From 48d0084e5344ffaa6478a35f88516a6d7a68e26c Mon Sep 17 00:00:00 2001
From: Charles Krinke
Date: Fri, 30 May 2008 15:34:54 +0000
Subject: 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
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 21 ++++--
.../ScriptEngine/Common/LSL_BuiltIn_Commands.cs | 76 +++++++++-------------
2 files changed, 48 insertions(+), 49 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 071a1bb..6a912e5 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -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);
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
index 518e37b..5b1408f 100644
--- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
+++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
@@ -176,6 +176,31 @@ namespace OpenSim.Region.ScriptEngine.Common
return LLUUID.Zero;
}
+
+ ///
+ /// 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.
+ ///
+ ///
+ ///
+ 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:
--
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