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-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs76
2 files changed, 48 insertions, 49 deletions
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
2229 } 2229 }
2230 2230
2231 // Xantor 20080528: Send sound info as well 2231 // Xantor 20080528: Send sound info as well
2232 outPacket.ObjectData[0].Sound = SoundId; 2232 // Xantor 20080530: Zero out everything if there's no SoundId, so zerocompression will work again
2233 outPacket.ObjectData[0].OwnerID = ownerID; 2233 outPacket.ObjectData[0].Sound = SoundId;
2234 outPacket.ObjectData[0].Gain = (float) SoundGain; 2234 if (SoundId == LLUUID.Zero)
2235 outPacket.ObjectData[0].Radius = (float) SoundRadius; 2235 {
2236 outPacket.ObjectData[0].Flags = SoundFlags; 2236 outPacket.ObjectData[0].OwnerID = LLUUID.Zero;
2237 outPacket.ObjectData[0].Gain = 0.0f;
2238 outPacket.ObjectData[0].Radius = 0.0f;
2239 outPacket.ObjectData[0].Flags = 0;
2240 }
2241 else
2242 {
2243 outPacket.ObjectData[0].OwnerID = ownerID;
2244 outPacket.ObjectData[0].Gain = (float)SoundGain;
2245 outPacket.ObjectData[0].Radius = (float)SoundRadius;
2246 outPacket.ObjectData[0].Flags = SoundFlags;
2247 }
2237 2248
2238 byte[] pb = pos.GetBytes(); 2249 byte[] pb = pos.GetBytes();
2239 Array.Copy(pb, 0, outPacket.ObjectData[0].ObjectData, 0, pb.Length); 2250 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
176 return LLUUID.Zero; 176 return LLUUID.Zero;
177 } 177 }
178 178
179
180 /// <summary>
181 /// accepts a valid LLUUID, -or- a name of an inventory item.
182 /// Returns a valid LLUUID or LLUUID.Zero if key invalid and item not found
183 /// in prim inventory.
184 /// </summary>
185 /// <param name="k"></param>
186 /// <returns></returns>
187 private LLUUID KeyOrName(string k)
188 {
189 LLUUID key = LLUUID.Zero;
190
191 // if we can parse the string as a key, use it.
192 if (LLUUID.TryParse(k, out key))
193 {
194 return key;
195 }
196 // else try to locate the name in inventory of object. found returns key,
197 // not found returns LLUUID.Zero which will translate to the default particle texture
198 else
199 {
200 return InventoryKey(k);
201 }
202 }
203
179 public void osSetRegionWaterHeight(double height) 204 public void osSetRegionWaterHeight(double height)
180 { 205 {
181 m_host.AddScriptLPS(1); 206 m_host.AddScriptLPS(1);
@@ -1391,27 +1416,13 @@ namespace OpenSim.Region.ScriptEngine.Common
1391 } 1416 }
1392 1417
1393 // Xantor 20080528 PlaySound updated so it accepts an objectinventory name -or- a key to a sound 1418 // Xantor 20080528 PlaySound updated so it accepts an objectinventory name -or- a key to a sound
1419 // 20080530 Updated to remove code duplication
1394 public void llPlaySound(string sound, double volume) 1420 public void llPlaySound(string sound, double volume)
1395 { 1421 {
1396 m_host.AddScriptLPS(1); 1422 m_host.AddScriptLPS(1);
1397 1423
1398 LLUUID key = LLUUID.Zero;
1399
1400 // if we can parse the string as a key, use it.
1401 if (LLUUID.TryParse(sound, out key))
1402 {
1403 sound = key.ToString();
1404 }
1405 // else try to locate the name in inventory of object. found returns key,
1406 // not found returns LLUUID.Zero
1407 else
1408 {
1409 sound = InventoryKey(sound).ToString();
1410 }
1411
1412 // send the sound, once, to all clients in range 1424 // send the sound, once, to all clients in range
1413 m_host.SendSound(sound, volume, false, 0); 1425 m_host.SendSound(KeyOrName(sound).ToString(), volume, false, 0);
1414
1415 } 1426 }
1416 1427
1417 // Xantor 20080528 we should do this differently. 1428 // Xantor 20080528 we should do this differently.
@@ -1420,24 +1431,12 @@ namespace OpenSim.Region.ScriptEngine.Common
1420 // just sending the sound out once doesn't work so well when other avatars come in view later on 1431 // just sending the sound out once doesn't work so well when other avatars come in view later on
1421 // or when the prim gets moved, changed, sat on, whatever 1432 // or when the prim gets moved, changed, sat on, whatever
1422 // see large number of mantises (mantes?) 1433 // see large number of mantises (mantes?)
1434 // 20080530 Updated to remove code duplication
1423 public void llLoopSound(string sound, double volume) 1435 public void llLoopSound(string sound, double volume)
1424 { 1436 {
1425 m_host.AddScriptLPS(1); 1437 m_host.AddScriptLPS(1);
1426// m_host.SendSound(sound, volume, false, 1);
1427 LLUUID key = LLUUID.Zero;
1428
1429 // if we can parse the string as a key, use it.
1430 if (LLUUID.TryParse(sound, out key))
1431 {
1432 m_host.Sound = key;
1433 }
1434 // else try to locate the name in inventory of object. found returns key,
1435 // not found returns LLUUID.Zero
1436 else
1437 {
1438 m_host.Sound = InventoryKey(sound.ToString());
1439 }
1440 1438
1439 m_host.Sound = KeyOrName(sound);
1441 m_host.SoundGain = volume; 1440 m_host.SoundGain = volume;
1442 m_host.SoundFlags = 1; // looping 1441 m_host.SoundFlags = 1; // looping
1443 m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable? 1442 m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
@@ -4117,23 +4116,12 @@ namespace OpenSim.Region.ScriptEngine.Common
4117 prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi; 4116 prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi;
4118 break; 4117 break;
4119 4118
4120 // Xantor 03-May-2008 4119 // Xantor 20080503
4121 // Wiki: PSYS_SRC_TEXTURE string inventory item name or key of the particle texture 4120 // Wiki: PSYS_SRC_TEXTURE string inventory item name or key of the particle texture
4122 // "" = default texture. 4121 // "" = default texture.
4122 // 20080530 Updated to remove code duplication
4123 case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_TEXTURE: 4123 case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_TEXTURE:
4124 LLUUID tkey = LLUUID.Zero; 4124 prules.Texture = KeyOrName(rules.Data[i + 1].ToString());
4125
4126 // if we can parse the string as a key, use it.
4127 if (LLUUID.TryParse(rules.Data[i + 1].ToString(), out tkey))
4128 {
4129 prules.Texture = tkey;
4130 }
4131 // else try to locate the name in inventory of object. found returns key,
4132 // not found returns LLUUID.Zero which will translate to the default particle texture
4133 else
4134 {
4135 prules.Texture = InventoryKey(rules.Data[i+1].ToString());
4136 }
4137 break; 4125 break;
4138 4126
4139 case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_BURST_RATE: 4127 case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_BURST_RATE: