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Merge branch 'master' into presence-refactor
This commit is contained in:
@@ -955,8 +955,8 @@ namespace OpenSim.Region.CoreModules.World.Estate
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if (y == -1 || m_scene.RegionInfo.RegionLocY == y)
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{
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int corner = int.Parse(num);
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float lowValue = float.Parse(min);
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float highValue = float.Parse(max);
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float lowValue = float.Parse(min, Culture.NumberFormatInfo);
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float highValue = float.Parse(max, Culture.NumberFormatInfo);
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m_log.Debug("[ESTATEMODULE] Setting terrain heights " + m_scene.RegionInfo.RegionName +
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string.Format(" (C{0}, {1}-{2}", corner, lowValue, highValue));
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@@ -60,7 +60,7 @@ namespace OpenSim.Region.CoreModules.World.Sound
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}
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public virtual void PlayAttachedSound(
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UUID soundID, UUID ownerID, UUID objectID, double gain, Vector3 position, byte flags)
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UUID soundID, UUID ownerID, UUID objectID, double gain, Vector3 position, byte flags, float radius)
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{
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foreach (ScenePresence p in m_scene.GetAvatars())
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{
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@@ -69,14 +69,17 @@ namespace OpenSim.Region.CoreModules.World.Sound
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continue;
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// Scale by distance
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gain = (float)((double)gain*((100.0 - dis) / 100.0));
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if (radius == 0)
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gain = (float)((double)gain * ((100.0 - dis) / 100.0));
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else
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gain = (float)((double)gain * ((radius - dis) / radius));
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p.ControllingClient.SendPlayAttachedSound(soundID, objectID, ownerID, (float)gain, flags);
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}
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}
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public virtual void TriggerSound(
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UUID soundId, UUID ownerID, UUID objectID, UUID parentID, double gain, Vector3 position, UInt64 handle)
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UUID soundId, UUID ownerID, UUID objectID, UUID parentID, double gain, Vector3 position, UInt64 handle, float radius)
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{
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foreach (ScenePresence p in m_scene.GetAvatars())
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{
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@@ -85,7 +88,10 @@ namespace OpenSim.Region.CoreModules.World.Sound
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continue;
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// Scale by distance
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gain = (float)((double)gain*((100.0 - dis) / 100.0));
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if (radius == 0)
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gain = (float)((double)gain * ((100.0 - dis) / 100.0));
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else
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gain = (float)((double)gain * ((radius - dis) / radius));
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p.ControllingClient.SendTriggeredSound(
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soundId, ownerID, objectID, parentID, handle, position, (float)gain);
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@@ -84,6 +84,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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private ITerrainChannel m_revert;
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private Scene m_scene;
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private volatile bool m_tainted;
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private readonly UndoStack<LandUndoState> m_undo = new UndoStack<LandUndoState>(5);
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#region ICommandableModule Members
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@@ -174,6 +175,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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#region ITerrainModule Members
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public void UndoTerrain(ITerrainChannel channel)
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{
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m_channel = channel;
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}
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/// <summary>
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/// Loads a terrain file from disk and installs it in the scene.
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/// </summary>
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@@ -574,6 +580,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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{
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client.OnModifyTerrain += client_OnModifyTerrain;
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client.OnBakeTerrain += client_OnBakeTerrain;
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client.OnLandUndo += client_OnLandUndo;
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}
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/// <summary>
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@@ -664,6 +671,19 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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return changesLimited;
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}
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private void client_OnLandUndo(IClientAPI client)
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{
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lock (m_undo)
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{
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if (m_undo.Count > 0)
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{
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LandUndoState goback = m_undo.Pop();
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if (goback != null)
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goback.PlaybackState();
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}
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}
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}
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/// <summary>
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/// Sends a copy of the current terrain to the scenes clients
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/// </summary>
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@@ -718,6 +738,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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}
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if (allowed)
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{
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StoreUndoState();
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m_painteffects[(StandardTerrainEffects) action].PaintEffect(
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m_channel, allowMask, west, south, height, size, seconds);
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@@ -758,6 +779,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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if (allowed)
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{
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StoreUndoState();
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m_floodeffects[(StandardTerrainEffects) action].FloodEffect(
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m_channel, fillArea, size);
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@@ -782,6 +804,25 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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}
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}
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private void StoreUndoState()
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{
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lock (m_undo)
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{
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if (m_undo.Count > 0)
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{
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LandUndoState last = m_undo.Peek();
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if (last != null)
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{
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if (last.Compare(m_channel))
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return;
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}
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}
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LandUndoState nUndo = new LandUndoState(this, m_channel);
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m_undo.Push(nUndo);
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}
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}
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#region Console Commands
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private void InterfaceLoadFile(Object[] args)
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