Mantis#1422. Thank you kindly, Xantor for a patch that :
- volume doesn't change with a new llLoopSound(same sound, new volume); - SendFullUpdateToClients sends 0's in all sound related fields when there's no sound on the prim, thereby improving the amount of data being sent out on these prims (fixes zeropack) - Removed some code duplication between llStartSound, llLoopSound and llParticleSystem() calls0.6.0-stable
parent
f26eeab3d4
commit
48d0084e53
|
@ -2229,11 +2229,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
}
|
||||
|
||||
// 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;
|
||||
// Xantor 20080530: Zero out everything if there's no SoundId, so zerocompression will work again
|
||||
outPacket.ObjectData[0].Sound = SoundId;
|
||||
if (SoundId == LLUUID.Zero)
|
||||
{
|
||||
outPacket.ObjectData[0].OwnerID = LLUUID.Zero;
|
||||
outPacket.ObjectData[0].Gain = 0.0f;
|
||||
outPacket.ObjectData[0].Radius = 0.0f;
|
||||
outPacket.ObjectData[0].Flags = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
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);
|
||||
|
|
|
@ -176,6 +176,31 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
return LLUUID.Zero;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// accepts a valid LLUUID, -or- a name of an inventory item.
|
||||
/// Returns a valid LLUUID or LLUUID.Zero if key invalid and item not found
|
||||
/// in prim inventory.
|
||||
/// </summary>
|
||||
/// <param name="k"></param>
|
||||
/// <returns></returns>
|
||||
private LLUUID KeyOrName(string k)
|
||||
{
|
||||
LLUUID key = LLUUID.Zero;
|
||||
|
||||
// if we can parse the string as a key, use it.
|
||||
if (LLUUID.TryParse(k, out key))
|
||||
{
|
||||
return key;
|
||||
}
|
||||
// else try to locate the name in inventory of object. found returns key,
|
||||
// not found returns LLUUID.Zero which will translate to the default particle texture
|
||||
else
|
||||
{
|
||||
return InventoryKey(k);
|
||||
}
|
||||
}
|
||||
|
||||
public void osSetRegionWaterHeight(double height)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
|
@ -1391,27 +1416,13 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
}
|
||||
|
||||
// Xantor 20080528 PlaySound updated so it accepts an objectinventory name -or- a key to a sound
|
||||
// 20080530 Updated to remove code duplication
|
||||
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);
|
||||
|
||||
m_host.SendSound(KeyOrName(sound).ToString(), volume, false, 0);
|
||||
}
|
||||
|
||||
// Xantor 20080528 we should do this differently.
|
||||
|
@ -1420,24 +1431,12 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
// 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?)
|
||||
// 20080530 Updated to remove code duplication
|
||||
public void llLoopSound(string sound, double volume)
|
||||
{
|
||||
m_host.AddScriptLPS(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.Sound = KeyOrName(sound);
|
||||
m_host.SoundGain = volume;
|
||||
m_host.SoundFlags = 1; // looping
|
||||
m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
|
||||
|
@ -4117,23 +4116,12 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi;
|
||||
break;
|
||||
|
||||
// Xantor 03-May-2008
|
||||
// Xantor 20080503
|
||||
// Wiki: PSYS_SRC_TEXTURE string inventory item name or key of the particle texture
|
||||
// "" = default texture.
|
||||
// 20080530 Updated to remove code duplication
|
||||
case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_TEXTURE:
|
||||
LLUUID tkey = LLUUID.Zero;
|
||||
|
||||
// if we can parse the string as a key, use it.
|
||||
if (LLUUID.TryParse(rules.Data[i + 1].ToString(), out tkey))
|
||||
{
|
||||
prules.Texture = tkey;
|
||||
}
|
||||
// else try to locate the name in inventory of object. found returns key,
|
||||
// not found returns LLUUID.Zero which will translate to the default particle texture
|
||||
else
|
||||
{
|
||||
prules.Texture = InventoryKey(rules.Data[i+1].ToString());
|
||||
}
|
||||
prules.Texture = KeyOrName(rules.Data[i + 1].ToString());
|
||||
break;
|
||||
|
||||
case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_BURST_RATE:
|
||||
|
|
Loading…
Reference in New Issue