diff --git a/OpenSim/Data/IPresenceData.cs b/OpenSim/Data/IPresenceData.cs index ca661a2152..891b5905aa 100644 --- a/OpenSim/Data/IPresenceData.cs +++ b/OpenSim/Data/IPresenceData.cs @@ -34,8 +34,8 @@ namespace OpenSim.Data { public class PresenceData { - public UUID PrincipalID; - public UUID RegionID; + public UUID UUID; + public UUID currentRegion; public Dictionary Data; } diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs index 97231ff9c2..e43d6341cb 100644 --- a/OpenSim/Framework/PrimitiveBaseShape.cs +++ b/OpenSim/Framework/PrimitiveBaseShape.cs @@ -1153,7 +1153,7 @@ namespace OpenSim.Framework prim.Light.Radius = this.LightRadius; } - prim.Textures = new Primitive.TextureEntry(this.TextureEntry, 0, this.TextureEntry.Length); + prim.Textures = this.Textures; prim.Properties = new Primitive.ObjectProperties(); prim.Properties.Name = "Primitive"; diff --git a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs index 43761fce62..f51d0c2464 100644 --- a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs @@ -124,7 +124,6 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture { if (RenderPlugins.ContainsKey(contentType)) { - DynamicTextureUpdater updater = new DynamicTextureUpdater(); updater.SimUUID = simID; updater.PrimID = primID; @@ -275,7 +274,6 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture /// public void DataReceived(byte[] data, Scene scene) { - SceneObjectPart part = scene.GetSceneObjectPart(PrimID); if (part == null || data == null || data.Length <= 1) @@ -364,7 +362,6 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture if (oldID != UUID.Zero && ((Disp & DISP_EXPIRE) != 0)) { - // scene.CommsManager.AssetCache.ExpireAsset(oldID); scene.AssetService.Delete(oldID.ToString()); } } @@ -433,4 +430,4 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture #endregion } -} +} \ No newline at end of file diff --git a/OpenSim/Region/Framework/Interfaces/IDynamicTextureManager.cs b/OpenSim/Region/Framework/Interfaces/IDynamicTextureManager.cs index 95f9cefbb6..abcaf917bb 100644 --- a/OpenSim/Region/Framework/Interfaces/IDynamicTextureManager.cs +++ b/OpenSim/Region/Framework/Interfaces/IDynamicTextureManager.cs @@ -30,10 +30,8 @@ using OpenMetaverse; namespace OpenSim.Region.Framework.Interfaces { - public interface IDynamicTextureManager { - void RegisterRender(string handleType, IDynamicTextureRender render); void ReturnData(UUID id, byte[] data); diff --git a/OpenSim/Region/Framework/Scenes/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs similarity index 86% rename from OpenSim/Region/Framework/Scenes/AnimationSet.cs rename to OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs index 740d168c09..9176d3d70d 100644 --- a/OpenSim/Region/Framework/Scenes/AnimationSet.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs @@ -32,20 +32,21 @@ using OpenMetaverse; using Animation = OpenSim.Framework.Animation; -namespace OpenSim.Region.Framework.Scenes +namespace OpenSim.Region.Framework.Scenes.Animation { [Serializable] public class AnimationSet { public static AvatarAnimations Animations = new AvatarAnimations(); - private Animation m_defaultAnimation = new Animation(); - private List m_animations = new List(); + private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation(); + private List m_animations = new List(); - public Animation DefaultAnimation + public OpenSim.Framework.Animation DefaultAnimation { get { return m_defaultAnimation; } } + public AnimationSet() { ResetDefaultAnimation(); @@ -71,7 +72,7 @@ namespace OpenSim.Region.Framework.Scenes { if (!HasAnimation(animID)) { - m_animations.Add(new Animation(animID, sequenceNum, objectID)); + m_animations.Add(new OpenSim.Framework.Animation(animID, sequenceNum, objectID)); return true; } } @@ -115,7 +116,7 @@ namespace OpenSim.Region.Framework.Scenes { if (m_defaultAnimation.AnimID != animID) { - m_defaultAnimation = new Animation(animID, sequenceNum, objectID); + m_defaultAnimation = new OpenSim.Framework.Animation(animID, sequenceNum, objectID); return true; } return false; @@ -159,13 +160,13 @@ namespace OpenSim.Region.Framework.Scenes } } - public Animation[] ToArray() + public OpenSim.Framework.Animation[] ToArray() { - Animation[] theArray = new Animation[m_animations.Count]; + OpenSim.Framework.Animation[] theArray = new OpenSim.Framework.Animation[m_animations.Count]; uint i = 0; try { - foreach (Animation anim in m_animations) + foreach (OpenSim.Framework.Animation anim in m_animations) theArray[i++] = anim; } catch @@ -175,9 +176,9 @@ namespace OpenSim.Region.Framework.Scenes return theArray; } - public void FromArray(Animation[] theArray) + public void FromArray(OpenSim.Framework.Animation[] theArray) { - foreach (Animation anim in theArray) + foreach (OpenSim.Framework.Animation anim in theArray) m_animations.Add(anim); } } diff --git a/OpenSim/Region/Framework/Scenes/AvatarAnimations.cs b/OpenSim/Region/Framework/Scenes/Animation/AvatarAnimations.cs similarity index 98% rename from OpenSim/Region/Framework/Scenes/AvatarAnimations.cs rename to OpenSim/Region/Framework/Scenes/Animation/AvatarAnimations.cs index 72d599aa49..659c3a5c54 100644 --- a/OpenSim/Region/Framework/Scenes/AvatarAnimations.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/AvatarAnimations.cs @@ -29,7 +29,7 @@ using System.Collections.Generic; using System.Xml; using OpenMetaverse; -namespace OpenSim.Region.Framework.Scenes +namespace OpenSim.Region.Framework.Scenes.Animation { public class AvatarAnimations { diff --git a/OpenSim/Region/Framework/Scenes/BinBVHAnimation.cs b/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs similarity index 99% rename from OpenSim/Region/Framework/Scenes/BinBVHAnimation.cs rename to OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs index 5f2eb0df1e..3afc87f4d4 100644 --- a/OpenSim/Region/Framework/Scenes/BinBVHAnimation.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs @@ -29,7 +29,7 @@ using System; using System.IO; using OpenMetaverse; -namespace OpenSim.Region.Framework.Scenes +namespace OpenSim.Region.Framework.Scenes.Animation { /// /// Written to decode and encode a binary animation asset. diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs new file mode 100644 index 0000000000..cbe4118fd3 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -0,0 +1,448 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.Physics.Manager; + +namespace OpenSim.Region.Framework.Scenes.Animation +{ + /// + /// Handle all animation duties for a scene presence + /// + public class ScenePresenceAnimator + { + public AnimationSet Animations + { + get { return m_animations; } + } + protected AnimationSet m_animations = new AnimationSet(); + + /// + /// The current movement animation + /// + public string CurrentMovementAnimation + { + get { return m_movementAnimation; } + } + protected string m_movementAnimation = "DEFAULT"; + + private int m_animTickFall; + private int m_animTickJump; + + /// + /// The scene presence that this animator applies to + /// + protected ScenePresence m_scenePresence; + + public ScenePresenceAnimator(ScenePresence sp) + { + m_scenePresence = sp; + } + + public void AddAnimation(UUID animID, UUID objectID) + { + if (m_scenePresence.IsChildAgent) + return; + + if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) + SendAnimPack(); + } + + // Called from scripts + public void AddAnimation(string name, UUID objectID) + { + if (m_scenePresence.IsChildAgent) + return; + + UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name); + if (animID == UUID.Zero) + return; + + AddAnimation(animID, objectID); + } + + public void RemoveAnimation(UUID animID) + { + if (m_scenePresence.IsChildAgent) + return; + + if (m_animations.Remove(animID)) + SendAnimPack(); + } + + // Called from scripts + public void RemoveAnimation(string name) + { + if (m_scenePresence.IsChildAgent) + return; + + UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name); + if (animID == UUID.Zero) + return; + + RemoveAnimation(animID); + } + + public void ResetAnimations() + { + m_animations.Clear(); + } + + /// + /// The movement animation is reserved for "main" animations + /// that are mutually exclusive, e.g. flying and sitting. + /// + public void TrySetMovementAnimation(string anim) + { + //m_log.DebugFormat("Updating movement animation to {0}", anim); + + if (!m_scenePresence.IsChildAgent) + { + if (m_animations.TrySetDefaultAnimation( + anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero)) + { + // 16384 is CHANGED_ANIMATION + m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); + SendAnimPack(); + } + } + } + + /// + /// This method determines the proper movement related animation + /// + public string GetMovementAnimation() + { + const float FALL_DELAY = 0.33f; + const float PREJUMP_DELAY = 0.25f; + + #region Inputs + + AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; + PhysicsActor actor = m_scenePresence.PhysicsActor; + + // Create forward and left vectors from the current avatar rotation + Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation); + Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix); + Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); + + // Check control flags + bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; + bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; + bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; + bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; + //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; + //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; + bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; + bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; + //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; + //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; + + // Direction in which the avatar is trying to move + Vector3 move = Vector3.Zero; + if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } + if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } + if (heldLeft) { move.X += left.X; move.Y += left.Y; } + if (heldRight) { move.X -= left.X; move.Y -= left.Y; } + if (heldUp) { move.Z += 1; } + if (heldDown) { move.Z -= 1; } + + // Is the avatar trying to move? +// bool moving = (move != Vector3.Zero); + bool jumping = m_animTickJump != 0; + + #endregion Inputs + + #region Flying + + if (actor != null && actor.Flying) + { + m_animTickFall = 0; + m_animTickJump = 0; + + if (move.X != 0f || move.Y != 0f) + { + return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY"); + } + else if (move.Z > 0f) + { + return "HOVER_UP"; + } + else if (move.Z < 0f) + { + if (actor != null && actor.IsColliding) + return "LAND"; + else + return "HOVER_DOWN"; + } + else + { + return "HOVER"; + } + } + + #endregion Flying + + #region Falling/Floating/Landing + + if (actor == null || !actor.IsColliding) + { + float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; + float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; + + if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) + { + // Just started falling + m_animTickFall = Environment.TickCount; + } + else if (!jumping && fallElapsed > FALL_DELAY) + { + // Falling long enough to trigger the animation + return "FALLDOWN"; + } + + return m_movementAnimation; + } + + #endregion Falling/Floating/Landing + + #region Ground Movement + + if (m_movementAnimation == "FALLDOWN") + { + m_animTickFall = Environment.TickCount; + + // TODO: SOFT_LAND support + return "LAND"; + } + else if (m_movementAnimation == "LAND") + { + float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; + + if (landElapsed <= FALL_DELAY) + return "LAND"; + } + + m_animTickFall = 0; + + if (move.Z > 0f) + { + // Jumping + if (!jumping) + { + // Begin prejump + m_animTickJump = Environment.TickCount; + return "PREJUMP"; + } + else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) + { + // Start actual jump + if (m_animTickJump == -1) + { + // Already jumping! End the current jump + m_animTickJump = 0; + return "JUMP"; + } + + m_animTickJump = -1; + return "JUMP"; + } + } + else + { + // Not jumping + m_animTickJump = 0; + + if (move.X != 0f || move.Y != 0f) + { + // Walking / crouchwalking / running + if (move.Z < 0f) + return "CROUCHWALK"; + else if (m_scenePresence.SetAlwaysRun) + return "RUN"; + else + return "WALK"; + } + else + { + // Not walking + if (move.Z < 0f) + return "CROUCH"; + else + return "STAND"; + } + } + + #endregion Ground Movement + + return m_movementAnimation; + } + + /// + /// Update the movement animation of this avatar according to its current state + /// + public void UpdateMovementAnimations() + { + m_movementAnimation = GetMovementAnimation(); + + if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) + { + // This was the previous behavior before PREJUMP + TrySetMovementAnimation("JUMP"); + } + else + { + TrySetMovementAnimation(m_movementAnimation); + } + } + + public UUID[] GetAnimationArray() + { + UUID[] animIDs; + int[] sequenceNums; + UUID[] objectIDs; + m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); + return animIDs; + } + + public BinBVHAnimation GenerateRandomAnimation() + { + int rnditerations = 3; + BinBVHAnimation anim = new BinBVHAnimation(); + List parts = new List(); + parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso"); + parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft"); + parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck"); + parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight"); + parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight"); + parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight"); + parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft"); + anim.HandPose = 1; + anim.InPoint = 0; + anim.OutPoint = (rnditerations * .10f); + anim.Priority = 7; + anim.Loop = false; + anim.Length = (rnditerations * .10f); + anim.ExpressionName = "afraid"; + anim.EaseInTime = 0; + anim.EaseOutTime = 0; + + string[] strjoints = parts.ToArray(); + anim.Joints = new binBVHJoint[strjoints.Length]; + for (int j = 0; j < strjoints.Length; j++) + { + anim.Joints[j] = new binBVHJoint(); + anim.Joints[j].Name = strjoints[j]; + anim.Joints[j].Priority = 7; + anim.Joints[j].positionkeys = new binBVHJointKey[rnditerations]; + anim.Joints[j].rotationkeys = new binBVHJointKey[rnditerations]; + Random rnd = new Random(); + for (int i = 0; i < rnditerations; i++) + { + anim.Joints[j].rotationkeys[i] = new binBVHJointKey(); + anim.Joints[j].rotationkeys[i].time = (i*.10f); + anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1); + anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1); + anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1); + anim.Joints[j].positionkeys[i] = new binBVHJointKey(); + anim.Joints[j].positionkeys[i].time = (i*.10f); + anim.Joints[j].positionkeys[i].key_element.X = 0; + anim.Joints[j].positionkeys[i].key_element.Y = 0; + anim.Joints[j].positionkeys[i].key_element.Z = 0; + } + } + + AssetBase Animasset = new AssetBase(UUID.Random(), "Random Animation", (sbyte)AssetType.Animation); + Animasset.Data = anim.ToBytes(); + Animasset.Temporary = true; + Animasset.Local = true; + Animasset.Description = "dance"; + //BinBVHAnimation bbvhanim = new BinBVHAnimation(Animasset.Data); + + m_scenePresence.Scene.AssetService.Store(Animasset); + AddAnimation(Animasset.FullID, m_scenePresence.UUID); + return anim; + } + + /// + /// + /// + /// + /// + /// + public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) + { + if (m_scenePresence.IsChildAgent) + return; + + m_scenePresence.Scene.ForEachClient( + delegate(IClientAPI client) + { + client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs); + }); + } + + public void SendAnimPackToClient(IClientAPI client) + { + if (m_scenePresence.IsChildAgent) + return; + + UUID[] animIDs; + int[] sequenceNums; + UUID[] objectIDs; + + m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); + + m_scenePresence.ControllingClient.SendAnimations( + animIDs, sequenceNums, m_scenePresence.ControllingClient.AgentId, objectIDs); + } + + /// + /// Send animation information about this avatar to all clients. + /// + public void SendAnimPack() + { + //m_log.Debug("Sending animation pack to all"); + + if (m_scenePresence.IsChildAgent) + return; + + UUID[] animIDs; + int[] sequenceNums; + UUID[] objectIDs; + + m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); + + SendAnimPack(animIDs, sequenceNums, objectIDs); + } + } +} \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs index d7e62a8af5..0f9c190265 100644 --- a/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs @@ -82,7 +82,7 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid IEventQueue eq = avatar.Scene.RequestModuleInterface(); // Reset animations; the viewer does that in teleports. - avatar.ResetAnimations(); + avatar.Animator.ResetAnimations(); if (regionHandle == m_regionInfo.RegionHandle) { diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs index 4a2db5eda0..76c6caba33 100644 --- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs @@ -801,7 +801,7 @@ namespace OpenSim.Region.Framework.Scenes IEventQueue eq = avatar.Scene.RequestModuleInterface(); // Reset animations; the viewer does that in teleports. - avatar.ResetAnimations(); + avatar.Animator.ResetAnimations(); if (regionHandle == m_regionInfo.RegionHandle) { diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 08c144af5e..1dedcf18f8 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -35,6 +35,7 @@ using OpenSim.Framework; using OpenSim.Framework.Client; using OpenSim.Framework.Communications.Cache; using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes.Animation; using OpenSim.Region.Framework.Scenes.Types; using OpenSim.Region.Physics.Manager; using GridRegion = OpenSim.Services.Interfaces.GridRegion; @@ -79,6 +80,7 @@ namespace OpenSim.Region.Framework.Scenes // private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags)); private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f); + /// /// Experimentally determined "fudge factor" to make sit-target positions /// the same as in SecondLife. Fudge factor was tested for 36 different @@ -93,7 +95,15 @@ namespace OpenSim.Region.Framework.Scenes private ISceneViewer m_sceneViewer; - private AnimationSet m_animations = new AnimationSet(); + /// + /// The animator for this avatar + /// + public ScenePresenceAnimator Animator + { + get { return m_animator; } + } + protected ScenePresenceAnimator m_animator; + private Dictionary scriptedcontrols = new Dictionary(); private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO; private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO; @@ -134,12 +144,7 @@ namespace OpenSim.Region.Framework.Scenes private int m_perfMonMS; private bool m_setAlwaysRun; - - private string m_movementAnimation = "DEFAULT"; - private int m_animTickFall; - private int m_animTickJump; - private bool m_useFlySlow; - private bool m_usePreJump; + private bool m_forceFly; private bool m_flyDisabled; @@ -227,7 +232,6 @@ namespace OpenSim.Region.Framework.Scenes DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG } - /// /// Position at which a significant movement was made @@ -238,7 +242,10 @@ namespace OpenSim.Region.Framework.Scenes string m_callbackURI; ulong m_rootRegionHandle; - private IScriptModule[] m_scriptEngines; + /// + /// Script engines present in the scene + /// + private IScriptModule[] m_scriptEngines; #region Properties @@ -586,11 +593,6 @@ namespace OpenSim.Region.Framework.Scenes } } - public AnimationSet Animations - { - get { return m_animations; } - } - private bool m_inTransit; private bool m_mouseLook; private bool m_leftButtonDown; @@ -625,6 +627,7 @@ namespace OpenSim.Region.Framework.Scenes private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) { + m_animator = new ScenePresenceAnimator(this); m_sendCourseLocationsMethod = SendCoarseLocationsDefault; CreateSceneViewer(); m_rootRegionHandle = reginfo.RegionHandle; @@ -637,15 +640,12 @@ namespace OpenSim.Region.Framework.Scenes m_regionInfo = reginfo; m_localId = m_scene.AllocateLocalId(); - m_useFlySlow = m_scene.m_useFlySlow; - m_usePreJump = m_scene.m_usePreJump; - IGroupsModule gm = m_scene.RequestModuleInterface(); if (gm != null) m_grouptitle = gm.GetGroupTitle(m_uuid); m_scriptEngines = m_scene.RequestModuleInterfaces(); - + AbsolutePosition = posLastSignificantMove = m_CameraCenter = m_lastCameraCenter = m_controllingClient.StartPos; @@ -656,7 +656,8 @@ namespace OpenSim.Region.Framework.Scenes AdjustKnownSeeds(); - TrySetMovementAnimation("STAND"); // TODO: I think, this won't send anything, as we are still a child here... + // TODO: I think, this won't send anything, as we are still a child here... + Animator.TrySetMovementAnimation("STAND"); // we created a new ScenePresence (a new child agent) in a fresh region. // Request info about all the (root) agents in this region @@ -665,21 +666,18 @@ namespace OpenSim.Region.Framework.Scenes RegisterToEvents(); SetDirectionVectors(); - } public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams, AvatarWearable[] wearables) : this(client, world, reginfo) { - CreateSceneViewer(); - m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams); + m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams); } public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance) : this(client, world, reginfo) { - CreateSceneViewer(); m_appearance = appearance; } @@ -857,7 +855,7 @@ namespace OpenSim.Region.Framework.Scenes // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying // avatar to return to the standing position in mid-air. On login it looks like this is being sent // elsewhere anyway - //SendAnimPack(); + // Animator.SendAnimPack(); m_scene.SwapRootAgentCount(false); @@ -879,7 +877,7 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence presence = animAgents[i]; if (presence != this) - presence.SendAnimPackToClient(ControllingClient); + presence.Animator.SendAnimPackToClient(ControllingClient); } m_scene.EventManager.TriggerOnMakeRootAgent(this); @@ -894,7 +892,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void MakeChildAgent() { - m_animations.Clear(); + Animator.ResetAnimations(); // m_log.DebugFormat( // "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", @@ -995,7 +993,7 @@ namespace OpenSim.Region.Framework.Scenes AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); } - TrySetMovementAnimation("LAND"); + Animator.TrySetMovementAnimation("LAND"); SendFullUpdateToAllClients(); } @@ -1247,7 +1245,7 @@ namespace OpenSim.Region.Framework.Scenes // TODO: This doesn't prevent the user from walking yet. // Setting parent ID would fix this, if we knew what value // to use. Or we could add a m_isSitting variable. - TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); + Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); } // In the future, these values might need to go global. @@ -1453,7 +1451,7 @@ namespace OpenSim.Region.Framework.Scenes AddNewMovement(agent_control_v3, q); if (update_movementflag) - UpdateMovementAnimations(); + Animator.UpdateMovementAnimations(); } } @@ -1561,7 +1559,7 @@ namespace OpenSim.Region.Framework.Scenes } } /// - /// Perform the logic necessary to stand the client up. This method also executes + /// Perform the logic necessary to stand the avatar up. This method also executes /// the stand animation. /// public void StandUp() @@ -1611,7 +1609,7 @@ namespace OpenSim.Region.Framework.Scenes } } - TrySetMovementAnimation("STAND"); + Animator.TrySetMovementAnimation("STAND"); } private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) @@ -1850,7 +1848,7 @@ namespace OpenSim.Region.Framework.Scenes Velocity = Vector3.Zero; RemoveFromPhysicalScene(); - TrySetMovementAnimation(sitAnimation); + Animator.TrySetMovementAnimation(sitAnimation); SendFullUpdateToAllClients(); // This may seem stupid, but Our Full updates don't send avatar rotation :P // So we're also sending a terse update (which has avatar rotation) @@ -1870,352 +1868,15 @@ namespace OpenSim.Region.Framework.Scenes PhysicsActor.SetAlwaysRun = pSetAlwaysRun; } } - public BinBVHAnimation GenerateRandomAnimation() - { - int rnditerations = 3; - BinBVHAnimation anim = new BinBVHAnimation(); - List parts = new List(); - parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso"); - parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft"); - parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck"); - parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight"); - parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight"); - parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight"); - parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft"); - anim.HandPose = 1; - anim.InPoint = 0; - anim.OutPoint = (rnditerations * .10f); - anim.Priority = 7; - anim.Loop = false; - anim.Length = (rnditerations * .10f); - anim.ExpressionName = "afraid"; - anim.EaseInTime = 0; - anim.EaseOutTime = 0; - - string[] strjoints = parts.ToArray(); - anim.Joints = new binBVHJoint[strjoints.Length]; - for (int j = 0; j < strjoints.Length; j++) - { - anim.Joints[j] = new binBVHJoint(); - anim.Joints[j].Name = strjoints[j]; - anim.Joints[j].Priority = 7; - anim.Joints[j].positionkeys = new binBVHJointKey[rnditerations]; - anim.Joints[j].rotationkeys = new binBVHJointKey[rnditerations]; - Random rnd = new Random(); - for (int i = 0; i < rnditerations; i++) - { - anim.Joints[j].rotationkeys[i] = new binBVHJointKey(); - anim.Joints[j].rotationkeys[i].time = (i*.10f); - anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1); - anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1); - anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1); - anim.Joints[j].positionkeys[i] = new binBVHJointKey(); - anim.Joints[j].positionkeys[i].time = (i*.10f); - anim.Joints[j].positionkeys[i].key_element.X = 0; - anim.Joints[j].positionkeys[i].key_element.Y = 0; - anim.Joints[j].positionkeys[i].key_element.Z = 0; - } - } - - - AssetBase Animasset = new AssetBase(UUID.Random(), "Random Animation", (sbyte)AssetType.Animation); - Animasset.Data = anim.ToBytes(); - Animasset.Temporary = true; - Animasset.Local = true; - Animasset.Description = "dance"; - //BinBVHAnimation bbvhanim = new BinBVHAnimation(Animasset.Data); - - - m_scene.AssetService.Store(Animasset); - AddAnimation(Animasset.FullID, UUID); - return anim; - } - public void AddAnimation(UUID animID, UUID objectID) - { - if (m_isChildAgent) - return; - - if (m_animations.Add(animID, m_controllingClient.NextAnimationSequenceNumber, objectID)) - SendAnimPack(); - } - - // Called from scripts - public void AddAnimation(string name, UUID objectID) - { - if (m_isChildAgent) - return; - - UUID animID = m_controllingClient.GetDefaultAnimation(name); - if (animID == UUID.Zero) - return; - - AddAnimation(animID, objectID); - } - - public void RemoveAnimation(UUID animID) - { - if (m_isChildAgent) - return; - - if (m_animations.Remove(animID)) - SendAnimPack(); - } - - // Called from scripts - public void RemoveAnimation(string name) - { - if (m_isChildAgent) - return; - - UUID animID = m_controllingClient.GetDefaultAnimation(name); - if (animID == UUID.Zero) - return; - - RemoveAnimation(animID); - } - - public UUID[] GetAnimationArray() - { - UUID[] animIDs; - int[] sequenceNums; - UUID[] objectIDs; - m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); - return animIDs; - } public void HandleStartAnim(IClientAPI remoteClient, UUID animID) { - AddAnimation(animID, UUID.Zero); + Animator.AddAnimation(animID, UUID.Zero); } public void HandleStopAnim(IClientAPI remoteClient, UUID animID) { - RemoveAnimation(animID); - } - - /// - /// The movement animation is reserved for "main" animations - /// that are mutually exclusive, e.g. flying and sitting. - /// - protected void TrySetMovementAnimation(string anim) - { - //m_log.DebugFormat("Updating movement animation to {0}", anim); - - if (!m_isChildAgent) - { - if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber, UUID.Zero)) - { - if (m_scriptEngines != null) - { - lock (m_attachments) - { - foreach (SceneObjectGroup grp in m_attachments) - { - // 16384 is CHANGED_ANIMATION - // - // Send this to all attachment root prims - // - foreach (IScriptModule m in m_scriptEngines) - { - if (m == null) // No script engine loaded - continue; - - m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { 16384 }); - } - } - } - } - SendAnimPack(); - } - } - } - - /// - /// This method determines the proper movement related animation - /// - public string GetMovementAnimation() - { - const float FALL_DELAY = 0.33f; - const float PREJUMP_DELAY = 0.25f; - - #region Inputs - - AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_AgentControlFlags; - PhysicsActor actor = m_physicsActor; - - // Create forward and left vectors from the current avatar rotation - Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_bodyRot); - Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix); - Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); - - // Check control flags - bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; - bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; - bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; - bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; - //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; - //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; - bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; - bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; - //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; - //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; - - // Direction in which the avatar is trying to move - Vector3 move = Vector3.Zero; - if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } - if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } - if (heldLeft) { move.X += left.X; move.Y += left.Y; } - if (heldRight) { move.X -= left.X; move.Y -= left.Y; } - if (heldUp) { move.Z += 1; } - if (heldDown) { move.Z -= 1; } - - // Is the avatar trying to move? -// bool moving = (move != Vector3.Zero); - bool jumping = m_animTickJump != 0; - - #endregion Inputs - - #region Flying - - if (actor != null && actor.Flying) - { - m_animTickFall = 0; - m_animTickJump = 0; - - if (move.X != 0f || move.Y != 0f) - { - return (m_useFlySlow ? "FLYSLOW" : "FLY"); - } - else if (move.Z > 0f) - { - return "HOVER_UP"; - } - else if (move.Z < 0f) - { - if (actor != null && actor.IsColliding) - return "LAND"; - else - return "HOVER_DOWN"; - } - else - { - return "HOVER"; - } - } - - #endregion Flying - - #region Falling/Floating/Landing - - if (actor == null || !actor.IsColliding) - { - float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; - float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; - - if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) - { - // Just started falling - m_animTickFall = Environment.TickCount; - } - else if (!jumping && fallElapsed > FALL_DELAY) - { - // Falling long enough to trigger the animation - return "FALLDOWN"; - } - - return m_movementAnimation; - } - - #endregion Falling/Floating/Landing - - #region Ground Movement - - if (m_movementAnimation == "FALLDOWN") - { - m_animTickFall = Environment.TickCount; - - // TODO: SOFT_LAND support - return "LAND"; - } - else if (m_movementAnimation == "LAND") - { - float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; - - if (landElapsed <= FALL_DELAY) - return "LAND"; - } - - m_animTickFall = 0; - - if (move.Z > 0f) - { - // Jumping - if (!jumping) - { - // Begin prejump - m_animTickJump = Environment.TickCount; - return "PREJUMP"; - } - else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) - { - // Start actual jump - if (m_animTickJump == -1) - { - // Already jumping! End the current jump - m_animTickJump = 0; - return "JUMP"; - } - - m_animTickJump = -1; - return "JUMP"; - } - } - else - { - // Not jumping - m_animTickJump = 0; - - if (move.X != 0f || move.Y != 0f) - { - // Walking / crouchwalking / running - if (move.Z < 0f) - return "CROUCHWALK"; - else if (m_setAlwaysRun) - return "RUN"; - else - return "WALK"; - } - else - { - // Not walking - if (move.Z < 0f) - return "CROUCH"; - else - return "STAND"; - } - } - - #endregion Ground Movement - - return m_movementAnimation; - } - - /// - /// Update the movement animation of this avatar according to its current state - /// - protected void UpdateMovementAnimations() - { - m_movementAnimation = GetMovementAnimation(); - - if (m_movementAnimation == "PREJUMP" && !m_usePreJump) - { - // This was the previous behavior before PREJUMP - TrySetMovementAnimation("JUMP"); - } - else - { - TrySetMovementAnimation(m_movementAnimation); - } + Animator.RemoveAnimation(animID); } /// @@ -2289,8 +1950,8 @@ namespace OpenSim.Region.Framework.Scenes direc.Z *= 3.0f; // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. - TrySetMovementAnimation("PREJUMP"); - TrySetMovementAnimation("JUMP"); + Animator.TrySetMovementAnimation("PREJUMP"); + Animator.TrySetMovementAnimation("JUMP"); } } } @@ -2504,7 +2165,7 @@ namespace OpenSim.Region.Framework.Scenes { avatar.SendFullUpdateToOtherClient(this); avatar.SendAppearanceToOtherAgent(this); - avatar.SendAnimPackToClient(ControllingClient); + avatar.Animator.SendAnimPackToClient(ControllingClient); } } } @@ -2512,7 +2173,7 @@ namespace OpenSim.Region.Framework.Scenes m_scene.StatsReporter.AddAgentUpdates(avatars.Length); m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); - //SendAnimPack(); + //Animator.SendAnimPack(); } public void SendFullUpdateToAllClients() @@ -2529,7 +2190,7 @@ namespace OpenSim.Region.Framework.Scenes m_scene.StatsReporter.AddAgentUpdates(avatars.Count); m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); - SendAnimPack(); + Animator.SendAnimPack(); } /// @@ -2646,7 +2307,7 @@ namespace OpenSim.Region.Framework.Scenes SendAppearanceToAllOtherAgents(); if (!m_startAnimationSet) { - UpdateMovementAnimations(); + Animator.UpdateMovementAnimations(); m_startAnimationSet = true; } @@ -2674,54 +2335,6 @@ namespace OpenSim.Region.Framework.Scenes set { m_appearance = value; } } - /// - /// - /// - /// - /// - /// - public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) - { - if (m_isChildAgent) - return; - - m_scene.ForEachClient( - delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId, objectIDs); }); - } - - public void SendAnimPackToClient(IClientAPI client) - { - if (m_isChildAgent) - return; - UUID[] animIDs; - int[] sequenceNums; - UUID[] objectIDs; - - m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); - - client.SendAnimations(animIDs, sequenceNums, m_controllingClient.AgentId, objectIDs); - } - - /// - /// Send animation information about this avatar to all clients. - /// - public void SendAnimPack() - { - //m_log.Debug("Sending animation pack to all"); - - if (m_isChildAgent) - return; - - UUID[] animIDs; - int[] sequenceNums; - UUID[] objectIDs; - - m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); - - SendAnimPack(animIDs, sequenceNums, objectIDs); - } - - #endregion #region Significant Movement Method @@ -2919,13 +2532,9 @@ namespace OpenSim.Region.Framework.Scenes public void Reset() { // Put the child agent back at the center - AbsolutePosition = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); - ResetAnimations(); - } - - public void ResetAnimations() - { - m_animations.Clear(); + AbsolutePosition + = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); + Animator.ResetAnimations(); } /// @@ -3149,7 +2758,7 @@ namespace OpenSim.Region.Framework.Scenes // Animations try { - cAgent.Anims = m_animations.ToArray(); + cAgent.Anims = Animator.Animations.ToArray(); } catch { } @@ -3228,15 +2837,13 @@ namespace OpenSim.Region.Framework.Scenes // Animations try { - m_animations.Clear(); - m_animations.FromArray(cAgent.Anims); + Animator.ResetAnimations(); + Animator.Animations.FromArray(cAgent.Anims); } catch { } //cAgent.GroupID = ?? //Groups??? - - } public bool CopyAgent(out IAgentData agent) @@ -3318,7 +2925,7 @@ namespace OpenSim.Region.Framework.Scenes //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( // as of this comment the interval is set in AddToPhysicalScene - UpdateMovementAnimations(); + Animator.UpdateMovementAnimations(); CollisionEventUpdate collisionData = (CollisionEventUpdate)e; Dictionary coldata = collisionData.m_objCollisionList; @@ -3327,7 +2934,7 @@ namespace OpenSim.Region.Framework.Scenes if (coldata.Count != 0) { - switch (m_movementAnimation) + switch (Animator.CurrentMovementAnimation) { case "STAND": case "WALK": @@ -3415,6 +3022,7 @@ namespace OpenSim.Region.Framework.Scenes } m_attachments.Clear(); } + lock (m_knownChildRegions) { m_knownChildRegions.Clear(); @@ -3425,6 +3033,7 @@ namespace OpenSim.Region.Framework.Scenes m_reprioritization_timer.Enabled = false; m_reprioritization_timer.Elapsed -= new ElapsedEventHandler(Reprioritize); } + // I don't get it but mono crashes when you try to dispose of this timer, // unsetting the elapsed callback should be enough to allow for cleanup however. //m_reprioritizationTimer.Dispose(); @@ -3436,8 +3045,9 @@ namespace OpenSim.Region.Framework.Scenes public ScenePresence() { - m_sendCourseLocationsMethod = SendCoarseLocationsDefault; + m_sendCourseLocationsMethod = SendCoarseLocationsDefault; CreateSceneViewer(); + m_animator = new ScenePresenceAnimator(this); } public void AddAttachment(SceneObjectGroup gobj) @@ -3497,6 +3107,35 @@ namespace OpenSim.Region.Framework.Scenes return true; } + /// + /// Send a script event to this scene presence's attachments + /// + /// The name of the event + /// The arguments for the event + public void SendScriptEventToAttachments(string eventName, Object[] args) + { + if (m_scriptEngines != null) + { + lock (m_attachments) + { + foreach (SceneObjectGroup grp in m_attachments) + { + // 16384 is CHANGED_ANIMATION + // + // Send this to all attachment root prims + // + foreach (IScriptModule m in m_scriptEngines) + { + if (m == null) // No script engine loaded + continue; + + m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { 16384 }); + } + } + } + } + } + public bool CrossAttachmentsIntoNewRegion(ulong regionHandle, bool silent) { lock (m_attachments) @@ -3939,4 +3578,4 @@ namespace OpenSim.Region.Framework.Scenes } } } -} +} \ No newline at end of file diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs index f24869b70d..8d32e668a0 100644 --- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs @@ -1179,8 +1179,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups return m_clientRequestIDInfo[client.AgentId].RequestID; } - - return new GroupRequestID(); +// Unreachable code! +// return new GroupRequestID(); } /// diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 0ea62d77c1..8eebf02b9d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -40,10 +40,11 @@ using OpenSim; using OpenSim.Framework; using OpenSim.Framework.Communications.Cache; using OpenSim.Region.CoreModules; -using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.CoreModules.World.Land; using OpenSim.Region.CoreModules.World.Terrain; +using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.Framework.Scenes.Animation; using OpenSim.Region.Physics.Manager; using OpenSim.Region.ScriptEngine.Shared; using OpenSim.Region.ScriptEngine.Shared.Api.Plugins; @@ -3093,11 +3094,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (presence != null) { // Do NOT try to parse UUID, animations cannot be triggered by ID - UUID animID=InventoryKey(anim, (int)AssetType.Animation); + UUID animID = InventoryKey(anim, (int)AssetType.Animation); if (animID == UUID.Zero) - presence.AddAnimation(anim, m_host.UUID); + presence.Animator.AddAnimation(anim, m_host.UUID); else - presence.AddAnimation(animID, m_host.UUID); + presence.Animator.AddAnimation(animID, m_host.UUID); } } } @@ -3137,9 +3138,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (presence != null) { if (animID == UUID.Zero) - presence.RemoveAnimation(anim); + presence.Animator.RemoveAnimation(anim); else - presence.RemoveAnimation(animID); + presence.Animator.RemoveAnimation(animID); } } } @@ -3983,12 +3984,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (presence != null) { - AnimationSet currentAnims = presence.Animations; + AnimationSet currentAnims = presence.Animator.Animations; string currentAnimationState = String.Empty; if (animationstateNames.TryGetValue(currentAnims.DefaultAnimation.AnimID, out currentAnimationState)) return currentAnimationState; } } + return String.Empty; } @@ -5322,7 +5324,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api flags |= ScriptBaseClass.AGENT_TYPING; } - string agentMovementAnimation = agent.GetMovementAnimation(); + string agentMovementAnimation = agent.Animator.GetMovementAnimation(); if (agentMovementAnimation == "CROUCH") { @@ -5354,7 +5356,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api flags |= ScriptBaseClass.AGENT_SITTING; } - if (agent.Animations.DefaultAnimation.AnimID == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) + if (agent.Animator.Animations.DefaultAnimation.AnimID + == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) { flags |= ScriptBaseClass.AGENT_SITTING; } @@ -7144,7 +7147,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (av == null || av.IsChildAgent) // only if in the region return l; UUID[] anims; - anims = av.GetAnimationArray(); + anims = av.Animator.GetAnimationArray(); foreach (UUID foo in anims) l.Add(foo.ToString()); return l; @@ -7272,7 +7275,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { LSL_Vector lower; LSL_Vector upper; - if (presence.Animations.DefaultAnimation.AnimID == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) + if (presence.Animator.Animations.DefaultAnimation.AnimID + == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) { // This is for ground sitting avatars float height = presence.Appearance.AvatarHeight / 2.66666667f; diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index 3ffcff0806..7fdbac8d86 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs @@ -741,9 +741,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } } if (animID == UUID.Zero) - target.AddAnimation(animation, m_host.UUID); + target.Animator.AddAnimation(animation, m_host.UUID); else - target.AddAnimation(animID, m_host.UUID); + target.Animator.AddAnimation(animID, m_host.UUID); } } } @@ -773,10 +773,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } } } + if (animID == UUID.Zero) - target.RemoveAnimation(animation); + target.Animator.RemoveAnimation(animation); else - target.RemoveAnimation(animID); + target.Animator.RemoveAnimation(animID); } } } diff --git a/OpenSim/Server/Handlers/Presence/PresenceServerConnector.cs b/OpenSim/Server/Handlers/Presence/PresenceServerConnector.cs new file mode 100644 index 0000000000..899cd8f661 --- /dev/null +++ b/OpenSim/Server/Handlers/Presence/PresenceServerConnector.cs @@ -0,0 +1,61 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using Nini.Config; +using OpenSim.Server.Base; +using OpenSim.Services.Interfaces; +using OpenSim.Framework.Servers.HttpServer; +using OpenSim.Server.Handlers.Base; + +namespace OpenSim.Server.Handlers.Presence +{ + public class PresenceServiceConnector : ServiceConnector + { + private IPresenceService m_PresenceService; + private string m_ConfigName = "PresenceService"; + + public PresenceServiceConnector(IConfigSource config, IHttpServer server, string configName) : + base(config, server, configName) + { + IConfig serverConfig = config.Configs[m_ConfigName]; + if (serverConfig == null) + throw new Exception(String.Format("No section {0} in config file", m_ConfigName)); + + string gridService = serverConfig.GetString("LocalServiceModule", + String.Empty); + + if (gridService == String.Empty) + throw new Exception("No LocalServiceModule in config file"); + + Object[] args = new Object[] { config }; + m_PresenceService = ServerUtils.LoadPlugin(gridService, args); + + server.AddStreamHandler(new PresenceServerPostHandler(m_PresenceService)); + } + } +} diff --git a/OpenSim/Server/Handlers/Presence/PresenceServerPostHandler.cs b/OpenSim/Server/Handlers/Presence/PresenceServerPostHandler.cs new file mode 100644 index 0000000000..9ca5120fdb --- /dev/null +++ b/OpenSim/Server/Handlers/Presence/PresenceServerPostHandler.cs @@ -0,0 +1,155 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using Nini.Config; +using log4net; +using System; +using System.Reflection; +using System.IO; +using System.Net; +using System.Text; +using System.Text.RegularExpressions; +using System.Xml; +using System.Xml.Serialization; +using System.Collections.Generic; +using OpenSim.Server.Base; +using OpenSim.Services.Interfaces; +using OpenSim.Framework; +using OpenSim.Framework.Servers.HttpServer; +using OpenMetaverse; + +namespace OpenSim.Server.Handlers.Presence +{ + public class PresenceServerPostHandler : BaseStreamHandler + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + private IPresenceService m_PresenceService; + + public PresenceServerPostHandler(IPresenceService service) : + base("POST", "/presence") + { + m_PresenceService = service; + } + + public override byte[] Handle(string path, Stream requestData, + OSHttpRequest httpRequest, OSHttpResponse httpResponse) + { + StreamReader sr = new StreamReader(requestData); + string body = sr.ReadToEnd(); + sr.Close(); + body = body.Trim(); + + //m_log.DebugFormat("[XXX]: query String: {0}", body); + + try + { + Dictionary request = + ServerUtils.ParseQueryString(body); + + if (!request.ContainsKey("METHOD")) + return FailureResult(); + + string method = request["METHOD"]; + + switch (method) + { + case "report": + return Report(request); + } + m_log.DebugFormat("[PRESENCE HANDLER]: unknown method request: {0}", method); + } + catch (Exception e) + { + m_log.Debug("[PRESENCE HANDLER]: Exception {0}" + e); + } + + return FailureResult(); + + } + + byte[] Report(Dictionary request) + { + return FailureResult(); + } + + private byte[] SuccessResult() + { + XmlDocument doc = new XmlDocument(); + + XmlNode xmlnode = doc.CreateNode(XmlNodeType.XmlDeclaration, + "", ""); + + doc.AppendChild(xmlnode); + + XmlElement rootElement = doc.CreateElement("", "ServerResponse", + ""); + + doc.AppendChild(rootElement); + + XmlElement result = doc.CreateElement("", "Result", ""); + result.AppendChild(doc.CreateTextNode("Success")); + + rootElement.AppendChild(result); + + return DocToBytes(doc); + } + + private byte[] FailureResult() + { + XmlDocument doc = new XmlDocument(); + + XmlNode xmlnode = doc.CreateNode(XmlNodeType.XmlDeclaration, + "", ""); + + doc.AppendChild(xmlnode); + + XmlElement rootElement = doc.CreateElement("", "ServerResponse", + ""); + + doc.AppendChild(rootElement); + + XmlElement result = doc.CreateElement("", "Result", ""); + result.AppendChild(doc.CreateTextNode("Failure")); + + rootElement.AppendChild(result); + + return DocToBytes(doc); + } + + private byte[] DocToBytes(XmlDocument doc) + { + MemoryStream ms = new MemoryStream(); + XmlTextWriter xw = new XmlTextWriter(ms, null); + xw.Formatting = Formatting.Indented; + doc.WriteTo(xw); + xw.Flush(); + + return ms.ToArray(); + } + } +} diff --git a/OpenSim/Services/Interfaces/IPresenceService.cs b/OpenSim/Services/Interfaces/IPresenceService.cs index d33b6bc394..6ceeb45f65 100644 --- a/OpenSim/Services/Interfaces/IPresenceService.cs +++ b/OpenSim/Services/Interfaces/IPresenceService.cs @@ -31,7 +31,15 @@ using OpenMetaverse; namespace OpenSim.Services.Interfaces { + public class PresenceInfo + { + public UUID PrincipalID; + public UUID RegionID; + public Dictionary Data; + } + public interface IPresenceService { + bool Report(PresenceInfo presence); } } diff --git a/OpenSim/Services/PresenceService/PresenceService.cs b/OpenSim/Services/PresenceService/PresenceService.cs index ba8eec866c..8931a26130 100644 --- a/OpenSim/Services/PresenceService/PresenceService.cs +++ b/OpenSim/Services/PresenceService/PresenceService.cs @@ -49,5 +49,10 @@ namespace OpenSim.Services.PresenceService : base(config) { } + + public bool Report(PresenceInfo presence) + { + return false; + } } } diff --git a/OpenSim/Tests/Common/Mock/MockUserService.cs b/OpenSim/Tests/Common/Mock/MockUserService.cs index 1e27fb744a..62c41c731e 100644 --- a/OpenSim/Tests/Common/Mock/MockUserService.cs +++ b/OpenSim/Tests/Common/Mock/MockUserService.cs @@ -1,3 +1,29 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ using System; using System.Collections.Generic;