Introduce a LightShare kill packet ans send it when needed. Currently only
understood by AVN v0.3iar_mods
parent
f36fe45fa7
commit
5b52440e61
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@ -153,10 +153,18 @@ namespace OpenSim.Region.CoreModules.World.LightShare
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public void SendProfileToClient(IClientAPI client, RegionLightShareData wl)
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public void SendProfileToClient(IClientAPI client, RegionLightShareData wl)
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{
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{
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if (m_enableWindlight && m_scene.RegionInfo.WindlightSettings.valid)
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if (m_enableWindlight)
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{
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{
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List<byte[]> param = compileWindlightSettings(wl);
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if (m_scene.RegionInfo.WindlightSettings.valid)
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client.SendGenericMessage("Windlight", param);
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{
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List<byte[]> param = compileWindlightSettings(wl);
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client.SendGenericMessage("Windlight", param);
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}
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else
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{
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List<byte[]> param = new List<byte[]>();
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client.SendGenericMessage("WindlightReset", param);
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}
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}
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}
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}
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}
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@ -175,8 +183,7 @@ namespace OpenSim.Region.CoreModules.World.LightShare
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private void EventManager_OnSaveNewWindlightProfile()
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private void EventManager_OnSaveNewWindlightProfile()
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{
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{
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if (m_scene.RegionInfo.WindlightSettings.valid)
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m_scene.ForEachRootClient(SendProfileToClient);
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m_scene.ForEachRootClient(SendProfileToClient);
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}
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}
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public void PostInitialise()
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public void PostInitialise()
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@ -486,6 +486,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_host.ParentGroup.Scene.RegionInfo.WindlightSettings.valid = false;
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m_host.ParentGroup.Scene.RegionInfo.WindlightSettings.valid = false;
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if (m_host.ParentGroup.Scene.SimulationDataService != null)
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if (m_host.ParentGroup.Scene.SimulationDataService != null)
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m_host.ParentGroup.Scene.SimulationDataService.RemoveRegionWindlightSettings(m_host.ParentGroup.Scene.RegionInfo.RegionID);
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m_host.ParentGroup.Scene.SimulationDataService.RemoveRegionWindlightSettings(m_host.ParentGroup.Scene.RegionInfo.RegionID);
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m_host.ParentGroup.Scene.EventManager.TriggerOnSaveNewWindlightProfile();
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}
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}
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/// <summary>
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/// <summary>
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/// Set the current Windlight scene to a target avatar
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/// Set the current Windlight scene to a target avatar
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