llClearLinkMedia

From Second Life Wiki
Jump to navigation Jump to search

Summary

Function: integer llClearLinkMedia( integer link, integer face );

Clears (deletes) the media and all params from the given face on the linked prim(s).
Returns a status (an integer) that is a STATUS_* flag which details the success/failure of the operation.

• integer link Link number (0: unlinked, 1: root prim, >1: child prims and seated avatars) or a LINK_* flag
• integer face face number

Flag Description
LINK_ROOT 1 refers to the root prim in a multi-prim linked set[1]
Flag Description
LINK_THIS -4 refers to the prim the script is in

Success/Failure Flags Description
STATUS_OK 0 Result of function call was success
STATUS_MALFORMED_PARAMS 1000 Function was called with malformed parameters
STATUS_TYPE_MISMATCH 1001 Argument(s) passed to function had a type mismatch
STATUS_BOUNDS_ERROR 1002 Argument(s) passed to function had a bounds error
STATUS_NOT_FOUND 1003 Object or other item was not found
STATUS_NOT_SUPPORTED 1004 Feature not supported
STATUS_INTERNAL_ERROR 1999 An internal error occurred
STATUS_WHITELIST_FAILED 2001 Whitelist Failed

Caveats

Examples

//  when dropping this script into an object
//  it will remove all set media-on-a-prim
//  on all sides of every prim and then
//  the script will delete itself




integer GetPrimCount()
{
    if(llGetAttached())
        return llGetNumberOfPrims();

    return llGetObjectPrimCount(llGetKey());
}

publish_returned_status_flag(integer inputLink, integer inputFace, integer inputStatus)
{
    /* if (inputInteger == 0) */ string outputStatus = "STATUS_OK";
    if (inputStatus == 1000) outputStatus = "STATUS_MALFORMED_PARAMS";
    else if (inputStatus == 1001) outputStatus = "STATUS_TYPE_MISMATCH";
    else if (inputStatus == 1002) outputStatus = "STATUS_BOUNDS_ERROR";
    else if (inputStatus == 1003) outputStatus = "STATUS_NOT_FOUND";
    else if (inputStatus == 1004) outputStatus = "STATUS_NOT_SUPPORTED";
    else if (inputStatus == 1999) outputStatus = "STATUS_INTERNAL_ERROR";
    else if (inputStatus == 2001) outputStatus = "STATUS_WHITELIST_FAILED";

    // PUBLIC_CHANNEL has the integer value 0
    llSay(PUBLIC_CHANNEL, "llClearLinkMedia(link " + (string)inputLink
        + ", face " + (string)inputFace + ") = " + outputStatus + ";");
}

default
{
    state_entry()
    {
        integer numOfPrims = GetPrimCount();
        integer numOfSides;

        integer link;
        integer face;

        if (1 < numOfPrims)
            link = 1;

        do
        {
            numOfSides = llGetLinkNumberOfSides(link);
            face = 0;
            do
            {
                integer clearLinkMediaSuccessFlag = llClearLinkMedia(link, face);
                publish_returned_status_flag(link, face, clearLinkMediaSuccessFlag);

                ++face;
            }
            while (face < numOfSides);

            if (numOfPrims == 1)
                jump continue;

            ++link;
        }
        while (link <= numOfPrims);

        @continue;

        string thisScript = llGetScriptName();
        llRemoveInventory(thisScript);
    }
}

Notes

Link Numbers

Each prim that makes up an object has an address, a link number. To access a specific prim in the object, the prim's link number must be known. In addition to prims having link numbers, avatars seated upon the object do as well.

  • If an object consists of only one prim, and there are no avatars seated upon it, the (root) prim's link number is zero.
  • However, if the object is made up of multiple prims or there is an avatar seated upon the object, the root prim's link number is one.

When an avatar sits on an object, it is added to the end of the link set and will have the largest link number. In addition to this, while an avatar is seated upon an object, the object is unable to link or unlink prims without unseating all avatars first.

Counting Prims & Avatars

There are two functions of interest when trying to find the number of prims and avatars on an object.

integer GetPrimCount() { //always returns only the number of prims
    if(llGetAttached())//Is it attached?
        return llGetNumberOfPrims();//returns avatars and prims but attachments can't be sat on.
    return llGetObjectPrimCount(llGetKey());//returns only prims but won't work on attachments.
}
See llGetNumberOfPrims for more about counting prims and avatars.

Errata

If a script located in a child prim erroneously attempts to access link 0, it will get or set the property of the linkset's root prim. This bug (BUG-5049) is preserved for broken legacy scripts.

See Also

Functions

•  llGetLinkNumber Returns the link number of the prim the script is in.
•  llClearPrimMedia
•  llSetLinkMedia
•  llGetLinkMedia

Deep Notes

History

Date of Release 10/08/2011

Footnotes

  1. ^ LINK_ROOT does not work on single prim objects. Unless there is an avatar sitting on the object.

Signature

function integer llClearLinkMedia( integer link, integer face );