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Add TriggerScenePresenceUpdated events when an animation is added
or removed. Shouldn't impact anyone as only DSG seems to use OnScenePresenceUpdated event. Some minor format changes to AnimationSet's ToString().
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@@ -125,11 +125,10 @@ namespace OpenSim.Framework
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Animation other = obj as Animation;
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if (other != null)
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{
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return (other.AnimID == this.AnimID
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return (other.AnimID.Equals(this.AnimID)
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&& other.SequenceNum == this.SequenceNum
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&& other.ObjectID == this.ObjectID);
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&& other.ObjectID.Equals(this.ObjectID) );
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}
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return base.Equals(obj);
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}
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@@ -312,18 +312,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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buff.Append("dflt=");
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buff.Append(DefaultAnimation.ToString());
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buff.Append(",iDflt=");
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if (DefaultAnimation == ImplicitDefaultAnimation)
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if (DefaultAnimation.Equals(ImplicitDefaultAnimation))
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buff.Append("same");
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else
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buff.Append(ImplicitDefaultAnimation.ToString());
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if (m_animations.Count > 0)
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{
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buff.Append(",anims=");
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bool firstTime = true;
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foreach (OpenSim.Framework.Animation anim in m_animations)
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{
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if (!firstTime)
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buff.Append(",");
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buff.Append("<");
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buff.Append(anim.ToString());
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buff.Append(">,");
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buff.Append(">");
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firstTime = false;
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}
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}
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return buff.ToString();
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@@ -94,6 +94,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
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{
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SendAnimPack();
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m_scenePresence.TriggerScenePresenceUpdated();
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}
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}
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@@ -135,6 +136,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (m_animations.Remove(animID, allowNoDefault))
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{
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SendAnimPack();
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m_scenePresence.TriggerScenePresenceUpdated();
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}
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}
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@@ -77,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat("[SCENE PRESENCE]: Destructor called on {0}", Name);
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// }
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private void TriggerScenePresenceUpdated()
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public void TriggerScenePresenceUpdated()
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{
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if (m_scene != null)
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m_scene.EventManager.TriggerScenePresenceUpdated(this);
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