Correct state handling and state event masks. Prims will now show
touch, pay, etc script states correctly.0.6.0-stable
parent
737fcf322b
commit
1034c1cdc1
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@ -1897,10 +1897,10 @@ namespace OpenSim.Region.Environment.Scenes
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// remove values from aggregated script events
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AggregateScriptEvents &= ~oldparts;
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m_scriptEvents.Remove(scriptid);
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}
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}
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aggregateScriptEvents();
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}
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}
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}
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/// <summary>
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/// Reset UUIDs for this part. This involves generate this part's own UUID and
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@ -2354,6 +2354,8 @@ namespace OpenSim.Region.Environment.Scenes
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// oldparts = m_scriptEvents[scriptid];
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// remove values from aggregated script events
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if (m_scriptEvents[scriptid] == (scriptEvents) events)
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return;
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m_scriptEvents[scriptid] = (scriptEvents) events;
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}
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else
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@ -3205,6 +3207,8 @@ namespace OpenSim.Region.Environment.Scenes
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public void aggregateScriptEvents()
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{
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AggregateScriptEvents = 0;
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// Aggregate script events
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lock (m_scriptEvents)
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{
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@ -4730,98 +4730,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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switch ((int)rules.Data[i])
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{
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case (int)ScriptBaseClass.PSYS_PART_FLAGS:
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prules.PartDataFlags = (Primitive.ParticleSystem.ParticleDataFlags)((uint)Convert.ToInt32(rules.Data[i + 1].ToString()));
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prules.PartDataFlags = (Primitive.ParticleSystem.ParticleDataFlags)(uint)rules.GetLSLIntegerItem(i + 1);
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break;
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case (int)ScriptBaseClass.PSYS_PART_START_COLOR:
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tempv = (LSL_Types.Vector3)rules.Data[i + 1];
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tempv = rules.GetVector3Item(i + 1);
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prules.PartStartColor.R = (float)tempv.x;
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prules.PartStartColor.G = (float)tempv.y;
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prules.PartStartColor.B = (float)tempv.z;
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break;
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case (int)ScriptBaseClass.PSYS_PART_START_ALPHA:
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tempf = Convert.ToSingle(rules.Data[i + 1].ToString());
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prules.PartStartColor.A = (float)tempf;
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tempf = (float)rules.GetLSLFloatItem(i + 1);
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prules.PartStartColor.A = tempf;
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break;
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case (int)ScriptBaseClass.PSYS_PART_END_COLOR:
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tempv = (LSL_Types.Vector3)rules.Data[i + 1];
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//prules.PartEndColor = new Color4(tempv.x,tempv.y,tempv.z,1);
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tempv = rules.GetVector3Item(i + 1);
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prules.PartEndColor.R = (float)tempv.x;
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prules.PartEndColor.G = (float)tempv.y;
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prules.PartEndColor.B = (float)tempv.z;
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break;
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case (int)ScriptBaseClass.PSYS_PART_END_ALPHA:
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tempf = Convert.ToSingle(rules.Data[i + 1].ToString());
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prules.PartEndColor.A = (float)tempf;
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tempf = (float)rules.GetLSLFloatItem(i + 1);
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prules.PartEndColor.A = tempf;
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break;
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case (int)ScriptBaseClass.PSYS_PART_START_SCALE:
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tempv = (LSL_Types.Vector3)rules.Data[i + 1];
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tempv = rules.GetVector3Item(i + 1);
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prules.PartStartScaleX = (float)tempv.x;
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prules.PartStartScaleY = (float)tempv.y;
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break;
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case (int)ScriptBaseClass.PSYS_PART_END_SCALE:
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tempv = (LSL_Types.Vector3)rules.Data[i + 1];
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tempv = rules.GetVector3Item(i + 1);
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prules.PartEndScaleX = (float)tempv.x;
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prules.PartEndScaleY = (float)tempv.y;
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break;
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case (int)ScriptBaseClass.PSYS_PART_MAX_AGE:
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tempf = Convert.ToSingle(rules.Data[i + 1].ToString());
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prules.PartMaxAge = (float)tempf;
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tempf = (float)rules.GetLSLFloatItem(i + 1);
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prules.PartMaxAge = tempf;
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break;
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case (int)ScriptBaseClass.PSYS_SRC_ACCEL:
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tempv = (LSL_Types.Vector3)rules.Data[i + 1];
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tempv = rules.GetVector3Item(i + 1);
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prules.PartAcceleration.X = (float)tempv.x;
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prules.PartAcceleration.Y = (float)tempv.y;
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prules.PartAcceleration.Z = (float)tempv.z;
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break;
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case (int)ScriptBaseClass.PSYS_SRC_PATTERN:
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int tmpi = int.Parse(rules.Data[i + 1].ToString());
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int tmpi = (int)rules.GetLSLIntegerItem(i + 1);
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prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi;
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break;
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// Xantor 20080503
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// Wiki: PSYS_SRC_TEXTURE string inventory item name or key of the particle texture
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// "" = default texture.
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// 20080530 Updated to remove code duplication
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case (int)ScriptBaseClass.PSYS_SRC_TEXTURE:
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prules.Texture = KeyOrName(rules.Data[i + 1].ToString());
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prules.Texture = KeyOrName(rules.GetLSLStringItem(i + 1));
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break;
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case (int)ScriptBaseClass.PSYS_SRC_BURST_RATE:
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tempf = Convert.ToSingle(rules.Data[i + 1].ToString());
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tempf = (float)rules.GetLSLFloatItem(i + 1);
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prules.BurstRate = (float)tempf;
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break;
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case (int)ScriptBaseClass.PSYS_SRC_BURST_PART_COUNT:
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prules.BurstPartCount = (byte)Convert.ToByte(rules.Data[i + 1].ToString());
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prules.BurstPartCount = (byte)(int)rules.GetLSLIntegerItem(i + 1);
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break;
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case (int)ScriptBaseClass.PSYS_SRC_BURST_RADIUS:
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tempf = Convert.ToSingle(rules.Data[i + 1].ToString());
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tempf = (float)rules.GetLSLFloatItem(i + 1);
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prules.BurstRadius = (float)tempf;
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break;
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case (int)ScriptBaseClass.PSYS_SRC_BURST_SPEED_MIN:
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tempf = Convert.ToSingle(rules.Data[i + 1].ToString());
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tempf = (float)rules.GetLSLFloatItem(i + 1);
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prules.BurstSpeedMin = (float)tempf;
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break;
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case (int)ScriptBaseClass.PSYS_SRC_BURST_SPEED_MAX:
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tempf = Convert.ToSingle(rules.Data[i + 1].ToString());
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tempf = (float)rules.GetLSLFloatItem(i + 1);
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prules.BurstSpeedMax = (float)tempf;
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break;
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case (int)ScriptBaseClass.PSYS_SRC_MAX_AGE:
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tempf = Convert.ToSingle(rules.Data[i + 1].ToString());
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tempf = (float)rules.GetLSLFloatItem(i + 1);
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prules.MaxAge = (float)tempf;
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break;
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@ -4839,20 +4833,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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case (int)ScriptBaseClass.PSYS_SRC_OMEGA:
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// AL: This is an assumption, since it is the only thing that would match.
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tempv = (LSL_Types.Vector3)rules.Data[i + 1];
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tempv = rules.GetVector3Item(i + 1);
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prules.AngularVelocity.X = (float)tempv.x;
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prules.AngularVelocity.Y = (float)tempv.y;
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prules.AngularVelocity.Z = (float)tempv.z;
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//cast?? prules.MaxAge = (float)rules[i + 1];
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break;
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case (int)ScriptBaseClass.PSYS_SRC_ANGLE_BEGIN:
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tempf = Convert.ToSingle(rules.Data[i + 1].ToString());
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tempf = (float)rules.GetLSLFloatItem(i + 1);
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prules.InnerAngle = (float)tempf;
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break;
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case (int)ScriptBaseClass.PSYS_SRC_ANGLE_END:
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tempf = Convert.ToSingle(rules.Data[i + 1].ToString());
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tempf = (float)rules.GetLSLFloatItem(i + 1);
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prules.OuterAngle = (float)tempf;
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break;
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}
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@ -255,6 +255,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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m_Engine.Log.DebugFormat("[Script] Successfully retrieved state for script {0}.{1}", m_PrimName, m_ScriptName);
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part.SetScriptEvents(m_ItemID,
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(int)m_Script.GetStateEventFlags(State));
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if (m_RunEvents && (!m_ShuttingDown))
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{
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m_RunEvents = false;
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@ -612,6 +615,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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m_EventQueue.Clear();
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m_Script.ResetVars();
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m_State = "default";
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part.SetScriptEvents(m_ItemID,
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(int)m_Script.GetStateEventFlags(State));
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if (running)
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Start();
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m_SaveState = true;
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@ -631,6 +637,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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part.GetInventoryItem(m_ItemID).PermsGranter = UUID.Zero;
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AsyncCommandManager async = (AsyncCommandManager)m_Engine.AsyncCommands;
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async.RemoveScript(m_LocalID, m_ItemID);
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m_EventQueue.Clear();
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m_Script.ResetVars();
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m_State = "default";
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part.SetScriptEvents(m_ItemID,
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(int)m_Script.GetStateEventFlags(State));
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if (m_CurrentEvent != "state_entry")
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{
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m_SaveState = true;
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