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refactor: Rename AvatarAnimations -> DefaultAvatarAnimations for code clarity since non-default animations are handled completely separately from this class
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using System.Reflection;
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using System.Xml;
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using log4net;
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using OpenMetaverse;
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namespace OpenSim.Region.Framework.Scenes.Animation
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{
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public class DefaultAvatarAnimations
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public static readonly string DefaultAnimationsPath = "data/avataranimations.xml";
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public static Dictionary<string, UUID> AnimsUUID = new Dictionary<string, UUID>();
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public static Dictionary<UUID, string> AnimsNames = new Dictionary<UUID, string>();
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public static Dictionary<UUID, string> AnimStateNames = new Dictionary<UUID, string>();
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static DefaultAvatarAnimations()
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{
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LoadAnimations(DefaultAnimationsPath);
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}
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/// <summary>
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/// Load the default SL avatar animations.
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/// </summary>
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/// <returns></returns>
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private static void LoadAnimations(string path)
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{
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// Dictionary<string, UUID> animations = new Dictionary<string, UUID>();
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using (XmlTextReader reader = new XmlTextReader(path))
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{
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XmlDocument doc = new XmlDocument();
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doc.Load(reader);
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// if (doc.DocumentElement != null)
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// {
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foreach (XmlNode nod in doc.DocumentElement.ChildNodes)
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{
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if (nod.Attributes["name"] != null)
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{
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string name = nod.Attributes["name"].Value;
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UUID id = (UUID)nod.InnerText;
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string animState = (string)nod.Attributes["state"].Value;
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AnimsUUID.Add(name, id);
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AnimsNames.Add(id, name);
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if (animState != "")
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AnimStateNames.Add(id, animState);
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// m_log.DebugFormat("[AVATAR ANIMATIONS]: Loaded {0} {1} {2}", id, name, animState);
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}
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}
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// }
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}
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// return animations;
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}
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/// <summary>
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/// Get the default avatar animation with the given name.
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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public static UUID GetDefaultAnimation(string name)
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{
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// m_log.DebugFormat(
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// "[AVATAR ANIMATIONS]: Looking for default avatar animation with name {0}", name);
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if (AnimsUUID.ContainsKey(name))
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{
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// m_log.DebugFormat(
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// "[AVATAR ANIMATIONS]: Found {0} {1} in GetDefaultAvatarAnimation()", AnimsUUID[name], name);
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return AnimsUUID[name];
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}
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return UUID.Zero;
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}
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}
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}
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