From bca7ab7e363e9c9874a9ab137b60a042b9d1139c Mon Sep 17 00:00:00 2001
From: Adam Frisby
Date: Wed, 23 Apr 2008 11:52:25 +0000
Subject: * Applying Mantis #1020 (Animations) - Thanks Melanie.
---
.../Region/Environment/Scenes/Scene.Inventory.cs | 24 +---
.../Scenes/SceneObjectPart.Inventory.cs | 33 +++++
OpenSim/Region/Environment/Scenes/ScenePresence.cs | 138 ++++++++++++++-------
3 files changed, 129 insertions(+), 66 deletions(-)
(limited to 'OpenSim/Region/Environment')
diff --git a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
index c5a1be1..e4a9551 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
@@ -730,25 +730,11 @@ namespace OpenSim.Region.Environment.Scenes
if (item != null)
{
- if (item.AssetType == 0 || item.AssetType == 1 || item.AssetType == 10)
- {
- group.AddInventoryItem(remoteClient, primLocalID, item, copyID);
- m_log.InfoFormat(
- "[PRIM INVENTORY]: Update with item {0} requested of prim {1} for {2}",
- item.Name, primLocalID, remoteClient.Name);
- group.GetProperties(remoteClient);
- }
- else
- {
- // XXX Nasty temporary way of stopping things other than sounds, textures and scripts
- // from going in a prim's inventory, since other things will not currently work
- // See http://opensimulator.org/mantis/view.php?id=711 for the error caused later on
- // - to implement requires changes to TaskInventoryItem (which really requires the current
- // nasty way it is done to be changed).
- m_log.WarnFormat(
- "[PRIM INVENTORY]: Sorry, prim inventory storage of asset type {0} is not yet supported",
- item.AssetType);
- }
+ group.AddInventoryItem(remoteClient, primLocalID, item, copyID);
+ m_log.InfoFormat(
+ "[PRIM INVENTORY]: Update with item {0} requested of prim {1} for {2}",
+ item.Name, primLocalID, remoteClient.Name);
+ group.GetProperties(remoteClient);
}
else
{
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs
index 72f78f3..9b99df7 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs
@@ -233,6 +233,33 @@ namespace OpenSim.Region.Environment.Scenes
}
}
+ // Assumes a lock is held on the inventory
+ private bool InventoryContainsName(string name)
+ {
+ foreach (TaskInventoryItem item in m_taskInventory.Values)
+ {
+ if(item.Name == name)
+ return true;
+ }
+ return false;
+ }
+
+ private string FindAvailableInventoryName(string name)
+ {
+ if(!InventoryContainsName(name))
+ return name;
+
+ int suffix=1;
+ while(suffix < 256)
+ {
+ string tryName=String.Format("{0} {1}", name, suffix);
+ if(!InventoryContainsName(tryName))
+ return tryName;
+ suffix++;
+ }
+ return String.Empty;
+ }
+
///
/// Add an item to this prim's inventory.
///
@@ -243,6 +270,12 @@ namespace OpenSim.Region.Environment.Scenes
item.CreationDate = 1000;
item.ParentPartID = UUID;
+ string name=FindAvailableInventoryName(item.Name);
+ if(name == String.Empty)
+ return;
+
+ item.Name=name;
+
lock (m_taskInventory)
{
m_taskInventory.Add(item.ItemID, item);
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index d85eea6..3f70108 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -359,17 +359,15 @@ namespace OpenSim.Region.Environment.Scenes
AbsolutePosition = m_controllingClient.StartPos;
- // TODO: m_animations and m_animationSeqs should always be of the same length.
// Move them into an object to (hopefully) avoid threading issues.
try
{
- m_animations.Add(Animations.AnimsLLUUID["STAND"]);
+ SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
}
catch (KeyNotFoundException)
{
m_log.Warn("[AVATAR]: KeyNotFound Exception playing avatar stand animation");
}
- m_animationSeqs.Add(1);
RegisterToEvents();
SetDirectionVectors();
@@ -549,6 +547,7 @@ namespace OpenSim.Region.Environment.Scenes
AddToPhysicalScene();
m_physicsActor.Flying = isFlying;
+ SendAnimPack();
m_scene.SwapRootAgentCount(false);
m_scene.CommsManager.UserProfileCacheService.RequestInventoryForUser(m_uuid);
@@ -571,6 +570,15 @@ namespace OpenSim.Region.Environment.Scenes
///
public void MakeChildAgent()
{
+ if(m_animations.Count > 0)
+ {
+ LLUUID movement=m_animations[0];
+
+ m_animations.Clear();
+ m_animationSeqs.Clear();
+
+ SetMovementAnimation(movement);
+ }
// m_log.DebugFormat(
// "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}",
// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -634,7 +642,7 @@ namespace OpenSim.Region.Environment.Scenes
{
AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (1.56f / 6));
}
- SetMovementAnimation(Animations.AnimsLLUUID["LAND"], 2);
+ SetMovementAnimation(Animations.AnimsLLUUID["LAND"]);
SendFullUpdateToAllClients();
}
@@ -754,7 +762,7 @@ namespace OpenSim.Region.Environment.Scenes
{
// TODO: This doesn't quite work yet -- probably a parent ID problem
// m_parentID = (what should this be?)
- SetMovementAnimation(Animations.AnimsLLUUID["SIT_GROUND"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["SIT_GROUND"]);
}
// In the future, these values might need to go global.
// Here's where you get them.
@@ -891,7 +899,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
- SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
}
private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset)
@@ -1025,7 +1033,7 @@ namespace OpenSim.Region.Environment.Scenes
Velocity = new LLVector3(0, 0, 0);
RemoveFromPhysicalScene();
- SetMovementAnimation(Animations.AnimsLLUUID["SIT"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["SIT"]);
SendFullUpdateToAllClients();
// This may seem stupid, but Our Full updates don't send avatar rotation :P
// So we're also sending a terse update (which has avatar rotation)
@@ -1045,35 +1053,58 @@ namespace OpenSim.Region.Environment.Scenes
}
}
- public void AddAnimation(LLUUID animID, int seq)
+ public void AddAnimation(LLUUID animID)
{
+ if(m_isChildAgent)
+ return;
+
+ // Don't let this animation become the movement animation
+ if(m_animations.Count < 1)
+ SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
+
if (!m_animations.Contains(animID))
{
m_animations.Add(animID);
- m_animationSeqs.Add(seq);
+ m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
SendAnimPack();
}
}
public void RemoveAnimation(LLUUID animID)
{
+ if(m_isChildAgent)
+ return;
+
if (m_animations.Contains(animID))
{
if (m_animations[0] == animID)
{
- SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
}
else
{
- m_animations.Remove(animID);
- SendAnimPack();
+ // What a HACK!! Anim list really needs to be an object!
+ int idx;
+
+ for(idx=0;idx < m_animations.Count;idx++)
+ {
+ if(m_animations[idx] == animID)
+ {
+ int seq=m_animationSeqs[idx];
+
+ m_animations.Remove(animID);
+ m_animationSeqs.Remove(seq);
+ SendAnimPack();
+ break;
+ }
+ }
}
}
}
- public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID, int seq)
+ public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID)
{
- AddAnimation(animID, seq);
+ AddAnimation(animID);
}
public void HandleStopAnim(IClientAPI remoteClient, LLUUID animID)
@@ -1086,25 +1117,35 @@ namespace OpenSim.Region.Environment.Scenes
/// reserved for "main" animations that are mutually exclusive,
/// like flying and sitting, for example.
///
- protected void SetMovementAnimation(LLUUID anim, int seq)
- {
- try
- {
- if (m_animations[0] != anim)
- {
- m_animations[0] = anim;
- m_animationSeqs[0] = seq;
- SendAnimPack();
- }
- }
- catch
- {
- m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery...");
- m_animations[0] = anim;
- m_animationSeqs[0] = seq;
- SendAnimPack();
- }
- }
+ protected void SetMovementAnimation(LLUUID anim)
+ {
+ if(m_animations.Count < 1)
+ {
+ m_animations.Add(Animations.AnimsLLUUID["STAND"]);
+ m_animationSeqs.Add(1);
+
+ SendAnimPack();
+ }
+ else
+ {
+ try
+ {
+ if (m_animations[0] != anim)
+ {
+ m_animations[0] = anim;
+ m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
+ }
+ SendAnimPack();
+ }
+ catch
+ {
+ m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery...");
+ m_animations[0] = anim;
+ m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
+ SendAnimPack();
+ }
+ }
+ }
///
/// This method handles agent movement related animations
@@ -1123,18 +1164,18 @@ namespace OpenSim.Region.Environment.Scenes
if (m_physicsActor.Flying)
{
// We are flying
- SetMovementAnimation(Animations.AnimsLLUUID["FLY"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["FLY"]);
}
else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
PhysicsActor.IsColliding)
{
// Client is pressing the page down button and moving and is colliding with something
- SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"]);
}
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
{
// Client is moving and falling at a velocity greater then 6 meters per unit
- SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"]);
}
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 &&
(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
@@ -1142,7 +1183,7 @@ namespace OpenSim.Region.Environment.Scenes
// Client is moving, and colliding and pressing the page up button but isn't flying
try
{
- SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]);
}
catch (KeyNotFoundException)
{ }
@@ -1152,7 +1193,7 @@ namespace OpenSim.Region.Environment.Scenes
// We are running
try
{
- SetMovementAnimation(Animations.AnimsLLUUID["RUN"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["RUN"]);
}
catch (KeyNotFoundException)
{ }
@@ -1162,7 +1203,7 @@ namespace OpenSim.Region.Environment.Scenes
// We're moving, but we're not doing anything else.. so play the stand animation
try
{
- SetMovementAnimation(Animations.AnimsLLUUID["WALK"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["WALK"]);
}
catch (KeyNotFoundException)
{ }
@@ -1177,23 +1218,23 @@ namespace OpenSim.Region.Environment.Scenes
PhysicsActor.IsColliding)
{
// Client pressing the page down button
- SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"]);
}
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
{
// Not colliding and not flying, and we're falling at high speed
- SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"]);
}
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying &&
(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
{
// This is the standing jump
- SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]);
}
else if (m_physicsActor.Flying)
{
// We're flying but not moving
- SetMovementAnimation(Animations.AnimsLLUUID["HOVER"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["HOVER"]);
}
else
{
@@ -1201,7 +1242,7 @@ namespace OpenSim.Region.Environment.Scenes
try
{
- SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
}
catch (KeyNotFoundException)
{ }
@@ -1257,8 +1298,8 @@ namespace OpenSim.Region.Environment.Scenes
// PreJump and jump happen too quickly. Many times prejump gets ignored.
try
{
- SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"], 1);
- SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
+ SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"]);
+ SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]);
}
catch (KeyNotFoundException)
{ }
@@ -1495,6 +1536,9 @@ namespace OpenSim.Region.Environment.Scenes
///
public void SendAnimPack(LLUUID[] animations, int[] seqs)
{
+ if(m_isChildAgent)
+ return;
+
m_scene.Broadcast(
delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId); });
}
@@ -1915,7 +1959,7 @@ namespace OpenSim.Region.Environment.Scenes
m_animations = new List();
m_animations.Add(Animations.AnimsLLUUID["STAND"]);
- m_animationSeqs.Add(1);
+ m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
SetDirectionVectors();
*/
--
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