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.0.6.3-post-fixes
parent
2c272762f8
commit
3130784934
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@ -794,7 +794,7 @@ namespace OpenSim.Framework
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/// <param name="localID"></param>
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void SendKillObject(ulong regionHandle, uint localID);
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void SendAnimations(UUID[] animID, int[] seqs, UUID sourceAgentId);
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void SendAnimations(UUID[] animID, int[] seqs, UUID sourceAgentId, UUID[] objectIDs);
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void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args);
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void SendChatMessage(string message, byte type, Vector3 fromPos, string fromName, UUID fromAgentID, byte source,
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@ -2493,15 +2493,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(avp, ThrottleOutPacketType.Task);
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}
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public void SendAnimations(UUID[] animations, int[] seqs, UUID sourceAgentId)
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public void SendAnimations(UUID[] animations, int[] seqs, UUID sourceAgentId, UUID[] objectIDs)
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{
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//m_log.DebugFormat("[CLIENT]: Sending animations to {0}", Name);
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AvatarAnimationPacket ani = (AvatarAnimationPacket)PacketPool.Instance.GetPacket(PacketType.AvatarAnimation);
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// TODO: don't create new blocks if recycling an old packet
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ani.AnimationSourceList = new AvatarAnimationPacket.AnimationSourceListBlock[1];
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ani.AnimationSourceList[0] = new AvatarAnimationPacket.AnimationSourceListBlock();
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ani.AnimationSourceList[0].ObjectID = sourceAgentId;
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ani.AnimationSourceList = new AvatarAnimationPacket.AnimationSourceListBlock[animations.Length];
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ani.Sender = new AvatarAnimationPacket.SenderBlock();
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ani.Sender.ID = sourceAgentId;
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ani.AnimationList = new AvatarAnimationPacket.AnimationListBlock[animations.Length];
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@ -2511,6 +2509,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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ani.AnimationList[i] = new AvatarAnimationPacket.AnimationListBlock();
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ani.AnimationList[i].AnimID = animations[i];
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ani.AnimationList[i].AnimSequenceID = seqs[i];
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ani.AnimationSourceList[i] = new AvatarAnimationPacket.AnimationSourceListBlock();
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ani.AnimationSourceList[i].ObjectID = objectIDs[i];
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if (objectIDs[i] == UUID.Zero)
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ani.AnimationSourceList[i].ObjectID = sourceAgentId;
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}
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ani.Header.Reliable = false;
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OutPacket(ani, ThrottleOutPacketType.Task);
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@ -393,7 +393,7 @@ namespace OpenSim.Region.Examples.SimpleModule
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}
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public virtual void SendAnimations(UUID[] animations, int[] seqs, UUID sourceAgentId)
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public virtual void SendAnimations(UUID[] animations, int[] seqs, UUID sourceAgentId, UUID[] objectIDs)
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{
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}
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@ -45,14 +45,22 @@ namespace OpenSim.Region.Framework.Scenes
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set { sequenceNum = value; }
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}
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private UUID objectID;
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public UUID ObjectID
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{
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get { return objectID; }
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set { objectID = value; }
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}
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public Animation()
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{
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}
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public Animation(UUID animID, int sequenceNum)
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public Animation(UUID animID, int sequenceNum, UUID objectID)
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{
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this.animID = animID;
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this.sequenceNum = sequenceNum;
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this.objectID = objectID;
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}
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}
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}
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@ -60,13 +60,13 @@ namespace OpenSim.Region.Framework.Scenes
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return false;
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}
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public bool Add(UUID animID, int sequenceNum)
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public bool Add(UUID animID, int sequenceNum, UUID objectID)
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{
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lock (m_animations)
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{
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if (!HasAnimation(animID))
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{
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m_animations.Add(new Animation(animID, sequenceNum));
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m_animations.Add(new Animation(animID, sequenceNum, objectID));
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return true;
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}
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}
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@ -106,11 +106,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// The default animation is reserved for "main" animations
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/// that are mutually exclusive, e.g. flying and sitting.
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/// </summary>
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public bool SetDefaultAnimation(UUID animID, int sequenceNum)
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public bool SetDefaultAnimation(UUID animID, int sequenceNum, UUID objectID)
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{
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if (m_defaultAnimation.AnimID != animID)
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{
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m_defaultAnimation = new Animation(animID, sequenceNum);
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m_defaultAnimation = new Animation(animID, sequenceNum, objectID);
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return true;
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}
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return false;
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@ -118,27 +118,28 @@ namespace OpenSim.Region.Framework.Scenes
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protected bool ResetDefaultAnimation()
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{
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return TrySetDefaultAnimation("STAND", 1);
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return TrySetDefaultAnimation("STAND", 1, UUID.Zero);
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}
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/// <summary>
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/// Set the animation as the default animation if it's known
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/// </summary>
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public bool TrySetDefaultAnimation(string anim, int sequenceNum)
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public bool TrySetDefaultAnimation(string anim, int sequenceNum, UUID objectID)
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{
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if (Animations.AnimsUUID.ContainsKey(anim))
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{
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return SetDefaultAnimation(Animations.AnimsUUID[anim], sequenceNum);
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return SetDefaultAnimation(Animations.AnimsUUID[anim], sequenceNum, objectID);
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}
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return false;
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}
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public void GetArrays(out UUID[] animIDs, out int[] sequenceNums)
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public void GetArrays(out UUID[] animIDs, out int[] sequenceNums, out UUID[] objectIDs)
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{
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lock (m_animations)
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{
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animIDs = new UUID[m_animations.Count + 1];
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sequenceNums = new int[m_animations.Count + 1];
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objectIDs = new UUID[m_animations.Count + 1];
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animIDs[0] = m_defaultAnimation.AnimID;
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sequenceNums[0] = m_defaultAnimation.SequenceNum;
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@ -147,6 +148,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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animIDs[i + 1] = m_animations[i].AnimID;
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sequenceNums[i + 1] = m_animations[i].SequenceNum;
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objectIDs[i + i] = m_animations[i].ObjectID;
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}
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}
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}
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@ -1754,18 +1754,18 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void AddAnimation(UUID animID)
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public void AddAnimation(UUID animID, UUID objectID)
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{
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if (m_isChildAgent)
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return;
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if (m_animations.Add(animID, m_controllingClient.NextAnimationSequenceNumber))
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if (m_animations.Add(animID, m_controllingClient.NextAnimationSequenceNumber, objectID))
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{
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SendAnimPack();
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}
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}
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public void AddAnimation(string name)
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public void AddAnimation(string name, UUID objectID)
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{
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if (m_isChildAgent)
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return;
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@ -1774,7 +1774,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (animID == UUID.Zero)
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return;
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AddAnimation(animID);
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AddAnimation(animID, objectID);
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}
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public void RemoveAnimation(UUID animID)
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@ -1804,13 +1804,14 @@ namespace OpenSim.Region.Framework.Scenes
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{
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UUID[] animIDs;
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int[] sequenceNums;
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m_animations.GetArrays( out animIDs, out sequenceNums );
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UUID[] objectIDs;
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m_animations.GetArrays( out animIDs, out sequenceNums, out objectIDs);
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return animIDs;
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}
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public void HandleStartAnim(IClientAPI remoteClient, UUID animID)
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{
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AddAnimation(animID);
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AddAnimation(animID, UUID.Zero);
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}
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public void HandleStopAnim(IClientAPI remoteClient, UUID animID)
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@ -1826,7 +1827,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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//m_log.DebugFormat("Updating movement animation to {0}", anim);
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if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber))
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if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber, UUID.Zero))
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{
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SendAnimPack();
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}
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@ -2284,13 +2285,13 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <param name="animations"></param>
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/// <param name="seqs"></param>
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public void SendAnimPack(UUID[] animations, int[] seqs)
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public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
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{
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if (m_isChildAgent)
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return;
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m_scene.Broadcast(
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delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId); });
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delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId, objectIDs); });
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}
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public void SendAnimPackToClient(IClientAPI client)
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@ -2299,10 +2300,11 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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UUID[] animIDs;
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int[] sequenceNums;
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UUID[] objectIDs;
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m_animations.GetArrays(out animIDs, out sequenceNums);
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m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
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client.SendAnimations(animIDs, sequenceNums, m_controllingClient.AgentId);
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client.SendAnimations(animIDs, sequenceNums, m_controllingClient.AgentId, objectIDs);
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}
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/// <summary>
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@ -2317,10 +2319,11 @@ namespace OpenSim.Region.Framework.Scenes
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UUID[] animIDs;
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int[] sequenceNums;
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UUID[] objectIDs;
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m_animations.GetArrays(out animIDs, out sequenceNums);
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m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
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SendAnimPack(animIDs, sequenceNums);
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SendAnimPack(animIDs, sequenceNums, objectIDs);
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}
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#endregion
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@ -482,7 +482,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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}
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public virtual void SendAnimations(UUID[] animations, int[] seqs, UUID sourceAgentId)
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public virtual void SendAnimations(UUID[] animations, int[] seqs, UUID sourceAgentId, UUID[] objectIDs)
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{
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}
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@ -2854,9 +2854,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// Do NOT try to parse UUID, animations cannot be triggered by ID
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UUID animID=InventoryKey(anim, (int)AssetType.Animation);
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if (animID == UUID.Zero)
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presence.AddAnimation(anim);
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presence.AddAnimation(anim, m_host.UUID);
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else
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presence.AddAnimation(animID);
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presence.AddAnimation(animID, m_host.UUID);
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}
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}
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}
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@ -559,7 +559,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (World.Entities.ContainsKey((UUID)avatar) && World.Entities[avatarID] is ScenePresence)
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{
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ScenePresence target = (ScenePresence)World.Entities[avatarID];
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target.AddAnimation(animation);
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target.AddAnimation(animation, m_host.UUID);
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}
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}
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@ -443,7 +443,7 @@ namespace OpenSim.Tests.Common.Mock
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}
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public virtual void SendAnimations(UUID[] animations, int[] seqs, UUID sourceAgentId)
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public virtual void SendAnimations(UUID[] animations, int[] seqs, UUID sourceAgentId, UUID[] objectIDs)
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{
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}
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