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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
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@@ -176,6 +176,31 @@ namespace OpenSim.Region.ScriptEngine.Common
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return LLUUID.Zero;
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}
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/// <summary>
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/// accepts a valid LLUUID, -or- a name of an inventory item.
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/// Returns a valid LLUUID or LLUUID.Zero if key invalid and item not found
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/// in prim inventory.
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/// </summary>
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/// <param name="k"></param>
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/// <returns></returns>
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private LLUUID KeyOrName(string k)
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{
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LLUUID key = LLUUID.Zero;
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// if we can parse the string as a key, use it.
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if (LLUUID.TryParse(k, out key))
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{
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return key;
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}
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// else try to locate the name in inventory of object. found returns key,
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// not found returns LLUUID.Zero which will translate to the default particle texture
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else
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{
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return InventoryKey(k);
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}
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}
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public void osSetRegionWaterHeight(double height)
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{
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m_host.AddScriptLPS(1);
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@@ -1391,27 +1416,13 @@ namespace OpenSim.Region.ScriptEngine.Common
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}
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// Xantor 20080528 PlaySound updated so it accepts an objectinventory name -or- a key to a sound
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// 20080530 Updated to remove code duplication
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public void llPlaySound(string sound, double volume)
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{
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m_host.AddScriptLPS(1);
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LLUUID key = LLUUID.Zero;
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// if we can parse the string as a key, use it.
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if (LLUUID.TryParse(sound, out key))
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{
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sound = key.ToString();
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}
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// else try to locate the name in inventory of object. found returns key,
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// not found returns LLUUID.Zero
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else
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{
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sound = InventoryKey(sound).ToString();
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}
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// send the sound, once, to all clients in range
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m_host.SendSound(sound, volume, false, 0);
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m_host.SendSound(KeyOrName(sound).ToString(), volume, false, 0);
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}
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// Xantor 20080528 we should do this differently.
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@@ -1420,24 +1431,12 @@ namespace OpenSim.Region.ScriptEngine.Common
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// just sending the sound out once doesn't work so well when other avatars come in view later on
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// or when the prim gets moved, changed, sat on, whatever
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// see large number of mantises (mantes?)
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// 20080530 Updated to remove code duplication
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public void llLoopSound(string sound, double volume)
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{
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m_host.AddScriptLPS(1);
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// m_host.SendSound(sound, volume, false, 1);
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LLUUID key = LLUUID.Zero;
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// if we can parse the string as a key, use it.
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if (LLUUID.TryParse(sound, out key))
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{
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m_host.Sound = key;
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}
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// else try to locate the name in inventory of object. found returns key,
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// not found returns LLUUID.Zero
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else
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{
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m_host.Sound = InventoryKey(sound.ToString());
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}
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m_host.Sound = KeyOrName(sound);
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m_host.SoundGain = volume;
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m_host.SoundFlags = 1; // looping
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m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
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@@ -4117,23 +4116,12 @@ namespace OpenSim.Region.ScriptEngine.Common
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prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi;
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break;
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// Xantor 03-May-2008
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// Xantor 20080503
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// Wiki: PSYS_SRC_TEXTURE string inventory item name or key of the particle texture
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// "" = default texture.
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// 20080530 Updated to remove code duplication
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case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_TEXTURE:
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LLUUID tkey = LLUUID.Zero;
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// if we can parse the string as a key, use it.
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if (LLUUID.TryParse(rules.Data[i + 1].ToString(), out tkey))
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{
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prules.Texture = tkey;
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}
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// else try to locate the name in inventory of object. found returns key,
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// not found returns LLUUID.Zero which will translate to the default particle texture
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else
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{
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prules.Texture = InventoryKey(rules.Data[i+1].ToString());
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}
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prules.Texture = KeyOrName(rules.Data[i + 1].ToString());
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break;
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case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_BURST_RATE:
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