Terrain changes done via osTerrainSetHeight aren't shown immediately to the clients in
that region. I decided against sending the terrain on every call to osTerrainSetHeight (which makes it abysmally slow), and added a osTerrainFlush instead, which should be called after all the terrain-changes have been done. Changed some return types to LSL types, too, and removed some end-of-line spaces.0.6.5-rc1
parent
9c3ec87b97
commit
33e1316ced
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@ -270,7 +270,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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//
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// OpenSim functions
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//
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public int osTerrainSetHeight(int x, int y, double val)
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public LSL_Integer osTerrainSetHeight(int x, int y, double val)
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{
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CheckThreatLevel(ThreatLevel.High, "osTerrainSetHeight");
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@ -289,7 +289,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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}
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public double osTerrainGetHeight(int x, int y)
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public LSL_Float osTerrainGetHeight(int x, int y)
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{
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CheckThreatLevel(ThreatLevel.None, "osTerrainGetHeight");
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@ -300,6 +300,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return World.Heightmap[x, y];
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}
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public void osTerrainFlush()
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{
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CheckThreatLevel(ThreatLevel.VeryLow, "osTerrainFlush");
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ITerrainModule terrainModule = World.RequestModuleInterface<ITerrainModule>();
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if (terrainModule != null) terrainModule.TaintTerrain();
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}
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public int osRegionRestart(double seconds)
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{
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// This is High here because region restart is not reliable
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@ -33,6 +33,8 @@ using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
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using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
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using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
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using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
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using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
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using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
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namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
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{
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@ -59,8 +61,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
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string osSetDynamicTextureData(string dynamicID, string contentType, string data, string extraParams, int timer);
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string osSetDynamicTextureDataBlend(string dynamicID, string contentType, string data, string extraParams,
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int timer, int alpha);
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double osTerrainGetHeight(int x, int y);
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int osTerrainSetHeight(int x, int y, double val);
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LSL_Float osTerrainGetHeight(int x, int y);
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LSL_Integer osTerrainSetHeight(int x, int y, double val);
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void osTerrainFlush();
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int osRegionRestart(double seconds);
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void osRegionNotice(string msg);
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bool osConsoleCommand(string Command);
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@ -40,6 +40,8 @@ using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
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using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
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using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
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using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
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using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
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using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
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namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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{
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@ -132,16 +134,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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return m_OSSL_Functions.osSetDynamicTextureDataBlend(dynamicID, contentType, data, extraParams, timer, alpha);
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}
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public double osTerrainGetHeight(int x, int y)
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public LSL_Float osTerrainGetHeight(int x, int y)
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{
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return m_OSSL_Functions.osTerrainGetHeight(x, y);
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}
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public int osTerrainSetHeight(int x, int y, double val)
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public LSL_Integer osTerrainSetHeight(int x, int y, double val)
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{
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return m_OSSL_Functions.osTerrainSetHeight(x, y, val);
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}
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public void osTerrainFlush()
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{
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m_OSSL_Functions.osTerrainFlush();
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}
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public int osRegionRestart(double seconds)
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{
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return m_OSSL_Functions.osRegionRestart(seconds);
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