Fixed: custom walking animations didn't stop when the avatar stopped walking.

This happened because the scripts were notified about control changes (e.g., the user stopped pressing the Forward key) when the animation was still WALK, so the script didn't stop the walking animation. Fixing this required: a) Update the movement animation *before* notifying the script; b) Add locking to prevent clashes with the Heartbeat thread (which also updates the animations); c) Handle the case of a user who stops walking just as the avatar is in the air: the avatar should STAND in that case, not WALK.

This reverts commit feef1dd732.
0.7.4.1
Oren Hurvitz 2012-04-23 19:07:36 +03:00 committed by Justin Clark-Casey (justincc)
parent 9622e8ac72
commit 6473674bbf
2 changed files with 32 additions and 20 deletions

View File

@ -1,4 +1,4 @@
/*
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
@ -278,6 +278,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
return "FALLDOWN";
}
// Check if the user has stopped walking just now
if (CurrentMovementAnimation == "WALK" && (move == Vector3.Zero))
return "STAND";
return CurrentMovementAnimation;
}
@ -402,13 +406,16 @@ namespace OpenSim.Region.Framework.Scenes.Animation
/// </summary>
public void UpdateMovementAnimations()
{
CurrentMovementAnimation = DetermineMovementAnimation();
lock (m_animations)
{
CurrentMovementAnimation = DetermineMovementAnimation();
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
// CurrentMovementAnimation, m_scenePresence.Name);
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
// CurrentMovementAnimation, m_scenePresence.Name);
TrySetMovementAnimation(CurrentMovementAnimation);
TrySetMovementAnimation(CurrentMovementAnimation);
}
}
public UUID[] GetAnimationArray()

View File

@ -1,4 +1,4 @@
/*
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
@ -45,6 +45,7 @@ using TeleportFlags = OpenSim.Framework.Constants.TeleportFlags;
namespace OpenSim.Region.Framework.Scenes
{
[Flags]
enum ScriptControlled : uint
{
CONTROL_ZERO = 0,
@ -1220,7 +1221,7 @@ namespace OpenSim.Region.Framework.Scenes
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}",
// Scene.RegionInfo.RegionName, remoteClient.Name, agentData.ControlFlags);
// Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags);
if (IsChildAgent)
{
@ -1320,14 +1321,8 @@ namespace OpenSim.Region.Framework.Scenes
}
}
lock (scriptedcontrols)
{
if (scriptedcontrols.Count > 0)
{
SendControlToScripts((uint)flags);
flags = RemoveIgnoredControls(flags, IgnoredControls);
}
}
uint flagsForScripts = (uint)flags;
flags = RemoveIgnoredControls(flags, IgnoredControls);
if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
HandleAgentSitOnGround();
@ -1420,7 +1415,7 @@ namespace OpenSim.Region.Framework.Scenes
MovementFlag |= (byte)nudgehack;
}
// m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF);
//m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF);
MovementFlag += (byte)(uint)DCF;
update_movementflag = true;
}
@ -1433,7 +1428,7 @@ namespace OpenSim.Region.Framework.Scenes
&& ((MovementFlag & (byte)nudgehack) == nudgehack))
) // This or is for Nudge forward
{
// m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF);
//m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF);
MovementFlag -= ((byte)(uint)DCF);
update_movementflag = true;
@ -1514,8 +1509,18 @@ namespace OpenSim.Region.Framework.Scenes
// }
// }
// if (update_movementflag && ParentID == 0)
// Animator.UpdateMovementAnimations();
if (update_movementflag && ParentID == 0)
Animator.UpdateMovementAnimations();
lock (scriptedcontrols)
{
if (scriptedcontrols.Count > 0)
{
// Notify the scripts only after calling UpdateMovementAnimations(), so that if a script
// (e.g., a walking script) checks which animation is active it will be the correct animation.
SendControlToScripts(flagsForScripts);
}
}
}
m_scene.EventManager.TriggerOnClientMovement(this);