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authorJeff Ames2008-05-12 17:00:47 +0000
committerJeff Ames2008-05-12 17:00:47 +0000
commitdce5c470b682fc94a8f2d2fb4c0dc7c6f4d8b2eb (patch)
tree0ecdabeac816d1ab85d32ddcb62af243c9af7fa4 /OpenSim
parent* If a region running in grid mode fails to login to the grid service, startu... (diff)
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Move animation handling from ScenePresence into its own class.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Environment/Scenes/Animation.cs59
-rw-r--r--OpenSim/Region/Environment/Scenes/AnimationSet.cs151
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs201
3 files changed, 259 insertions, 152 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Animation.cs b/OpenSim/Region/Environment/Scenes/Animation.cs
new file mode 100644
index 0000000..b2fca90
--- /dev/null
+++ b/OpenSim/Region/Environment/Scenes/Animation.cs
@@ -0,0 +1,59 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using libsecondlife;
30
31namespace OpenSim.Region.Environment.Scenes
32{
33 public class Animation
34 {
35 private LLUUID animID;
36 public LLUUID AnimID
37 {
38 get { return animID; }
39 set { animID = value; }
40 }
41
42 private int sequenceNum;
43 public int SequenceNum
44 {
45 get { return sequenceNum; }
46 set { sequenceNum = value; }
47 }
48
49 public Animation()
50 {
51 }
52
53 public Animation(LLUUID animID, int sequenceNum)
54 {
55 this.animID = animID;
56 this.sequenceNum = sequenceNum;
57 }
58 }
59}
diff --git a/OpenSim/Region/Environment/Scenes/AnimationSet.cs b/OpenSim/Region/Environment/Scenes/AnimationSet.cs
new file mode 100644
index 0000000..c485d30
--- /dev/null
+++ b/OpenSim/Region/Environment/Scenes/AnimationSet.cs
@@ -0,0 +1,151 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using libsecondlife;
31
32namespace OpenSim.Region.Environment.Scenes
33{
34 public class AnimationSet
35 {
36 public static AvatarAnimations Animations = new AvatarAnimations();
37
38 private Animation m_defaultAnimation = new Animation();
39 private List<Animation> m_animations = new List<Animation>();
40
41 public AnimationSet()
42 {
43 ResetDefaultAnimation();
44 }
45
46 public bool HasAnimation(LLUUID animID)
47 {
48 if (m_defaultAnimation.AnimID == animID)
49 return true;
50
51 for (int i = 0; i < m_animations.Count; ++i)
52 {
53 if (m_animations[i].AnimID == animID)
54 return true;
55 }
56
57 return false;
58 }
59
60 public bool Add(LLUUID animID, int sequenceNum)
61 {
62 lock (m_animations)
63 {
64 if (!HasAnimation(animID))
65 {
66 m_animations.Add(new Animation(animID, sequenceNum));
67 return true;
68 }
69 }
70 return false;
71 }
72
73 public bool Remove(LLUUID animID)
74 {
75 lock (m_animations)
76 {
77 if (m_defaultAnimation.AnimID == animID)
78 {
79 ResetDefaultAnimation();
80 }
81 else if (HasAnimation(animID))
82 {
83 for (int i = 0; i < m_animations.Count; i++)
84 {
85 if (m_animations[i].AnimID == animID)
86 {
87 m_animations.RemoveAt(i);
88 return true;
89 }
90 }
91 }
92 }
93 return false;
94 }
95
96 public void Clear()
97 {
98 ResetDefaultAnimation();
99 m_animations.Clear();
100 }
101
102 /// <summary>
103 /// The default animation is reserved for "main" animations
104 /// that are mutually exclusive, e.g. flying and sitting.
105 /// </summary>
106 public bool SetDefaultAnimation(LLUUID animID, int sequenceNum)
107 {
108 if (m_defaultAnimation.AnimID != animID)
109 {
110 m_defaultAnimation = new Animation(animID, sequenceNum);
111 return true;
112 }
113 return false;
114 }
115
116 protected bool ResetDefaultAnimation()
117 {
118 return TrySetDefaultAnimation("STAND", 1);
119 }
120
121 /// <summary>
122 /// Set the animation as the default animation if it's known
123 /// </summary>
124 public bool TrySetDefaultAnimation(string anim, int sequenceNum)
125 {
126 if (Animations.AnimsLLUUID.ContainsKey(anim))
127 {
128 return SetDefaultAnimation(Animations.AnimsLLUUID[anim], sequenceNum);
129 }
130 return false;
131 }
132
133 public void GetArrays(out LLUUID[] animIDs, out int[] sequenceNums)
134 {
135 lock (m_animations)
136 {
137 animIDs = new LLUUID[m_animations.Count + 1];
138 sequenceNums = new int[m_animations.Count + 1];
139
140 animIDs[0] = m_defaultAnimation.AnimID;
141 sequenceNums[0] = m_defaultAnimation.SequenceNum;
142
143 for (int i = 0; i < m_animations.Count; ++i)
144 {
145 animIDs[i + 1] = m_animations[i].AnimID;
146 sequenceNums[i + 1] = m_animations[i].SequenceNum;
147 }
148 }
149 }
150 }
151}
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index ef55bd2..5b10bfc 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -73,12 +73,10 @@ namespace OpenSim.Region.Environment.Scenes
73 73
74 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 74 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
75 75
76 public static AvatarAnimations Animations = new AvatarAnimations();
77 public static byte[] DefaultTexture; 76 public static byte[] DefaultTexture;
78 77
79 public LLUUID currentParcelUUID = LLUUID.Zero; 78 public LLUUID currentParcelUUID = LLUUID.Zero;
80 private List<LLUUID> m_animations = new List<LLUUID>(); 79 private AnimationSet m_animations = new AnimationSet();
81 private List<int> m_animationSeqs = new List<int>();
82 private Dictionary<LLUUID, ScriptControllers> scriptedcontrols = new Dictionary<LLUUID, ScriptControllers>(); 80 private Dictionary<LLUUID, ScriptControllers> scriptedcontrols = new Dictionary<LLUUID, ScriptControllers>();
83 private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO; 81 private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
84 private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO; 82 private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
@@ -608,15 +606,8 @@ namespace OpenSim.Region.Environment.Scenes
608 /// </summary> 606 /// </summary>
609 public void MakeChildAgent() 607 public void MakeChildAgent()
610 { 608 {
611 if (m_animations.Count > 0) 609 m_animations.Clear();
612 {
613 LLUUID movementAnim = m_animations[0];
614
615 m_animations.Clear();
616 m_animationSeqs.Clear();
617 610
618 SetMovementAnimation(movementAnim);
619 }
620// m_log.DebugFormat( 611// m_log.DebugFormat(
621// "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}", 612// "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}",
622// Name, UUID, m_scene.RegionInfo.RegionName); 613// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1104,66 +1095,31 @@ namespace OpenSim.Region.Environment.Scenes
1104 if (m_isChildAgent) 1095 if (m_isChildAgent)
1105 return; 1096 return;
1106 1097
1107 // Don't let this animation become the movement animation 1098 if (m_animations.Add(animID, m_controllingClient.NextAnimationSequenceNumber))
1108 if (m_animations.Count < 1)
1109 TrySetMovementAnimation("STAND");
1110
1111 if (!m_animations.Contains(animID))
1112 { 1099 {
1113 m_animations.Add(animID);
1114 m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
1115 SendAnimPack(); 1100 SendAnimPack();
1116 } 1101 }
1117 } 1102 }
1118 1103
1119 public void RemoveAnimation(LLUUID animID) 1104 public void AddAnimation(string name)
1120 { 1105 {
1121 if (m_isChildAgent) 1106 if (m_isChildAgent)
1122 return; 1107 return;
1123 1108
1124 if (m_animations.Contains(animID)) 1109 LLUUID animID = m_controllingClient.GetDefaultAnimation(name);
1125 { 1110 if (animID == LLUUID.Zero)
1126 if (m_animations[0] == animID) 1111 return;
1127 {
1128 TrySetMovementAnimation("STAND");
1129 }
1130 else
1131 {
1132 // What a HACK!! Anim list really needs to be an object!
1133 int idx;
1134
1135 for(idx=0;idx < m_animations.Count;idx++)
1136 {
1137 if (m_animations[idx] == animID)
1138 {
1139 int seq=m_animationSeqs[idx];
1140 1112
1141 m_animations.Remove(animID); 1113 AddAnimation(animID);
1142 m_animationSeqs.Remove(seq);
1143 SendAnimPack();
1144 break;
1145 }
1146 }
1147 }
1148 }
1149 } 1114 }
1150 public void AddAnimation(string name) 1115
1116 public void RemoveAnimation(LLUUID animID)
1151 { 1117 {
1152 if (m_isChildAgent) 1118 if (m_isChildAgent)
1153 return; 1119 return;
1154 1120
1155 // Don't let this animation become the movement animation 1121 if (m_animations.Remove(animID))
1156 if (m_animations.Count < 1)
1157 TrySetMovementAnimation("STAND");
1158
1159 LLUUID animID = m_controllingClient.GetDefaultAnimation(name);
1160 if (animID == LLUUID.Zero)
1161 return;
1162
1163 if (!m_animations.Contains(animID))
1164 { 1122 {
1165 m_animations.Add(animID);
1166 m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
1167 SendAnimPack(); 1123 SendAnimPack();
1168 } 1124 }
1169 } 1125 }
@@ -1177,34 +1133,9 @@ namespace OpenSim.Region.Environment.Scenes
1177 if (animID == LLUUID.Zero) 1133 if (animID == LLUUID.Zero)
1178 return; 1134 return;
1179 1135
1180 if (m_animations.Contains(animID)) 1136 RemoveAnimation(animID);
1181 {
1182 if (m_animations[0] == animID)
1183 {
1184 TrySetMovementAnimation("STAND");
1185 }
1186 else
1187 {
1188 // What a HACK!! Anim list really needs to be an object!
1189 int idx;
1190
1191 for(idx = 0; idx < m_animations.Count; idx++)
1192 {
1193 if (m_animations[idx] == animID)
1194 {
1195 int seq = m_animationSeqs[idx];
1196
1197 m_animations.Remove(animID);
1198 m_animationSeqs.Remove(seq);
1199 SendAnimPack();
1200 break;
1201 }
1202 }
1203 }
1204 }
1205 } 1137 }
1206 1138
1207
1208 public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID) 1139 public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID)
1209 { 1140 {
1210 AddAnimation(animID); 1141 AddAnimation(animID);
@@ -1216,88 +1147,63 @@ namespace OpenSim.Region.Environment.Scenes
1216 } 1147 }
1217 1148
1218 /// <summary> 1149 /// <summary>
1219 /// The movement animation is the first element of the animation list, 1150 /// The movement animation is reserved for "main" animations
1220 /// reserved for "main" animations that are mutually exclusive, 1151 /// that are mutually exclusive, e.g. flying and sitting.
1221 /// like flying and sitting, for example.
1222 /// </summary> 1152 /// </summary>
1223 protected void SetMovementAnimation(LLUUID animID) 1153 protected void SetMovementAnimation(LLUUID animID)
1224 { 1154 {
1225 if (m_animations.Count < 1) 1155 if (m_animations.SetDefaultAnimation(animID, m_controllingClient.NextAnimationSequenceNumber))
1226 { 1156 {
1227 m_animations.Add(Animations.AnimsLLUUID["STAND"]);
1228 m_animationSeqs.Add(1);
1229 SendAnimPack(); 1157 SendAnimPack();
1230 } 1158 }
1231 else
1232 {
1233 try
1234 {
1235 if (m_animations[0] != animID)
1236 {
1237 m_animations[0] = animID;
1238 m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
1239 SendAnimPack();
1240 }
1241 }
1242 catch
1243 {
1244 m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery...");
1245 m_animations[0] = animID;
1246 m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
1247 SendAnimPack();
1248 }
1249 }
1250 } 1159 }
1251 1160
1252 /// <summary> 1161 /// <summary>
1253 /// Set the first known animation in the given list as the movement animation 1162 /// The movement animation is reserved for "main" animations
1163 /// that are mutually exclusive, e.g. flying and sitting.
1254 /// </summary> 1164 /// </summary>
1255 protected void TrySetMovementAnimation(params string[] anims) 1165 protected void TrySetMovementAnimation(string anim)
1256 { 1166 {
1257 foreach (string anim in anims) 1167 if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber))
1258 { 1168 {
1259 if (Animations.AnimsLLUUID.ContainsKey(anim)) 1169 SendAnimPack();
1260 {
1261 SetMovementAnimation(Animations.AnimsLLUUID[anim]);
1262 break;
1263 }
1264 } 1170 }
1265 } 1171 }
1266 1172
1267 /// <summary> 1173 /// <summary>
1268 /// This method handles agent movement related animations 1174 /// This method determines the proper movement related animation
1269 /// </summary> 1175 /// </summary>
1270 protected void UpdateMovementAnimations() 1176 protected string GetMovementAnimation()
1271 { 1177 {
1272 if (m_movementflag != 0) 1178 if (m_movementflag != 0)
1273 { 1179 {
1274 // We are moving 1180 // We are moving
1275 if (m_physicsActor.Flying) 1181 if (m_physicsActor.Flying)
1276 { 1182 {
1277 TrySetMovementAnimation("FLY"); 1183 return "FLY";
1278 } 1184 }
1279 else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && 1185 else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
1280 PhysicsActor.IsColliding) 1186 PhysicsActor.IsColliding)
1281 { 1187 {
1282 TrySetMovementAnimation("CROUCHWALK"); 1188 return "CROUCHWALK";
1283 } 1189 }
1284 else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6) 1190 else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
1285 { 1191 {
1286 // Client is moving and falling at a velocity greater then 6 meters per unit 1192 // Client is moving and falling at a velocity greater then 6 meters per unit
1287 TrySetMovementAnimation("FALLDOWN"); 1193 return "FALLDOWN";
1288 } 1194 }
1289 else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && 1195 else if (!PhysicsActor.IsColliding && Velocity.Z > 0 &&
1290 (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) 1196 (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
1291 { 1197 {
1292 TrySetMovementAnimation("JUMP"); 1198 return "JUMP";
1293 } 1199 }
1294 else if (m_setAlwaysRun) 1200 else if (m_setAlwaysRun)
1295 { 1201 {
1296 TrySetMovementAnimation("RUN"); 1202 return "RUN";
1297 } 1203 }
1298 else 1204 else
1299 { 1205 {
1300 TrySetMovementAnimation("WALK"); 1206 return "WALK";
1301 } 1207 }
1302 } 1208 }
1303 else 1209 else
@@ -1307,29 +1213,34 @@ namespace OpenSim.Region.Environment.Scenes
1307 if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && 1213 if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
1308 PhysicsActor.IsColliding) 1214 PhysicsActor.IsColliding)
1309 { 1215 {
1310 TrySetMovementAnimation("CROUCH"); 1216 return "CROUCH";
1311 } 1217 }
1312 else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying) 1218 else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
1313 { 1219 {
1314 TrySetMovementAnimation("FALLDOWN"); 1220 return "FALLDOWN";
1315 } 1221 }
1316 else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && 1222 else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying &&
1317 (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) 1223 (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
1318 { 1224 {
1319 // This is the standing jump 1225 // This is the standing jump
1320 TrySetMovementAnimation("JUMP"); 1226 return "JUMP";
1321 } 1227 }
1322 else if (m_physicsActor.Flying) 1228 else if (m_physicsActor.Flying)
1323 { 1229 {
1324 TrySetMovementAnimation("HOVER"); 1230 return "HOVER";
1325 } 1231 }
1326 else 1232 else
1327 { 1233 {
1328 TrySetMovementAnimation("STAND"); 1234 return "STAND";
1329 } 1235 }
1330 } 1236 }
1331 } 1237 }
1332 1238
1239 protected void UpdateMovementAnimations()
1240 {
1241 TrySetMovementAnimation(GetMovementAnimation());
1242 }
1243
1333 /// <summary> 1244 /// <summary>
1334 /// Adds a new movement 1245 /// Adds a new movement
1335 /// </summary> 1246 /// </summary>
@@ -1422,21 +1333,15 @@ namespace OpenSim.Region.Environment.Scenes
1422 } 1333 }
1423 else if ((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02) || (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02)) // physics-related movement 1334 else if ((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02) || (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02)) // physics-related movement
1424 { 1335 {
1425
1426
1427 // Send Terse Update to all clients updates lastPhysPos and m_lastVelocity 1336 // Send Terse Update to all clients updates lastPhysPos and m_lastVelocity
1428 // doing the above assures us that we know what we sent the clients last 1337 // doing the above assures us that we know what we sent the clients last
1429 SendTerseUpdateToAllClients(); 1338 SendTerseUpdateToAllClients();
1430 m_updateCount = 0; 1339 m_updateCount = 0;
1431
1432
1433
1434 } 1340 }
1435 1341
1436 // followed suggestion from mic bowman. reversed the two lines below. 1342 // followed suggestion from mic bowman. reversed the two lines below.
1437 CheckForBorderCrossing(); 1343 CheckForBorderCrossing();
1438 CheckForSignificantMovement(); // sends update to the modules. 1344 CheckForSignificantMovement(); // sends update to the modules.
1439
1440 } 1345 }
1441 } 1346 }
1442 1347
@@ -1621,7 +1526,15 @@ namespace OpenSim.Region.Environment.Scenes
1621 /// </summary> 1526 /// </summary>
1622 public void SendAnimPack() 1527 public void SendAnimPack()
1623 { 1528 {
1624 SendAnimPack(m_animations.ToArray(), m_animationSeqs.ToArray()); 1529 if (m_isChildAgent)
1530 return;
1531
1532 LLUUID[] animIDs;
1533 int[] sequenceNums;
1534
1535 m_animations.GetArrays(out animIDs, out sequenceNums);
1536
1537 SendAnimPack(animIDs, sequenceNums);
1625 } 1538 }
1626 1539
1627 #endregion 1540 #endregion
@@ -2142,14 +2055,7 @@ namespace OpenSim.Region.Environment.Scenes
2142 DefaultTexture = textu.ToBytes(); 2055 DefaultTexture = textu.ToBytes();
2143 } 2056 }
2144 2057
2145 List<Guid> animations_work = (List<Guid>)info.GetValue("m_animations", typeof(List<Guid>)); 2058 m_animations = (AnimationSet)info.GetValue("m_animations", typeof(AnimationSet));
2146
2147 foreach (Guid guid in animations_work)
2148 {
2149 m_animations.Add(new LLUUID(guid));
2150 }
2151
2152 m_animationSeqs = (List<int>)info.GetValue("m_animationSeqs", typeof(List<int>));
2153 m_updateflag = (bool)info.GetValue("m_updateflag", typeof(bool)); 2059 m_updateflag = (bool)info.GetValue("m_updateflag", typeof(bool));
2154 m_movementflag = (byte)info.GetValue("m_movementflag", typeof(byte)); 2060 m_movementflag = (byte)info.GetValue("m_movementflag", typeof(byte));
2155 m_forcesList = (List<NewForce>)info.GetValue("m_forcesList", typeof(List<NewForce>)); 2061 m_forcesList = (List<NewForce>)info.GetValue("m_forcesList", typeof(List<NewForce>));
@@ -2304,16 +2210,7 @@ namespace OpenSim.Region.Environment.Scenes
2304 2210
2305 base.GetObjectData(info, context); 2211 base.GetObjectData(info, context);
2306 2212
2307 List<Guid> animations_work = new List<Guid>(); 2213 info.AddValue("m_animations", m_animations);
2308
2309 foreach (LLUUID uuid in m_animations)
2310 {
2311 animations_work.Add(uuid.UUID);
2312 }
2313
2314 info.AddValue("m_animations", animations_work);
2315
2316 info.AddValue("m_animationSeqs", m_animationSeqs);
2317 info.AddValue("m_updateflag", m_updateflag); 2214 info.AddValue("m_updateflag", m_updateflag);
2318 info.AddValue("m_movementflag", m_movementflag); 2215 info.AddValue("m_movementflag", m_movementflag);
2319 info.AddValue("m_forcesList", m_forcesList); 2216 info.AddValue("m_forcesList", m_forcesList);