Mantis#1406. Thank you kindly, Xantor for a patch that:

llLoopSound sends out one packet to clients in view, so it doesn't work anymore 
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object 
inventory sound names. llStopSound clears prim data and sends full update.
0.6.0-stable
Charles Krinke 2008-05-28 14:03:08 +00:00
parent de43c2db57
commit 06147d0492
6 changed files with 85 additions and 11 deletions

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@ -892,7 +892,7 @@ namespace OpenSim.Framework
LLVector3 pos, LLVector3 vel, LLVector3 acc, LLQuaternion rotation, LLVector3 rvel,
uint flags,
LLUUID objectID, LLUUID ownerID, string text, byte[] color, uint parentID, byte[] particleSystem,
byte clickAction, byte[] textureanim, bool attachment, uint AttachPoint, LLUUID AssetId);
byte clickAction, byte[] textureanim, bool attachment, uint AttachPoint, LLUUID AssetId, LLUUID SoundId, double SoundVolume, byte SoundFlags, double SoundRadius);
void SendPrimitiveToClient(ulong regionHandle, ushort timeDilation, uint localID, PrimitiveBaseShape primShape,

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@ -2194,7 +2194,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
SendPrimitiveToClient(regionHandle, timeDilation, localID, primShape, pos, vel,
acc, rotation, rvel, flags,
objectID, ownerID, text, color, parentID, particleSystem,
clickAction, textureanim, false,(uint)0, LLUUID.Zero);
clickAction, textureanim, false,(uint)0, LLUUID.Zero, LLUUID.Zero,0,0,0);
}
public void SendPrimitiveToClient(
@ -2202,12 +2202,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
LLVector3 pos, LLVector3 velocity, LLVector3 acceleration, LLQuaternion rotation, LLVector3 rotational_velocity,
uint flags,
LLUUID objectID, LLUUID ownerID, string text, byte[] color, uint parentID, byte[] particleSystem,
byte clickAction, byte[] textureanim, bool attachment, uint AttachPoint, LLUUID AssetId)
byte clickAction, byte[] textureanim, bool attachment, uint AttachPoint, LLUUID AssetId, LLUUID SoundId, double SoundGain, byte SoundFlags, double SoundRadius)
{
if (rotation.X == rotation.Y && rotation.Y == rotation.Z && rotation.Z == rotation.W && rotation.W == 0)
rotation = LLQuaternion.Identity;
ObjectUpdatePacket outPacket = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
// TODO: don't create new blocks if recycling an old packet
outPacket.RegionData.RegionHandle = regionHandle;
outPacket.RegionData.TimeDilation = timeDilation;
@ -2234,7 +2237,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
outPacket.ObjectData[0].ParentID = parentID;
outPacket.ObjectData[0].PSBlock = particleSystem;
outPacket.ObjectData[0].ClickAction = clickAction;
//outPacket.ObjectData[0].Flags = 0;
outPacket.ObjectData[0].Flags = 0;
if (attachment)
{
@ -2248,8 +2251,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
outPacket.ObjectData[0].State = (byte)((AttachPoint % 16) * 16 + (AttachPoint / 16));
}
// Sound Radius
outPacket.ObjectData[0].Radius = 20;
// Xantor 20080528: Send sound info as well
outPacket.ObjectData[0].Sound = SoundId;
outPacket.ObjectData[0].OwnerID = ownerID;
outPacket.ObjectData[0].Gain = (float) SoundGain;
outPacket.ObjectData[0].Radius = (float) SoundRadius;
outPacket.ObjectData[0].Flags = SoundFlags;
byte[] pb = pos.GetBytes();
Array.Copy(pb, 0, outPacket.ObjectData[0].ObjectData, 0, pb.Length);

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@ -515,7 +515,7 @@ namespace OpenSim.Region.Environment.Modules.World.NPC
LLUUID objectID, LLUUID ownerID, string text, byte[] color,
uint parentID,
byte[] particleSystem, byte clickAction, byte[] textureanimation,
bool attachment, uint AttachmentPoint, LLUUID AssetId)
bool attachment, uint AttachmentPoint, LLUUID AssetId, LLUUID SoundId, double SoundVolume, byte SoundFlags, double SoundRadius)
{
}
public virtual void SendPrimTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID,

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@ -592,6 +592,20 @@ namespace OpenSim.Region.Environment.Scenes
}
}
//Xantor 20080528 Sound stuff:
// Note: This isn't persisted in the database right now, as the fields for that aren't just there yet.
// Not a big problem as long as the script that sets it remains in the prim on startup.
// for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script)
[XmlIgnore]
public LLUUID Sound;
[XmlIgnore]
public byte SoundFlags;
[XmlIgnore]
public double SoundGain;
[XmlIgnore]
public double SoundRadius;
private string m_sitName = String.Empty;
public string SitName
@ -2406,7 +2420,7 @@ namespace OpenSim.Region.Environment.Scenes
m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, m_shape,
lPos, Velocity, Acceleration, RotationOffset, RotationalVelocity, clientFlags, m_uuid,
OwnerID,
m_text, color, ParentID, m_particleSystem, m_clickAction, m_TextureAnimation, m_IsAttachment, m_attachmentPoint,fromAssetID);
m_text, color, ParentID, m_particleSystem, m_clickAction, m_TextureAnimation, m_IsAttachment, m_attachmentPoint,fromAssetID, Sound, SoundGain, SoundFlags, SoundRadius);
}
/// Terse updates

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@ -430,7 +430,7 @@ namespace OpenSim.Region.Examples.SimpleModule
LLUUID objectID, LLUUID ownerID, string text, byte[] color,
uint parentID,
byte[] particleSystem, byte clickAction, byte[] textureanimation,
bool attachment, uint AttachmentPoint, LLUUID AssetId)
bool attachment, uint AttachmentPoint, LLUUID AssetId, LLUUID SoundId, double SoundVolume, byte SoundFlags, double SoundRadius)
{
}
public virtual void SendPrimTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID,

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@ -1390,16 +1390,59 @@ namespace OpenSim.Region.ScriptEngine.Common
Deprecated("llSound");
}
// Xantor 20080528 PlaySound updated so it accepts an objectinventory name -or- a key to a sound
public void llPlaySound(string sound, double volume)
{
m_host.AddScriptLPS(1);
LLUUID key = LLUUID.Zero;
// if we can parse the string as a key, use it.
if (LLUUID.TryParse(sound, out key))
{
sound = key.ToString();
}
// else try to locate the name in inventory of object. found returns key,
// not found returns LLUUID.Zero
else
{
sound = InventoryKey(sound).ToString();
}
// send the sound, once, to all clients in range
m_host.SendSound(sound, volume, false, 0);
}
// Xantor 20080528 we should do this differently.
// 1) apply the sound to the object
// 2) schedule full update
// just sending the sound out once doesn't work so well when other avatars come in view later on
// or when the prim gets moved, changed, sat on, whatever
// see large number of mantises (mantes?)
public void llLoopSound(string sound, double volume)
{
m_host.AddScriptLPS(1);
m_host.SendSound(sound, volume, false, 1);
// m_host.SendSound(sound, volume, false, 1);
LLUUID key = LLUUID.Zero;
// if we can parse the string as a key, use it.
if (LLUUID.TryParse(sound, out key))
{
m_host.Sound = key;
}
// else try to locate the name in inventory of object. found returns key,
// not found returns LLUUID.Zero
else
{
m_host.Sound = InventoryKey(sound.ToString());
}
m_host.SoundGain = volume;
m_host.SoundFlags = 1; // looping
m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
m_host.SendFullUpdateToAllClients();
}
public void llLoopSoundMaster(string sound, double volume)
@ -1426,10 +1469,19 @@ namespace OpenSim.Region.ScriptEngine.Common
m_host.SendSound(sound, volume, true, 0);
}
// Xantor 20080528: Clear prim data of sound instead
public void llStopSound()
{
m_host.AddScriptLPS(1);
m_host.SendSound(LLUUID.Zero.ToString(), 1.0, false, 2);
m_host.Sound = LLUUID.Zero;
m_host.SoundGain = 0;
m_host.SoundFlags = 0;
m_host.SoundRadius = 0;
m_host.SendFullUpdateToAllClients();
// m_host.SendSound(LLUUID.Zero.ToString(), 1.0, false, 2);
}
public void llPreloadSound(string sound)