1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
|
/**
* @file llgesturemgr.cpp
* @brief Manager for playing gestures on the viewer
*
* Copyright (c) 2004-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#include "llviewerprecompiledheaders.h"
#include "llgesturemgr.h"
// system
#include <functional>
#include <algorithm>
#include <boost/tokenizer.hpp>
// library
#include "lldatapacker.h"
#include "llinventory.h"
#include "llmultigesture.h"
#include "llstl.h"
#include "llstring.h" // todo: remove
#include "llvfile.h"
#include "message.h"
// newview
#include "llagent.h"
#include "llchatbar.h"
#include "llinventorymodel.h"
#include "llnotify.h"
#include "llviewermessage.h"
#include "llvoavatar.h"
#include "llviewerstats.h"
#include "viewer.h"
LLGestureManager gGestureManager;
// Longest time, in seconds, to wait for all animations to stop playing
const F32 MAX_WAIT_ANIM_SECS = 30.f;
// Lightweight constructor.
// init() does the heavy lifting.
LLGestureManager::LLGestureManager()
: mValid(FALSE),
mPlaying(),
mActive(),
mLoadingCount(0)
{ }
// We own the data for gestures, so clean them up.
LLGestureManager::~LLGestureManager()
{
item_map_t::iterator it;
for (it = mActive.begin(); it != mActive.end(); ++it)
{
LLMultiGesture* gesture = (*it).second;
delete gesture;
gesture = NULL;
}
}
void LLGestureManager::init()
{
// TODO
}
// Use this version when you have the item_id but not the asset_id,
// and you KNOW the inventory is loaded.
void LLGestureManager::activateGesture(const LLUUID& item_id)
{
LLViewerInventoryItem* item = gInventory.getItem(item_id);
if (!item) 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 LLGestureManager::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.
void LLGestureManager::activateGestureWithAsset(const LLUUID& item_id,
const LLUUID& asset_id,
BOOL inform_server,
BOOL deactivate_similar)
{
if( !gAssetStorage )
{
llwarns << "LLGestureManager::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[item_id] = NULL;
// Copy the UUID
if (asset_id.notNull())
{
LLLoadInfo* info = new LLLoadInfo;
info->mItemID = 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 LLGestureManager::deactivateGesture(const LLUUID& item_id)
{
item_map_t::iterator it = mActive.find(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, 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();
notifyObservers();
}
void LLGestureManager::deactivateSimilarGestures(LLMultiGesture* in, const LLUUID& in_item_id)
{
std::vector<LLUUID> 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 == 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;
std::vector<LLUUID>::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 LLGestureManager::isGestureActive(const LLUUID& item_id)
{
item_map_t::iterator it = mActive.find(item_id);
return (it != mActive.end());
}
BOOL LLGestureManager::isGesturePlaying(const LLUUID& item_id)
{
item_map_t::iterator it = mActive.find(item_id);
if (it == mActive.end()) return FALSE;
LLMultiGesture* gesture = (*it).second;
if (!gesture) return FALSE;
return gesture->mPlaying;
}
void LLGestureManager::replaceGesture(const LLUUID& item_id, LLMultiGesture* new_gesture, const LLUUID& asset_id)
{
item_map_t::iterator it = mActive.find(item_id);
if (it == mActive.end())
{
llwarns << "replaceGesture for inactive gesture " << item_id << llendl;
return;
}
LLMultiGesture* old_gesture = (*it).second;
stopGesture(old_gesture);
mActive.erase(item_id);
mActive[item_id] = new_gesture;
delete old_gesture;
old_gesture = NULL;
if (asset_id.notNull())
{
mLoadingCount = 1;
mDeactivateSimilarNames.clear();
LLLoadInfo* info = new LLLoadInfo;
info->mItemID = 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 LLGestureManager::replaceGesture(const LLUUID& item_id, const LLUUID& new_asset_id)
{
item_map_t::iterator it = gGestureManager.mActive.find(item_id);
if (it == mActive.end())
{
llwarns << "replaceGesture for inactive gesture " << item_id << llendl;
return;
}
// mActive owns this gesture pointer, so clean up memory.
LLMultiGesture* gesture = (*it).second;
gGestureManager.replaceGesture(item_id, gesture, new_asset_id);
}
void LLGestureManager::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);
// And get it going
stepGesture(gesture);
notifyObservers();
}
// Convenience function that looks up the item_id for you.
void LLGestureManager::playGesture(const LLUUID& item_id)
{
item_map_t::iterator it = mActive.find(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 LLGestureManager::triggerAndReviseString(const std::string &utf8str, std::string* revised_string)
{
LLString tokenized = LLString(utf8str.c_str());
BOOL found_gestures = FALSE;
BOOL first_token = TRUE;
typedef boost::tokenizer<boost::char_separator<char> > tokenizer;
boost::char_separator<char> 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 )
{
LLString cur_token_lower = cur_token;
LLString::toLower(cur_token_lower);
// collect gestures that match
std::vector <LLMultiGesture *> 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 (!stricmp(gesture->mTrigger.c_str(), cur_token_lower.c_str()))
{
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.
LLString output = gesture->mReplaceText.c_str();
LLString output_lower = output;
LLString::toLower(output_lower);
if( cur_token_lower == output_lower )
{
if (revised_string)
revised_string->append( cur_token );
}
else
{
if (revised_string)
revised_string->append( output );
}
}
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 LLGestureManager::triggerGesture(KEY key, MASK mask)
{
std::vector <LLMultiGesture *> 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 LLGestureManager::getPlayingCount() const
{
return mPlaying.size();
}
struct IsGesturePlaying : public std::unary_function<LLMultiGesture*, bool>
{
bool operator()(const LLMultiGesture* gesture) const
{
return gesture->mPlaying ? true : false;
}
};
void LLGestureManager::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<LLMultiGesture*>::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<LLMultiGesture*>::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 LLGestureManager::stepGesture(LLMultiGesture* gesture)
{
if (!gesture)
{
return;
}
LLVOAvatar* avatar = gAgent.getAvatarObject();
if (!avatar) return;
// Of the ones that started playing, have any stopped?
std::set<LLUUID>::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 = avatar->mSignaledAnimations.find(*gest_it);
if (play_it != avatar->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 = avatar->mSignaledAnimations.find(*gest_it);
if (play_it != avatar->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 LLGestureManager::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<LLUUID>::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;
gChatBar->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 LLGestureManager::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;
gGestureManager.mLoadingCount--;
if (0 == status)
{
LLVFile file(vfs, asset_uuid, type, LLVFile::READ);
S32 size = file.getSize();
char* buffer = new char[size+1];
if (buffer == NULL)
{
llerrs << "Memory Allocation Failed" << llendl;
return;
}
file.read((U8*)buffer, size); /* Flawfinder: ignore */
// ensure there's a trailing NULL so strlen will work.
buffer[size] = '\0';
LLMultiGesture* gesture = new LLMultiGesture();
LLDataPackerAsciiBuffer dp(buffer, size+1);
BOOL ok = gesture->deserialize(dp);
if (ok)
{
if (deactivate_similar)
{
gGestureManager.deactivateSimilarGestures(gesture, item_id);
// Display deactivation message if this was the last of the bunch.
if (gGestureManager.mLoadingCount == 0
&& gGestureManager.mDeactivateSimilarNames.length() > 0)
{
// we're done with this set of deactivations
LLString::format_map_t args;
args["[NAMES]"] = gGestureManager.mDeactivateSimilarNames;
LLNotifyBox::showXml("DeactivatedGesturesTrigger", args);
}
}
// Everything has been successful. Add to the active list.
gGestureManager.mActive[item_id] = gesture;
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();
}
gGestureManager.notifyObservers();
}
else
{
llwarns << "Unable to load gesture" << llendl;
gGestureManager.mActive.erase(item_id);
delete gesture;
gesture = NULL;
}
delete [] buffer;
buffer = NULL;
}
else
{
if( gViewerStats )
{
gViewerStats->incStat( LLViewerStats::ST_DOWNLOAD_FAILED );
}
if( LL_ERR_ASSET_REQUEST_NOT_IN_DATABASE == status ||
LL_ERR_FILE_EMPTY == status)
{
LLNotifyBox::showXml("GestureMissing");
}
else
{
LLNotifyBox::showXml("UnableToLoadGesture");
}
llwarns << "Problem loading gesture: " << status << llendl;
gGestureManager.mActive.erase(item_id);
}
}
void LLGestureManager::stopGesture(LLMultiGesture* gesture)
{
if (!gesture) return;
// Stop any animations that this gesture is currently playing
std::set<LLUUID>::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<LLMultiGesture*>::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 LLGestureManager::stopGesture(const LLUUID& item_id)
{
item_map_t::iterator it = mActive.find(item_id);
if (it == mActive.end()) return;
LLMultiGesture* gesture = (*it).second;
if (!gesture) return;
stopGesture(gesture);
}
void LLGestureManager::addObserver(LLGestureManagerObserver* observer)
{
mObservers.push_back(observer);
}
void LLGestureManager::removeObserver(LLGestureManagerObserver* observer)
{
std::vector<LLGestureManagerObserver*>::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 LLGestureManager::notifyObservers()
{
lldebugs << "LLGestureManager::notifyObservers" << llendl;
std::vector<LLGestureManagerObserver*> observers = mObservers;
std::vector<LLGestureManagerObserver*>::iterator it;
for (it = observers.begin(); it != observers.end(); ++it)
{
LLGestureManagerObserver* observer = *it;
observer->changed();
}
}
BOOL LLGestureManager::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;
}
LLString trigger_trunc = trigger;
LLString::truncate(trigger_trunc, in_len);
if (!LLString::compareInsensitive(in_str.c_str(), trigger_trunc.c_str()))
{
*out_str = trigger;
return TRUE;
}
}
}
return FALSE;
}
void LLGestureManager::getItemIDs(std::vector<LLUUID>* ids)
{
item_map_t::const_iterator it;
for (it = mActive.begin(); it != mActive.end(); ++it)
{
ids->push_back(it->first);
}
}
|