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|
/**
* @file llgesturemgr.cpp
* @brief Manager for playing gestures on the viewer
*
* $LicenseInfo:firstyear=2004&license=viewergpl$
*
* Copyright (c) 2004-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#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 "lldelayedgestureerror.h"
#include "llinventorymodel.h"
#include "llnotify.h"
#include "llviewermessage.h"
#include "llvoavatarself.h"
#include "llviewerstats.h"
#include "llnearbychatbar.h"
// 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)
{
gInventory.addObserver(this);
}
// 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;
}
gInventory.removeObserver(this);
}
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 = LLGestureManager::instance().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;
LLGestureManager::instance().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)
{
std::string tokenized = utf8str;
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 )
{
// 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 (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 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;
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 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;
LLGestureManager::instance().mLoadingCount--;
if (0 == status)
{
LLVFile file(vfs, asset_uuid, type, LLVFile::READ);
S32 size = file.getSize();
std::vector<char> 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)
{
LLGestureManager::instance().deactivateSimilarGestures(gesture, item_id);
// Display deactivation message if this was the last of the bunch.
if (LLGestureManager::instance().mLoadingCount == 0
&& LLGestureManager::instance().mDeactivateSimilarNames.length() > 0)
{
// we're done with this set of deactivations
LLSD args;
args["NAMES"] = LLGestureManager::instance().mDeactivateSimilarNames;
LLNotifications::instance().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
LLGestureManager::instance().watchItem(item_id);
}
LLGestureManager::instance().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();
}
LLGestureManager::instance().notifyObservers();
}
else
{
llwarns << "Unable to load gesture" << llendl;
LLGestureManager::instance().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;
LLGestureManager::instance().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;
}
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 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);
}
}
void LLGestureManager::done()
{
for(item_map_t::iterator it = mActive.begin(); it != mActive.end(); ++it)
{
if(it->second->mName.empty())
{
LLViewerInventoryItem* item = gInventory.getItem(it->first);
if(item)
{
it->second->mName = item->getName();
}
}
}
notifyObservers();
}
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