(); ~LLWorldMap(); // Clear all: list of region info, tiles, blocks and items void reset(); void clearImageRefs(); // Clears the image references void dropImagePriorities(); // Drops the priority of the images being fetched void reloadItems(bool force = false); // Reload the items (people, hub, etc...) // Region Map access typedef std::map<U64, LLSimInfo*> sim_info_map_t; const LLWorldMap::sim_info_map_t& getRegionMap() const { return mSimInfoMap; } void updateRegions(S32 x0, S32 y0, S32 x1, S32 y1); // Requests region info for a rectangle of regions (in grid coordinates) // Insert a region and items in the map global instance // Note: x_world and y_world in world coordinates (meters) static bool insertRegion(U32 x_world, U32 y_world, std::string& name, LLUUID& uuid, U32 accesscode, U32 region_flags); static bool insertItem(U32 x_world, U32 y_world, std::string& name, LLUUID& uuid, U32 type, S32 extra, S32 extra2); // Get info on sims (region) : note that those methods only search the range of loaded sims (the one that are being browsed) // *not* the entire world. So a NULL return does not mean a down or unexisting region, just an out of range region. LLSimInfo* simInfoFromHandle(const U64 handle); LLSimInfo* simInfoFromPosGlobal(const LLVector3d& pos_global); LLSimInfo* simInfoFromName(const std::string& sim_name); // Gets simulator name from a global position, returns true if found bool simNameFromPosGlobal(const LLVector3d& pos_global, std::string& outSimName ); // Debug only void dump(); // Print the world info to the standard output // Track handling void cancelTracking() { mIsTrackingLocation = false; mIsTrackingFound = false; mIsInvalidLocation = false; mIsTrackingDoubleClick = false; mIsTrackingCommit = false; } void setTracking(const LLVector3d& loc) { mIsTrackingLocation = true; mTrackingLocation = loc; mIsTrackingFound = false; mIsInvalidLocation = false; mIsTrackingDoubleClick = false; mIsTrackingCommit = false;} void setTrackingInvalid() { mIsTrackingFound = true; mIsInvalidLocation = true; } void setTrackingValid() { mIsTrackingFound = true; mIsInvalidLocation = false; } void setTrackingDoubleClick() { mIsTrackingDoubleClick = true; } void setTrackingCommit() { mIsTrackingCommit = true; } bool isTracking() { return mIsTrackingLocation; } bool isTrackingValidLocation() { return mIsTrackingFound && !mIsInvalidLocation; } bool isTrackingInvalidLocation() { return mIsTrackingFound && mIsInvalidLocation; } bool isTrackingDoubleClick() { return mIsTrackingDoubleClick; } bool isTrackingCommit() { return mIsTrackingCommit; } bool isTrackingInRectangle(F64 x0, F64 y0, F64 x1, F64 y1); LLVector3d getTrackedPositionGlobal() const { return mTrackingLocation; } // World Mipmap delegation: currently used when drawing the mipmap void equalizeBoostLevels(); LLPointer<LLViewerFetchedTexture> getObjectsTile(U32 grid_x, U32 grid_y, S32 level, bool load = true) { return mWorldMipmap.getObjectsTile(grid_x, grid_y, level, load); } private: bool clearItems(bool force = false); // Clears the item lists void clearSimFlags(); // Clears the block flags indicating that we've already requested region infos // Create a region record corresponding to the handle, insert it in the region map and returns a pointer LLSimInfo* createSimInfoFromHandle(const U64 handle); // Map from region-handle to region info sim_info_map_t mSimInfoMap; // Holds the tiled mipmap of the world. This is the structure that contains the images used for rendering. LLWorldMipmap mWorldMipmap; // The World is divided in "blocks" of (MAP_BLOCK_SIZE x MAP_BLOCK_SIZE) regions that get requested at once. // This boolean table avoids "blocks" to be requested multiple times. // Issue: Not sure this scheme is foolproof though as I've seen // cases where a block is never retrieved and, because of this boolean being set, never re-requested bool * mMapBlockLoaded; // Telling us if the block of regions has been requested or not // Track location data : used while there's nothing tracked yet by LLTracker bool mIsTrackingLocation; // True when we're tracking a point bool mIsTrackingFound; // True when the tracking position has been found, valid or not bool mIsInvalidLocation; // The region is down or the location does not correspond to an existing region bool mIsTrackingDoubleClick; // User double clicked to set the location (i.e. teleport when found please...) bool mIsTrackingCommit; // User used the search or landmark fields to set the location LLVector3d mTrackingLocation; // World global position being tracked // General grid items request timing flags (used for events,hubs and land for sale) LLTimer mRequestTimer; bool mFirstRequest; }; #endif