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() calls
0.6.0-stable
Charles Krinke 2008-05-30 15:34:54 +00:00
parent f26eeab3d4
commit 48d0084e53
2 changed files with 48 additions and 49 deletions

View File

@ -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);

View File

@ -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: