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/**
* @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
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