/** * @file llgesturemgr.cpp * @brief Manager for playing gestures on the viewer * * $LicenseInfo:firstyear=2004&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llgesturemgr.h" // system #include #include // library #include "llaudioengine.h" #include "lldatapacker.h" #include "llinventory.h" #include "llkeyframemotion.h" #include "llmultigesture.h" #include "llnotificationsutil.h" #include "llstl.h" #include "llstring.h" // todo: remove #include "llvfile.h" #include "message.h" // newview #include "llagent.h" #include "lldelayedgestureerror.h" #include "llinventorymodel.h" #include "llviewermessage.h" #include "llvoavatarself.h" #include "llviewerstats.h" #include "llnearbychatbar.h" #include "llappearancemgr.h" #include "llgesturelistener.h" // Longest time, in seconds, to wait for all animations to stop playing const F32 MAX_WAIT_ANIM_SECS = 30.f; // If this gesture is a link, get the base gesture that this link points to, // otherwise just return this id. static const LLUUID& get_linked_uuid(const LLUUID& item_id); // Lightweight constructor. // init() does the heavy lifting. LLGestureMgr::LLGestureMgr() : mValid(FALSE), mPlaying(), mActive(), mLoadingCount(0) { gInventory.addObserver(this); mListener.reset(new LLGestureListener()); } // We own the data for gestures, so clean them up. LLGestureMgr::~LLGestureMgr() { item_map_t::iterator it; for (it = mActive.begin(); it != mActive.end(); ++it) { LLMultiGesture* gesture = (*it).second; delete gesture; gesture = NULL; } gInventory.removeObserver(this); } void LLGestureMgr::init() { // TODO } void LLGestureMgr::changed(U32 mask) { LLInventoryFetchItemsObserver::changed(mask); if (mask & LLInventoryObserver::GESTURE) { // If there was a gesture label changed, update all the names in the // active gestures and then notify observers if (mask & LLInventoryObserver::LABEL) { for(item_map_t::iterator it = mActive.begin(); it != mActive.end(); ++it) { if(it->second) { LLViewerInventoryItem* item = gInventory.getItem(it->first); if(item) { it->second->mName = item->getName(); } } } notifyObservers(); } // If there was a gesture added or removed notify observers // STRUCTURE denotes that the inventory item has been moved // In the case of deleting gesture, it is moved to the trash else if(mask & LLInventoryObserver::ADD || mask & LLInventoryObserver::REMOVE || mask & LLInventoryObserver::STRUCTURE) { notifyObservers(); } } } // Use this version when you have the item_id but not the asset_id, // and you KNOW the inventory is loaded. void LLGestureMgr::activateGesture(const LLUUID& item_id) { LLViewerInventoryItem* item = gInventory.getItem(item_id); if (!item) return; if (item->getType() != LLAssetType::AT_GESTURE) return; LLUUID asset_id = item->getAssetUUID(); mLoadingCount = 1; mDeactivateSimilarNames.clear(); const BOOL inform_server = TRUE; const BOOL deactivate_similar = FALSE; activateGestureWithAsset(item_id, asset_id, inform_server, deactivate_similar); } void LLGestureMgr::activateGestures(LLViewerInventoryItem::item_array_t& items) { // Load up the assets S32 count = 0; LLViewerInventoryItem::item_array_t::const_iterator it; for (it = items.begin(); it != items.end(); ++it) { LLViewerInventoryItem* item = *it; if (isGestureActive(item->getUUID())) { continue; } else { // Make gesture active and persistent through login sessions. -spatters 07-12-06 activateGesture(item->getUUID()); } count++; } mLoadingCount = count; mDeactivateSimilarNames.clear(); for (it = items.begin(); it != items.end(); ++it) { LLViewerInventoryItem* item = *it; if (isGestureActive(item->getUUID())) { continue; } // Don't inform server, we'll do that in bulk const BOOL no_inform_server = FALSE; const BOOL deactivate_similar = TRUE; activateGestureWithAsset(item->getUUID(), item->getAssetUUID(), no_inform_server, deactivate_similar); } // Inform the database of this change LLMessageSystem* msg = gMessageSystem; BOOL start_message = TRUE; for (it = items.begin(); it != items.end(); ++it) { LLViewerInventoryItem* item = *it; if (isGestureActive(item->getUUID())) { continue; } if (start_message) { msg->newMessage("ActivateGestures"); msg->nextBlock("AgentData"); msg->addUUID("AgentID", gAgent.getID()); msg->addUUID("SessionID", gAgent.getSessionID()); msg->addU32("Flags", 0x0); start_message = FALSE; } msg->nextBlock("Data"); msg->addUUID("ItemID", item->getUUID()); msg->addUUID("AssetID", item->getAssetUUID()); msg->addU32("GestureFlags", 0x0); if (msg->getCurrentSendTotal() > MTUBYTES) { gAgent.sendReliableMessage(); start_message = TRUE; } } if (!start_message) { gAgent.sendReliableMessage(); } } struct LLLoadInfo { LLUUID mItemID; BOOL mInformServer; BOOL mDeactivateSimilar; }; // If inform_server is true, will send a message upstream to update // the user_gesture_active table. /** * It will load a gesture from remote storage */ void LLGestureMgr::activateGestureWithAsset(const LLUUID& item_id, const LLUUID& asset_id, BOOL inform_server, BOOL deactivate_similar) { const LLUUID& base_item_id = get_linked_uuid(item_id); if( !gAssetStorage ) { llwarns << "LLGestureMgr::activateGestureWithAsset without valid gAssetStorage" << llendl; return; } // If gesture is already active, nothing to do. if (isGestureActive(item_id)) { llwarns << "Tried to loadGesture twice " << item_id << llendl; return; } // if (asset_id.isNull()) // { // llwarns << "loadGesture() - gesture has no asset" << llendl; // return; // } // For now, put NULL into the item map. We'll build a gesture // class object when the asset data arrives. mActive[base_item_id] = NULL; // Copy the UUID if (asset_id.notNull()) { LLLoadInfo* info = new LLLoadInfo; info->mItemID = base_item_id; info->mInformServer = inform_server; info->mDeactivateSimilar = deactivate_similar; const BOOL high_priority = TRUE; gAssetStorage->getAssetData(asset_id, LLAssetType::AT_GESTURE, onLoadComplete, (void*)info, high_priority); } else { notifyObservers(); } } void LLGestureMgr::deactivateGesture(const LLUUID& item_id) { const LLUUID& base_item_id = get_linked_uuid(item_id); item_map_t::iterator it = mActive.find(base_item_id); if (it == mActive.end()) { llwarns << "deactivateGesture for inactive gesture " << item_id << llendl; return; } // mActive owns this gesture pointer, so clean up memory. LLMultiGesture* gesture = (*it).second; // Can be NULL gestures in the map if (gesture) { stopGesture(gesture); delete gesture; gesture = NULL; } mActive.erase(it); gInventory.addChangedMask(LLInventoryObserver::LABEL, base_item_id); // Inform the database of this change LLMessageSystem* msg = gMessageSystem; msg->newMessage("DeactivateGestures"); msg->nextBlock("AgentData"); msg->addUUID("AgentID", gAgent.getID()); msg->addUUID("SessionID", gAgent.getSessionID()); msg->addU32("Flags", 0x0); msg->nextBlock("Data"); msg->addUUID("ItemID", item_id); msg->addU32("GestureFlags", 0x0); gAgent.sendReliableMessage(); LLAppearanceMgr::instance().removeCOFItemLinks(base_item_id, false); notifyObservers(); } void LLGestureMgr::deactivateSimilarGestures(LLMultiGesture* in, const LLUUID& in_item_id) { const LLUUID& base_in_item_id = get_linked_uuid(in_item_id); uuid_vec_t gest_item_ids; // Deactivate all gestures that match item_map_t::iterator it; for (it = mActive.begin(); it != mActive.end(); ) { const LLUUID& item_id = (*it).first; LLMultiGesture* gest = (*it).second; // Don't deactivate the gesture we are looking for duplicates of // (for replaceGesture) if (!gest || item_id == base_in_item_id) { // legal, can have null pointers in list ++it; } else if ((!gest->mTrigger.empty() && gest->mTrigger == in->mTrigger) || (gest->mKey != KEY_NONE && gest->mKey == in->mKey && gest->mMask == in->mMask)) { gest_item_ids.push_back(item_id); stopGesture(gest); delete gest; gest = NULL; mActive.erase(it++); gInventory.addChangedMask(LLInventoryObserver::LABEL, item_id); } else { ++it; } } // Inform database of the change LLMessageSystem* msg = gMessageSystem; BOOL start_message = TRUE; uuid_vec_t::const_iterator vit = gest_item_ids.begin(); while (vit != gest_item_ids.end()) { if (start_message) { msg->newMessage("DeactivateGestures"); msg->nextBlock("AgentData"); msg->addUUID("AgentID", gAgent.getID()); msg->addUUID("SessionID", gAgent.getSessionID()); msg->addU32("Flags", 0x0); start_message = FALSE; } msg->nextBlock("Data"); msg->addUUID("ItemID", *vit); msg->addU32("GestureFlags", 0x0); if (msg->getCurrentSendTotal() > MTUBYTES) { gAgent.sendReliableMessage(); start_message = TRUE; } ++vit; } if (!start_message) { gAgent.sendReliableMessage(); } // Add to the list of names for the user. for (vit = gest_item_ids.begin(); vit != gest_item_ids.end(); ++vit) { LLViewerInventoryItem* item = gInventory.getItem(*vit); if (!item) continue; mDeactivateSimilarNames.append(item->getName()); mDeactivateSimilarNames.append("\n"); } notifyObservers(); } BOOL LLGestureMgr::isGestureActive(const LLUUID& item_id) { const LLUUID& base_item_id = get_linked_uuid(item_id); item_map_t::iterator it = mActive.find(base_item_id); return (it != mActive.end()); } BOOL LLGestureMgr::isGesturePlaying(const LLUUID& item_id) { const LLUUID& base_item_id = get_linked_uuid(item_id); item_map_t::iterator it = mActive.find(base_item_id); if (it == mActive.end()) return FALSE; LLMultiGesture* gesture = (*it).second; if (!gesture) return FALSE; return gesture->mPlaying; } BOOL LLGestureMgr::isGesturePlaying(LLMultiGesture* gesture) { if(!gesture) { return FALSE; } return gesture->mPlaying; } void LLGestureMgr::replaceGesture(const LLUUID& item_id, LLMultiGesture* new_gesture, const LLUUID& asset_id) { const LLUUID& base_item_id = get_linked_uuid(item_id); item_map_t::iterator it = mActive.find(base_item_id); if (it == mActive.end()) { llwarns << "replaceGesture for inactive gesture " << base_item_id << llendl; return; } LLMultiGesture* old_gesture = (*it).second; stopGesture(old_gesture); mActive.erase(base_item_id); mActive[base_item_id] = new_gesture; delete old_gesture; old_gesture = NULL; if (asset_id.notNull()) { mLoadingCount = 1; mDeactivateSimilarNames.clear(); LLLoadInfo* info = new LLLoadInfo; info->mItemID = base_item_id; info->mInformServer = TRUE; info->mDeactivateSimilar = FALSE; const BOOL high_priority = TRUE; gAssetStorage->getAssetData(asset_id, LLAssetType::AT_GESTURE, onLoadComplete, (void*)info, high_priority); } notifyObservers(); } void LLGestureMgr::replaceGesture(const LLUUID& item_id, const LLUUID& new_asset_id) { const LLUUID& base_item_id = get_linked_uuid(item_id); item_map_t::iterator it = LLGestureMgr::instance().mActive.find(base_item_id); if (it == mActive.end()) { llwarns << "replaceGesture for inactive gesture " << base_item_id << llendl; return; } // mActive owns this gesture pointer, so clean up memory. LLMultiGesture* gesture = (*it).second; LLGestureMgr::instance().replaceGesture(base_item_id, gesture, new_asset_id); } void LLGestureMgr::playGesture(LLMultiGesture* gesture) { if (!gesture) return; // Reset gesture to first step gesture->mCurrentStep = 0; // Add to list of playing gesture->mPlaying = TRUE; mPlaying.push_back(gesture); // Load all needed assets to minimize the delays // when gesture is playing. for (std::vector::iterator steps_it = gesture->mSteps.begin(); steps_it != gesture->mSteps.end(); ++steps_it) { LLGestureStep* step = *steps_it; switch(step->getType()) { case STEP_ANIMATION: { LLGestureStepAnimation* anim_step = (LLGestureStepAnimation*)step; const LLUUID& anim_id = anim_step->mAnimAssetID; // Don't request the animation if this step stops it or if it is already in Static VFS if (!(anim_id.isNull() || anim_step->mFlags & ANIM_FLAG_STOP || gAssetStorage->hasLocalAsset(anim_id, LLAssetType::AT_ANIMATION))) { mLoadingAssets.insert(anim_id); LLUUID* id = new LLUUID(gAgentID); gAssetStorage->getAssetData(anim_id, LLAssetType::AT_ANIMATION, onAssetLoadComplete, (void *)id, TRUE); } break; } case STEP_SOUND: { LLGestureStepSound* sound_step = (LLGestureStepSound*)step; const LLUUID& sound_id = sound_step->mSoundAssetID; if (!(sound_id.isNull() || gAssetStorage->hasLocalAsset(sound_id, LLAssetType::AT_SOUND))) { mLoadingAssets.insert(sound_id); gAssetStorage->getAssetData(sound_id, LLAssetType::AT_SOUND, onAssetLoadComplete, NULL, TRUE); } break; } case STEP_CHAT: case STEP_WAIT: case STEP_EOF: { break; } default: { llwarns << "Unknown gesture step type: " << step->getType() << llendl; } } } // And get it going stepGesture(gesture); notifyObservers(); } // Convenience function that looks up the item_id for you. void LLGestureMgr::playGesture(const LLUUID& item_id) { const LLUUID& base_item_id = get_linked_uuid(item_id); item_map_t::iterator it = mActive.find(base_item_id); if (it == mActive.end()) return; LLMultiGesture* gesture = (*it).second; if (!gesture) return; playGesture(gesture); } // Iterates through space delimited tokens in string, triggering any gestures found. // Generates a revised string that has the found tokens replaced by their replacement strings // and (as a minor side effect) has multiple spaces in a row replaced by single spaces. BOOL LLGestureMgr::triggerAndReviseString(const std::string &utf8str, std::string* revised_string) { std::string tokenized = utf8str; BOOL found_gestures = FALSE; BOOL first_token = TRUE; typedef boost::tokenizer > tokenizer; boost::char_separator sep(" "); tokenizer tokens(tokenized, sep); tokenizer::iterator token_iter; for( token_iter = tokens.begin(); token_iter != tokens.end(); ++token_iter) { const char* cur_token = token_iter->c_str(); LLMultiGesture* gesture = NULL; // Only pay attention to the first gesture in the string. if( !found_gestures ) { // collect gestures that match std::vector matching; item_map_t::iterator it; for (it = mActive.begin(); it != mActive.end(); ++it) { gesture = (*it).second; // Gesture asset data might not have arrived yet if (!gesture) continue; if (LLStringUtil::compareInsensitive(gesture->mTrigger, cur_token) == 0) { matching.push_back(gesture); } gesture = NULL; } if (matching.size() > 0) { // choose one at random { S32 random = ll_rand(matching.size()); gesture = matching[random]; playGesture(gesture); if (!gesture->mReplaceText.empty()) { if( !first_token ) { if (revised_string) revised_string->append( " " ); } // Don't muck with the user's capitalization if we don't have to. if( LLStringUtil::compareInsensitive(cur_token, gesture->mReplaceText) == 0) { if (revised_string) revised_string->append( cur_token ); } else { if (revised_string) revised_string->append( gesture->mReplaceText ); } } found_gestures = TRUE; } } } if(!gesture) { // This token doesn't match a gesture. Pass it through to the output. if( !first_token ) { if (revised_string) revised_string->append( " " ); } if (revised_string) revised_string->append( cur_token ); } first_token = FALSE; gesture = NULL; } return found_gestures; } BOOL LLGestureMgr::triggerGesture(KEY key, MASK mask) { std::vector matching; item_map_t::iterator it; // collect matching gestures for (it = mActive.begin(); it != mActive.end(); ++it) { LLMultiGesture* gesture = (*it).second; // asset data might not have arrived yet if (!gesture) continue; if (gesture->mKey == key && gesture->mMask == mask) { matching.push_back(gesture); } } // choose one and play it if (matching.size() > 0) { U32 random = ll_rand(matching.size()); LLMultiGesture* gesture = matching[random]; playGesture(gesture); return TRUE; } return FALSE; } S32 LLGestureMgr::getPlayingCount() const { return mPlaying.size(); } struct IsGesturePlaying : public std::unary_function { bool operator()(const LLMultiGesture* gesture) const { return gesture->mPlaying ? true : false; } }; void LLGestureMgr::update() { S32 i; for (i = 0; i < (S32)mPlaying.size(); ++i) { stepGesture(mPlaying[i]); } // Clear out gestures that are done, by moving all the // ones that are still playing to the front. std::vector::iterator new_end; new_end = std::partition(mPlaying.begin(), mPlaying.end(), IsGesturePlaying()); // Something finished playing if (new_end != mPlaying.end()) { // Delete the completed gestures that want deletion std::vector::iterator it; for (it = new_end; it != mPlaying.end(); ++it) { LLMultiGesture* gesture = *it; if (gesture->mDoneCallback) { gesture->mDoneCallback(gesture, gesture->mCallbackData); // callback might have deleted gesture, can't // rely on this pointer any more gesture = NULL; } } // And take done gestures out of the playing list mPlaying.erase(new_end, mPlaying.end()); notifyObservers(); } } // Run all steps until you're either done or hit a wait. void LLGestureMgr::stepGesture(LLMultiGesture* gesture) { if (!gesture) { return; } if (!isAgentAvatarValid() || hasLoadingAssets(gesture)) return; // Of the ones that started playing, have any stopped? std::set::iterator gest_it; for (gest_it = gesture->mPlayingAnimIDs.begin(); gest_it != gesture->mPlayingAnimIDs.end(); ) { // look in signaled animations (simulator's view of what is // currently playing. LLVOAvatar::AnimIterator play_it = gAgentAvatarp->mSignaledAnimations.find(*gest_it); if (play_it != gAgentAvatarp->mSignaledAnimations.end()) { ++gest_it; } else { // not found, so not currently playing or scheduled to play // delete from the triggered set gesture->mPlayingAnimIDs.erase(gest_it++); } } // Of all the animations that we asked the sim to start for us, // pick up the ones that have actually started. for (gest_it = gesture->mRequestedAnimIDs.begin(); gest_it != gesture->mRequestedAnimIDs.end(); ) { LLVOAvatar::AnimIterator play_it = gAgentAvatarp->mSignaledAnimations.find(*gest_it); if (play_it != gAgentAvatarp->mSignaledAnimations.end()) { // Hooray, this animation has started playing! // Copy into playing. gesture->mPlayingAnimIDs.insert(*gest_it); gesture->mRequestedAnimIDs.erase(gest_it++); } else { // nope, not playing yet ++gest_it; } } // Run the current steps BOOL waiting = FALSE; while (!waiting && gesture->mPlaying) { // Get the current step, if there is one. // Otherwise enter the waiting at end state. LLGestureStep* step = NULL; if (gesture->mCurrentStep < (S32)gesture->mSteps.size()) { step = gesture->mSteps[gesture->mCurrentStep]; llassert(step != NULL); } else { // step stays null, we're off the end gesture->mWaitingAtEnd = TRUE; } // If we're waiting at the end, wait for all gestures to stop // playing. // TODO: Wait for all sounds to complete as well. if (gesture->mWaitingAtEnd) { // Neither do we have any pending requests, nor are they // still playing. if ((gesture->mRequestedAnimIDs.empty() && gesture->mPlayingAnimIDs.empty())) { // all animations are done playing gesture->mWaitingAtEnd = FALSE; gesture->mPlaying = FALSE; } else { waiting = TRUE; } continue; } // If we're waiting on our animations to stop, poll for // completion. if (gesture->mWaitingAnimations) { // Neither do we have any pending requests, nor are they // still playing. if ((gesture->mRequestedAnimIDs.empty() && gesture->mPlayingAnimIDs.empty())) { // all animations are done playing gesture->mWaitingAnimations = FALSE; gesture->mCurrentStep++; } else if (gesture->mWaitTimer.getElapsedTimeF32() > MAX_WAIT_ANIM_SECS) { // we've waited too long for an animation llinfos << "Waited too long for animations to stop, continuing gesture." << llendl; gesture->mWaitingAnimations = FALSE; gesture->mCurrentStep++; } else { waiting = TRUE; } continue; } // If we're waiting a fixed amount of time, check for timer // expiration. if (gesture->mWaitingTimer) { // We're waiting for a certain amount of time to pass LLGestureStepWait* wait_step = (LLGestureStepWait*)step; F32 elapsed = gesture->mWaitTimer.getElapsedTimeF32(); if (elapsed > wait_step->mWaitSeconds) { // wait is done, continue execution gesture->mWaitingTimer = FALSE; gesture->mCurrentStep++; } else { // we're waiting, so execution is done for now waiting = TRUE; } continue; } // Not waiting, do normal execution runStep(gesture, step); } } void LLGestureMgr::runStep(LLMultiGesture* gesture, LLGestureStep* step) { switch(step->getType()) { case STEP_ANIMATION: { LLGestureStepAnimation* anim_step = (LLGestureStepAnimation*)step; if (anim_step->mAnimAssetID.isNull()) { gesture->mCurrentStep++; } if (anim_step->mFlags & ANIM_FLAG_STOP) { gAgent.sendAnimationRequest(anim_step->mAnimAssetID, ANIM_REQUEST_STOP); // remove it from our request set in case we just requested it std::set::iterator set_it = gesture->mRequestedAnimIDs.find(anim_step->mAnimAssetID); if (set_it != gesture->mRequestedAnimIDs.end()) { gesture->mRequestedAnimIDs.erase(set_it); } } else { gAgent.sendAnimationRequest(anim_step->mAnimAssetID, ANIM_REQUEST_START); // Indicate that we've requested this animation to play as // part of this gesture (but it won't start playing for at // least one round-trip to simulator). gesture->mRequestedAnimIDs.insert(anim_step->mAnimAssetID); } gesture->mCurrentStep++; break; } case STEP_SOUND: { LLGestureStepSound* sound_step = (LLGestureStepSound*)step; const LLUUID& sound_id = sound_step->mSoundAssetID; const F32 volume = 1.f; send_sound_trigger(sound_id, volume); gesture->mCurrentStep++; break; } case STEP_CHAT: { LLGestureStepChat* chat_step = (LLGestureStepChat*)step; std::string chat_text = chat_step->mChatText; // Don't animate the nodding, as this might not blend with // other playing animations. const BOOL animate = FALSE; LLNearbyChatBar::getInstance()->sendChatFromViewer(chat_text, CHAT_TYPE_NORMAL, animate); gesture->mCurrentStep++; break; } case STEP_WAIT: { LLGestureStepWait* wait_step = (LLGestureStepWait*)step; if (wait_step->mFlags & WAIT_FLAG_TIME) { gesture->mWaitingTimer = TRUE; gesture->mWaitTimer.reset(); } else if (wait_step->mFlags & WAIT_FLAG_ALL_ANIM) { gesture->mWaitingAnimations = TRUE; // Use the wait timer as a deadlock breaker for animation // waits. gesture->mWaitTimer.reset(); } else { gesture->mCurrentStep++; } // Don't increment instruction pointer until wait is complete. break; } default: { break; } } } // static void LLGestureMgr::onLoadComplete(LLVFS *vfs, const LLUUID& asset_uuid, LLAssetType::EType type, void* user_data, S32 status, LLExtStat ext_status) { LLLoadInfo* info = (LLLoadInfo*)user_data; LLUUID item_id = info->mItemID; BOOL inform_server = info->mInformServer; BOOL deactivate_similar = info->mDeactivateSimilar; delete info; info = NULL; LLGestureMgr& self = LLGestureMgr::instance(); self.mLoadingCount--; if (0 == status) { LLVFile file(vfs, asset_uuid, type, LLVFile::READ); S32 size = file.getSize(); std::vector buffer(size+1); file.read((U8*)&buffer[0], size); // ensure there's a trailing NULL so strlen will work. buffer[size] = '\0'; LLMultiGesture* gesture = new LLMultiGesture(); LLDataPackerAsciiBuffer dp(&buffer[0], size+1); BOOL ok = gesture->deserialize(dp); if (ok) { if (deactivate_similar) { self.deactivateSimilarGestures(gesture, item_id); // Display deactivation message if this was the last of the bunch. if (self.mLoadingCount == 0 && self.mDeactivateSimilarNames.length() > 0) { // we're done with this set of deactivations LLSD args; args["NAMES"] = self.mDeactivateSimilarNames; LLNotificationsUtil::add("DeactivatedGesturesTrigger", args); } } LLViewerInventoryItem* item = gInventory.getItem(item_id); if(item) { gesture->mName = item->getName(); } else { // Watch this item and set gesture name when item exists in inventory self.setFetchID(item_id); self.startFetch(); } self.mActive[item_id] = gesture; // Everything has been successful. Add to the active list. gInventory.addChangedMask(LLInventoryObserver::LABEL, item_id); if (inform_server) { // Inform the database of this change LLMessageSystem* msg = gMessageSystem; msg->newMessage("ActivateGestures"); msg->nextBlock("AgentData"); msg->addUUID("AgentID", gAgent.getID()); msg->addUUID("SessionID", gAgent.getSessionID()); msg->addU32("Flags", 0x0); msg->nextBlock("Data"); msg->addUUID("ItemID", item_id); msg->addUUID("AssetID", asset_uuid); msg->addU32("GestureFlags", 0x0); gAgent.sendReliableMessage(); } callback_map_t::iterator i_cb = self.mCallbackMap.find(item_id); if(i_cb != self.mCallbackMap.end()) { i_cb->second(gesture); self.mCallbackMap.erase(i_cb); } self.notifyObservers(); } else { llwarns << "Unable to load gesture" << llendl; self.mActive.erase(item_id); delete gesture; gesture = NULL; } } else { //LLViewerStats::getInstance()->incStat( LLViewerStats::ST_DOWNLOAD_FAILED ); if( LL_ERR_ASSET_REQUEST_NOT_IN_DATABASE == status || LL_ERR_FILE_EMPTY == status) { LLDelayedGestureError::gestureMissing( item_id ); } else { LLDelayedGestureError::gestureFailedToLoad( item_id ); } llwarns << "Problem loading gesture: " << status << llendl; LLGestureMgr::instance().mActive.erase(item_id); } } // static void LLGestureMgr::onAssetLoadComplete(LLVFS *vfs, const LLUUID& asset_uuid, LLAssetType::EType type, void* user_data, S32 status, LLExtStat ext_status) { LLGestureMgr& self = LLGestureMgr::instance(); // Complete the asset loading process depending on the type and // remove the asset id from pending downloads list. switch(type) { case LLAssetType::AT_ANIMATION: { LLKeyframeMotion::onLoadComplete(vfs, asset_uuid, type, user_data, status, ext_status); self.mLoadingAssets.erase(asset_uuid); break; } case LLAssetType::AT_SOUND: { LLAudioEngine::assetCallback(vfs, asset_uuid, type, user_data, status, ext_status); self.mLoadingAssets.erase(asset_uuid); break; } default: { llwarns << "Unexpected asset type: " << type << llendl; // We don't want to return from this callback without // an animation or sound callback being fired // and *user_data handled to avoid memory leaks. llassert(type == LLAssetType::AT_ANIMATION || type == LLAssetType::AT_SOUND); } } } // static bool LLGestureMgr::hasLoadingAssets(LLMultiGesture* gesture) { LLGestureMgr& self = LLGestureMgr::instance(); for (std::vector::iterator steps_it = gesture->mSteps.begin(); steps_it != gesture->mSteps.end(); ++steps_it) { LLGestureStep* step = *steps_it; switch(step->getType()) { case STEP_ANIMATION: { LLGestureStepAnimation* anim_step = (LLGestureStepAnimation*)step; const LLUUID& anim_id = anim_step->mAnimAssetID; if (!(anim_id.isNull() || anim_step->mFlags & ANIM_FLAG_STOP || self.mLoadingAssets.find(anim_id) == self.mLoadingAssets.end())) { return true; } break; } case STEP_SOUND: { LLGestureStepSound* sound_step = (LLGestureStepSound*)step; const LLUUID& sound_id = sound_step->mSoundAssetID; if (!(sound_id.isNull() || self.mLoadingAssets.find(sound_id) == self.mLoadingAssets.end())) { return true; } break; } case STEP_CHAT: case STEP_WAIT: case STEP_EOF: { break; } default: { llwarns << "Unknown gesture step type: " << step->getType() << llendl; } } } return false; } void LLGestureMgr::stopGesture(LLMultiGesture* gesture) { if (!gesture) return; // Stop any animations that this gesture is currently playing std::set::const_iterator set_it; for (set_it = gesture->mRequestedAnimIDs.begin(); set_it != gesture->mRequestedAnimIDs.end(); ++set_it) { const LLUUID& anim_id = *set_it; gAgent.sendAnimationRequest(anim_id, ANIM_REQUEST_STOP); } for (set_it = gesture->mPlayingAnimIDs.begin(); set_it != gesture->mPlayingAnimIDs.end(); ++set_it) { const LLUUID& anim_id = *set_it; gAgent.sendAnimationRequest(anim_id, ANIM_REQUEST_STOP); } std::vector::iterator it; it = std::find(mPlaying.begin(), mPlaying.end(), gesture); while (it != mPlaying.end()) { mPlaying.erase(it); it = std::find(mPlaying.begin(), mPlaying.end(), gesture); } gesture->reset(); if (gesture->mDoneCallback) { gesture->mDoneCallback(gesture, gesture->mCallbackData); // callback might have deleted gesture, can't // rely on this pointer any more gesture = NULL; } notifyObservers(); } void LLGestureMgr::stopGesture(const LLUUID& item_id) { const LLUUID& base_item_id = get_linked_uuid(item_id); item_map_t::iterator it = mActive.find(base_item_id); if (it == mActive.end()) return; LLMultiGesture* gesture = (*it).second; if (!gesture) return; stopGesture(gesture); } void LLGestureMgr::addObserver(LLGestureManagerObserver* observer) { mObservers.push_back(observer); } void LLGestureMgr::removeObserver(LLGestureManagerObserver* observer) { std::vector::iterator it; it = std::find(mObservers.begin(), mObservers.end(), observer); if (it != mObservers.end()) { mObservers.erase(it); } } // Call this method when it's time to update everyone on a new state. // Copy the list because an observer could respond by removing itself // from the list. void LLGestureMgr::notifyObservers() { lldebugs << "LLGestureMgr::notifyObservers" << llendl; for(std::vector::iterator iter = mObservers.begin(); iter != mObservers.end(); ++iter) { LLGestureManagerObserver* observer = (*iter); observer->changed(); } } BOOL LLGestureMgr::matchPrefix(const std::string& in_str, std::string* out_str) { S32 in_len = in_str.length(); item_map_t::iterator it; for (it = mActive.begin(); it != mActive.end(); ++it) { LLMultiGesture* gesture = (*it).second; if (gesture) { const std::string& trigger = gesture->getTrigger(); if (in_len > (S32)trigger.length()) { // too short, bail out continue; } std::string trigger_trunc = trigger; LLStringUtil::truncate(trigger_trunc, in_len); if (!LLStringUtil::compareInsensitive(in_str, trigger_trunc)) { *out_str = trigger; return TRUE; } } } return FALSE; } void LLGestureMgr::getItemIDs(uuid_vec_t* ids) { item_map_t::const_iterator it; for (it = mActive.begin(); it != mActive.end(); ++it) { ids->push_back(it->first); } } void LLGestureMgr::done() { bool notify = false; for(item_map_t::iterator it = mActive.begin(); it != mActive.end(); ++it) { if(it->second && it->second->mName.empty()) { LLViewerInventoryItem* item = gInventory.getItem(it->first); if(item) { it->second->mName = item->getName(); notify = true; } } } if(notify) { notifyObservers(); } } // static const LLUUID& get_linked_uuid(const LLUUID &item_id) { LLViewerInventoryItem* item = gInventory.getItem(item_id); if (item && item->getIsLinkType()) { return item->getLinkedUUID(); } return item_id; }