Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
This commit is contained in:
Melanie
2013-06-04 21:09:25 +01:00
34 changed files with 4571 additions and 268 deletions

View File

@@ -28,8 +28,11 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Text;
using log4net;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using Animation = OpenSim.Framework.Animation;
@@ -60,6 +63,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
ResetDefaultAnimation();
}
public AnimationSet(OSDArray pArray)
{
ResetDefaultAnimation();
FromOSDArray(pArray);
}
public bool HasAnimation(UUID animID)
{
if (m_defaultAnimation.AnimID == animID)
@@ -218,5 +227,106 @@ namespace OpenSim.Region.Framework.Scenes.Animation
foreach (OpenSim.Framework.Animation anim in theArray)
m_animations.Add(anim);
}
// Create representation of this AnimationSet as an OSDArray.
// First two entries in the array are the default and implicitDefault animations
// followed by the other animations.
public OSDArray ToOSDArray()
{
OSDArray ret = new OSDArray();
ret.Add(DefaultAnimation.PackUpdateMessage());
ret.Add(ImplicitDefaultAnimation.PackUpdateMessage());
foreach (OpenSim.Framework.Animation anim in m_animations)
ret.Add(anim.PackUpdateMessage());
return ret;
}
public void FromOSDArray(OSDArray pArray)
{
this.Clear();
if (pArray.Count >= 1)
{
m_defaultAnimation = new OpenSim.Framework.Animation((OSDMap)pArray[0]);
}
if (pArray.Count >= 2)
{
m_implicitDefaultAnimation = new OpenSim.Framework.Animation((OSDMap)pArray[1]);
}
for (int ii = 2; ii < pArray.Count; ii++)
{
m_animations.Add(new OpenSim.Framework.Animation((OSDMap)pArray[ii]));
}
}
// Compare two AnimationSets and return 'true' if the default animations are the same
// and all of the animations in the list are equal.
public override bool Equals(object obj)
{
AnimationSet other = obj as AnimationSet;
if (other != null)
{
if (this.DefaultAnimation.Equals(other.DefaultAnimation)
&& this.ImplicitDefaultAnimation.Equals(other.ImplicitDefaultAnimation))
{
// The defaults are the same. Is the list of animations the same?
OpenSim.Framework.Animation[] thisAnims = this.ToArray();
OpenSim.Framework.Animation[] otherAnims = other.ToArray();
if (thisAnims.Length == 0 && otherAnims.Length == 0)
return true; // the common case
if (thisAnims.Length == otherAnims.Length)
{
// Do this the hard way but since the list is usually short this won't take long.
foreach (OpenSim.Framework.Animation thisAnim in thisAnims)
{
bool found = false;
foreach (OpenSim.Framework.Animation otherAnim in otherAnims)
{
if (thisAnim.Equals(otherAnim))
{
found = true;
break;
}
}
if (!found)
{
// If anything is not in the other list, these are not equal
return false;
}
}
// Found everything in the other list. Since lists are equal length, they must be equal.
return true;
}
}
return false;
}
// Don't know what was passed, but the base system will figure it out for me.
return base.Equals(obj);
}
public override string ToString()
{
StringBuilder buff = new StringBuilder();
buff.Append("dflt=");
buff.Append(DefaultAnimation.ToString());
buff.Append(",iDflt=");
if (DefaultAnimation == ImplicitDefaultAnimation)
buff.Append("same");
else
buff.Append(ImplicitDefaultAnimation.ToString());
if (m_animations.Count > 0)
{
buff.Append(",anims=");
foreach (OpenSim.Framework.Animation anim in m_animations)
{
buff.Append("<");
buff.Append(anim.ToString());
buff.Append(">,");
}
}
return buff.ToString();
}
}
}

View File

@@ -104,5 +104,31 @@ namespace OpenSim.Region.Framework.Scenes.Animation
return UUID.Zero;
}
/// <summary>
/// Get the name of the animation given a UUID. If there is no matching animation
/// return the UUID as a string.
/// </summary>
public static string GetDefaultAnimationName(UUID uuid)
{
string ret = "unknown";
if (AnimsUUID.ContainsValue(uuid))
{
foreach (KeyValuePair<string, UUID> kvp in AnimsUUID)
{
if (kvp.Value == uuid)
{
ret = kvp.Key;
break;
}
}
}
else
{
ret = uuid.ToString();
}
return ret;
}
}
}

View File

@@ -93,7 +93,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
GetAnimName(animID), animID, m_scenePresence.Name);
if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
{
SendAnimPack();
}
}
// Called from scripts
@@ -132,7 +134,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
GetAnimName(animID), animID, m_scenePresence.Name);
if (m_animations.Remove(animID, allowNoDefault))
{
SendAnimPack();
}
}
public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
@@ -180,8 +184,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
/// The movement animation is reserved for "main" animations
/// that are mutually exclusive, e.g. flying and sitting.
/// </summary>
public void TrySetMovementAnimation(string anim)
/// <returns>'true' if the animation was updated</returns>
public bool TrySetMovementAnimation(string anim)
{
bool ret = false;
if (!m_scenePresence.IsChildAgent)
{
// m_log.DebugFormat(
@@ -198,6 +204,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
// 16384 is CHANGED_ANIMATION
m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION});
SendAnimPack();
ret = true;
}
}
else
@@ -206,6 +213,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
"[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}",
anim, m_scenePresence.Name);
}
return ret;
}
/// <summary>
@@ -439,8 +447,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
/// <summary>
/// Update the movement animation of this avatar according to its current state
/// </summary>
public void UpdateMovementAnimations()
/// <returns>'true' if the animation was changed</returns>
public bool UpdateMovementAnimations()
{
bool ret = false;
lock (m_animations)
{
string newMovementAnimation = DetermineMovementAnimation();
@@ -454,9 +464,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
// Only set it if it's actually changed, give a script
// a chance to stop a default animation
TrySetMovementAnimation(CurrentMovementAnimation);
ret = TrySetMovementAnimation(CurrentMovementAnimation);
}
}
return ret;
}
public UUID[] GetAnimationArray()