Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
This commit is contained in:
Melanie
2012-10-30 01:02:20 +00:00
13 changed files with 486 additions and 308 deletions

View File

@@ -113,6 +113,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
new Dictionary<UUID, UserInfoCacheEntry>();
protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp.
protected ISoundModule m_SoundModule = null;
// protected Timer m_ShoutSayTimer;
protected int m_SayShoutCount = 0;
@@ -160,6 +161,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_TransferModule =
m_ScriptEngine.World.RequestModuleInterface<IMessageTransferModule>();
m_UrlModule = m_ScriptEngine.World.RequestModuleInterface<IUrlModule>();
m_SoundModule = m_ScriptEngine.World.RequestModuleInterface<ISoundModule>();
AsyncCommands = new AsyncCommandManager(ScriptEngine);
}
@@ -427,6 +429,42 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return key;
}
/// <summary>
/// Return the UUID of the asset matching the specified key or name
/// and asset type.
/// </summary>
/// <param name="k"></param>
/// <param name="type"></param>
/// <returns></returns>
protected UUID KeyOrName(string k, AssetType type)
{
UUID key;
if (!UUID.TryParse(k, out key))
{
TaskInventoryItem item = m_host.Inventory.GetInventoryItem(k);
if (item != null && item.Type == (int)type)
key = item.AssetID;
}
else
{
lock (m_host.TaskInventory)
{
foreach (KeyValuePair<UUID, TaskInventoryItem> item in m_host.TaskInventory)
{
if (item.Value.Type == (int)type && item.Value.Name == k)
{
key = item.Value.ItemID;
break;
}
}
}
}
return key;
}
//These are the implementations of the various ll-functions used by the LSL scripts.
public LSL_Float llSin(double f)
{
@@ -2279,8 +2317,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_Vector llGetPos()
{
m_host.AddScriptLPS(1);
Vector3 pos = m_host.GetWorldPosition();
return new LSL_Vector(pos.X, pos.Y, pos.Z);
return m_host.GetWorldPosition();
}
public LSL_Vector llGetLocalPos()
@@ -2638,63 +2675,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.AddScriptLPS(1);
// send the sound, once, to all clients in range
m_host.SendSound(KeyOrName(sound).ToString(), volume, false, 0, 0, false, false);
if (m_SoundModule != null)
{
m_SoundModule.SendSound(m_host.UUID,
KeyOrName(sound, AssetType.Sound), volume, false, 0,
0, false, false);
}
}
// Xantor 20080528 we should do this differently.
// 1) apply the sound to the object
// 2) schedule full update
// 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
// 20080530 Stop sound if there is one, otherwise volume only changes don't work
public void llLoopSound(string sound, double volume)
{
m_host.AddScriptLPS(1);
if (m_host.Sound != UUID.Zero)
llStopSound();
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?
m_host.ScheduleFullUpdate();
m_host.SendFullUpdateToAllClients();
if (m_SoundModule != null)
{
m_SoundModule.LoopSound(m_host.UUID, KeyOrName(sound),
volume, 20, false);
}
}
public void llLoopSoundMaster(string sound, double volume)
{
m_host.AddScriptLPS(1);
m_host.ParentGroup.LoopSoundMasterPrim = m_host;
lock (m_host.ParentGroup.LoopSoundSlavePrims)
if (m_SoundModule != null)
{
foreach (SceneObjectPart prim in m_host.ParentGroup.LoopSoundSlavePrims)
{
if (prim.Sound != UUID.Zero)
llStopSound();
prim.Sound = KeyOrName(sound);
prim.SoundGain = volume;
prim.SoundFlags = 1; // looping
prim.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
prim.ScheduleFullUpdate();
prim.SendFullUpdateToAllClients();
}
m_SoundModule.LoopSound(m_host.UUID, KeyOrName(sound),
volume, 20, true);
}
if (m_host.Sound != UUID.Zero)
llStopSound();
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?
m_host.ScheduleFullUpdate();
m_host.SendFullUpdateToAllClients();
}
public void llLoopSoundSlave(string sound, double volume)
@@ -2711,61 +2717,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.AddScriptLPS(1);
// send the sound, once, to all clients in range
m_host.SendSound(KeyOrName(sound).ToString(), volume, false, 0, 0, true, false);
if (m_SoundModule != null)
{
m_SoundModule.SendSound(m_host.UUID,
KeyOrName(sound, AssetType.Sound), volume, false, 0,
0, true, false);
}
}
public void llTriggerSound(string sound, double volume)
{
m_host.AddScriptLPS(1);
// send the sound, once, to all clients in range
m_host.SendSound(KeyOrName(sound).ToString(), volume, true, 0, 0, false, false);
// send the sound, once, to all clients in rangeTrigger or play an attached sound in this part's inventory.
if (m_SoundModule != null)
{
m_SoundModule.SendSound(m_host.UUID,
KeyOrName(sound, AssetType.Sound), volume, true, 0, 0,
false, false);
}
}
// Xantor 20080528: Clear prim data of sound instead
public void llStopSound()
{
m_host.AddScriptLPS(1);
if (m_host.ParentGroup.LoopSoundSlavePrims.Contains(m_host))
{
if (m_host.ParentGroup.LoopSoundMasterPrim == m_host)
{
foreach (SceneObjectPart part in m_host.ParentGroup.LoopSoundSlavePrims)
{
part.Sound = UUID.Zero;
part.SoundGain = 0;
part.SoundFlags = 0;
part.SoundRadius = 0;
part.ScheduleFullUpdate();
part.SendFullUpdateToAllClients();
}
m_host.ParentGroup.LoopSoundMasterPrim = null;
m_host.ParentGroup.LoopSoundSlavePrims.Clear();
}
else
{
m_host.Sound = UUID.Zero;
m_host.SoundGain = 0;
m_host.SoundFlags = 0;
m_host.SoundRadius = 0;
m_host.ScheduleFullUpdate();
m_host.SendFullUpdateToAllClients();
}
}
else
{
m_host.Sound = UUID.Zero;
m_host.SoundGain = 0;
m_host.SoundFlags = 0;
m_host.SoundRadius = 0;
m_host.ScheduleFullUpdate();
m_host.SendFullUpdateToAllClients();
}
if (m_SoundModule != null)
m_SoundModule.StopSound(m_host.UUID);
}
public void llPreloadSound(string sound)
{
m_host.AddScriptLPS(1);
m_host.PreloadSound(sound);
if (m_SoundModule != null)
m_SoundModule.PreloadSound(m_host.UUID, KeyOrName(sound), 0);
ScriptSleep(1000);
}
@@ -4747,16 +4731,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return;
}
// TODO: Parameter check logic required.
UUID soundId = UUID.Zero;
if (!UUID.TryParse(impact_sound, out soundId))
{
TaskInventoryItem item = m_host.Inventory.GetInventoryItem(impact_sound);
if (item != null && item.Type == (int)AssetType.Sound)
soundId = item.AssetID;
}
m_host.CollisionSound = soundId;
m_host.CollisionSound = KeyOrName(impact_sound, AssetType.Sound);
m_host.CollisionSoundVolume = (float)impact_volume;
m_host.CollisionSoundType = 1;
}
@@ -6318,10 +6293,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
LSL_Vector bottom_south_west)
{
m_host.AddScriptLPS(1);
float radius1 = (float)llVecDist(llGetPos(), top_north_east);
float radius2 = (float)llVecDist(llGetPos(), bottom_south_west);
float radius = Math.Abs(radius1 - radius2);
m_host.SendSound(KeyOrName(sound).ToString(), volume, true, 0, radius, false, false);
if (m_SoundModule != null)
{
m_SoundModule.TriggerSoundLimited(m_host.UUID,
KeyOrName(sound, AssetType.Sound), volume,
bottom_south_west, top_north_east);
}
}
public void llEjectFromLand(string pest)