Re-add the objectID field to the anim pack, that was deemed unneccessary

and dropped nonths ago, because it is required to get smooth region
crossings with AO running. Without it, in some corner cases, anims will
continue to run in an unstoppable state.
This commit is contained in:
Melanie Thielker
2009-02-17 04:16:42 +00:00
parent 2c272762f8
commit 3130784934
10 changed files with 49 additions and 33 deletions

View File

@@ -60,13 +60,13 @@ namespace OpenSim.Region.Framework.Scenes
return false;
}
public bool Add(UUID animID, int sequenceNum)
public bool Add(UUID animID, int sequenceNum, UUID objectID)
{
lock (m_animations)
{
if (!HasAnimation(animID))
{
m_animations.Add(new Animation(animID, sequenceNum));
m_animations.Add(new Animation(animID, sequenceNum, objectID));
return true;
}
}
@@ -106,11 +106,11 @@ namespace OpenSim.Region.Framework.Scenes
/// The default animation is reserved for "main" animations
/// that are mutually exclusive, e.g. flying and sitting.
/// </summary>
public bool SetDefaultAnimation(UUID animID, int sequenceNum)
public bool SetDefaultAnimation(UUID animID, int sequenceNum, UUID objectID)
{
if (m_defaultAnimation.AnimID != animID)
{
m_defaultAnimation = new Animation(animID, sequenceNum);
m_defaultAnimation = new Animation(animID, sequenceNum, objectID);
return true;
}
return false;
@@ -118,27 +118,28 @@ namespace OpenSim.Region.Framework.Scenes
protected bool ResetDefaultAnimation()
{
return TrySetDefaultAnimation("STAND", 1);
return TrySetDefaultAnimation("STAND", 1, UUID.Zero);
}
/// <summary>
/// Set the animation as the default animation if it's known
/// </summary>
public bool TrySetDefaultAnimation(string anim, int sequenceNum)
public bool TrySetDefaultAnimation(string anim, int sequenceNum, UUID objectID)
{
if (Animations.AnimsUUID.ContainsKey(anim))
{
return SetDefaultAnimation(Animations.AnimsUUID[anim], sequenceNum);
return SetDefaultAnimation(Animations.AnimsUUID[anim], sequenceNum, objectID);
}
return false;
}
public void GetArrays(out UUID[] animIDs, out int[] sequenceNums)
public void GetArrays(out UUID[] animIDs, out int[] sequenceNums, out UUID[] objectIDs)
{
lock (m_animations)
{
animIDs = new UUID[m_animations.Count + 1];
sequenceNums = new int[m_animations.Count + 1];
objectIDs = new UUID[m_animations.Count + 1];
animIDs[0] = m_defaultAnimation.AnimID;
sequenceNums[0] = m_defaultAnimation.SequenceNum;
@@ -147,6 +148,7 @@ namespace OpenSim.Region.Framework.Scenes
{
animIDs[i + 1] = m_animations[i].AnimID;
sequenceNums[i + 1] = m_animations[i].SequenceNum;
objectIDs[i + i] = m_animations[i].ObjectID;
}
}
}