Stop some places where we're trying to reset animations in child agents where such requests are ignored.

This commit is contained in:
Justin Clark-Casey (justincc)
2011-12-02 23:56:01 +00:00
parent 2a6597f61e
commit 054ebe8878
4 changed files with 133 additions and 116 deletions

View File

@@ -131,8 +131,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
public void ResetAnimations()
{
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Resetting animations for {0} in {1}",
// m_scenePresence.Name, m_scenePresence.Scene.RegionInfo.RegionName);
m_animations.Clear();
TrySetMovementAnimation("STAND");
}
/// <summary>
@@ -155,6 +158,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
SendAnimPack();
}
}
// Don't leave this on since on teleports SP.HandleAgentUpdate() still hammers us for a while after it teleports
// else
// {
// m_log.WarnFormat(
// "[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}",
// anim, m_scenePresence.Name);
// throw new Exception(string.Format("aaargh on setting {0}", anim));
// }
}
/// <summary>

View File

@@ -3700,7 +3700,6 @@ namespace OpenSim.Region.Framework.Scenes
return false;
}
ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
if (childAgentUpdate != null)

View File

@@ -995,13 +995,17 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// This turns a root agent into a child agent
/// </summary>
/// <remarks>
/// when an agent departs this region for a neighbor, this gets called.
///
/// It doesn't get called for a teleport. Reason being, an agent that
/// teleports out may not end up anywhere near this region
/// </summary>
/// </remarks>
public void MakeChildAgent()
{
m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
// Reset these so that teleporting in and walking out isn't seen
// as teleporting back
TeleportFlags = TeleportFlags.Default;
@@ -2295,11 +2299,6 @@ namespace OpenSim.Region.Framework.Scenes
{
m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
// TODO: This doesn't prevent the user from walking yet.
// Setting parent ID would fix this, if we knew what value
// to use. Or we could add a m_isSitting variable.
//Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
SitGround = true;
RemoveFromPhysicalScene();
}
@@ -2908,9 +2907,12 @@ namespace OpenSim.Region.Framework.Scenes
public void Reset()
{
// m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName);
// Put the child agent back at the center
AbsolutePosition
= new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70);
Animator.ResetAnimations();
}
@@ -3133,7 +3135,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void CopyFrom(AgentData cAgent)
private void CopyFrom(AgentData cAgent)
{
m_originRegionID = cAgent.RegionID;
@@ -3192,13 +3194,8 @@ namespace OpenSim.Region.Framework.Scenes
}
}
catch { }
// Animations
try
{
Animator.ResetAnimations();
Animator.Animations.FromArray(cAgent.Anims);
}
catch { }
Animator.Animations.FromArray(cAgent.Anims);
if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0)
{