Make AO not only remember current set name, but also current animation for each state

master
Ansariel 2025-11-30 16:23:22 +01:00
parent 6aff026508
commit 8da32f68dc
5 changed files with 99 additions and 65 deletions

View File

@ -40,10 +40,11 @@
#include "llnotificationsutil.h"
#include "llstring.h"
#include "llviewercontrol.h"
#include "llxorcipher.h"
#define ROOT_AO_FOLDER "#AO"
#include <boost/graph/graph_concepts.hpp>
#define ROOT_AO_FOLDER "#AO"
static const LLUUID ENCRYPTION_MAGIC_ID("4b552ff5-fd63-408c-8288-cd09429852ba");
constexpr F32 INVENTORY_POLLING_INTERVAL = 5.0f;
AOEngine::AOEngine() :
@ -68,6 +69,28 @@ AOEngine::AOEngine() :
AOEngine::~AOEngine()
{
LLSD currentState = LLSD().with("CurrentSet", mCurrentSet->getName());
LLSD currentAnimations;
for (S32 index = 0; index < AOSet::AOSTATES_MAX; ++index)
{
if (auto state = mCurrentSet->getState(index); state && !state->mAnimations.empty())
{
LL_DEBUGS("AOEngine") << "Storing current animation for state " << index << ": Animation index " << state->mCurrentAnimation << LL_ENDL;
LLUUID shadow_id{ state->mAnimations[state->mCurrentAnimation].mAssetUUID };
LLXORCipher cipher(ENCRYPTION_MAGIC_ID.mData, UUID_BYTES);
cipher.encrypt(shadow_id.mData, UUID_BYTES);
currentAnimations.insert(state->mName, shadow_id);
}
else
{
LL_DEBUGS("AOEngine") << "No state " << index << " or no animations defined for this state" << LL_ENDL;
}
}
currentState.insert("CurrentStateAnimations", currentAnimations);
LL_DEBUGS("AOEngine") << "Stored AO state: " << currentState << LL_ENDL;
gSavedPerAccountSettings.setLLSD("FSCurrentAOState", currentState);
clear(false);
if (mRegionChangeConnection.connected())
@ -458,11 +481,9 @@ void AOEngine::enable(bool enable)
// stop all overriders, catch leftovers
for (S32 index = 0; index < AOSet::AOSTATES_MAX; ++index)
{
state = mCurrentSet->getState(index);
if (state)
if (auto state = mCurrentSet->getState(index))
{
LLUUID animation = state->mCurrentAnimationID;
if (animation.notNull())
if (LLUUID animation = state->mCurrentAnimationID; animation.notNull())
{
LL_DEBUGS("AOEngine") << "Stopping leftover animation from state " << state->mName << LL_ENDL;
gAgent.sendAnimationRequest(animation, ANIM_REQUEST_STOP);
@ -488,7 +509,7 @@ void AOEngine::enable(bool enable)
void AOEngine::setStateCycleTimer(const AOSet::AOState* state)
{
F32 timeout = (F32)state->mCycleTime;
F32 timeout = state->mCycleTime;
LL_DEBUGS("AOEngine") << "Setting cycle timeout for state " << state->mName << " of " << timeout << LL_ENDL;
if (timeout > 0.0f)
{
@ -583,7 +604,7 @@ const LLUUID AOEngine::override(const LLUUID& motion, bool start)
// case, as it plays at the same time as other motions
if (motion != ANIM_AGENT_TYPE)
{
constexpr S32 cleanupStates[]=
constexpr S32 cleanupStates[] =
{
AOSet::Standing,
AOSet::Walking,
@ -615,15 +636,14 @@ const LLUUID AOEngine::override(const LLUUID& motion, bool start)
while ((stateNum = cleanupStates[index]) != AOSet::AOSTATES_MAX)
{
// check if the next state is the one we are currently animating and skip that
AOSet::AOState* stateToCheck = mCurrentSet->getState(stateNum);
if (stateToCheck != state)
if (AOSet::AOState* stateToCheck = mCurrentSet->getState(stateNum); stateToCheck != state)
{
// check if there is an animation left over for that state
if (!stateToCheck->mCurrentAnimationID.isNull())
{
LL_WARNS() << "cleaning up animation in state " << stateToCheck->mName << LL_ENDL;
// stop the leftover animation locally and in the region for everyone
// stop the leftover animation locally and in the region for everyone
gAgent.sendAnimationRequest(stateToCheck->mCurrentAnimationID, ANIM_REQUEST_STOP);
gAgentAvatarp->LLCharacter::stopMotion(stateToCheck->mCurrentAnimationID);
@ -702,7 +722,7 @@ const LLUUID AOEngine::override(const LLUUID& motion, bool start)
}
state->mCurrentAnimationID = animation;
LL_DEBUGS("AOEngine") << "overriding " << gAnimLibrary.animationName(motion)
LL_DEBUGS("AOEngine") << "overriding " << gAnimLibrary.animationName(motion)
<< " with " << animation
<< " in state " << state->mName
<< " of set " << mCurrentSet->getName()
@ -803,22 +823,21 @@ const LLUUID AOEngine::override(const LLUUID& motion, bool start)
void AOEngine::checkSitCancel()
{
if (foreignAnimations())
if (!foreignAnimations())
return;
if (AOSet::AOState* aoState = mCurrentSet->getStateByRemapID(ANIM_AGENT_SIT))
{
if (AOSet::AOState* aoState = mCurrentSet->getStateByRemapID(ANIM_AGENT_SIT); aoState)
if (LLUUID animation = aoState->mCurrentAnimationID; animation.notNull())
{
LLUUID animation = aoState->mCurrentAnimationID;
if (animation.notNull())
{
LL_DEBUGS("AOEngine") << "Stopping sit animation due to foreign animations running" << LL_ENDL;
gAgent.sendAnimationRequest(animation, ANIM_REQUEST_STOP);
// remove cycle point cover-up
gAgent.sendAnimationRequest(ANIM_AGENT_SIT_GENERIC, ANIM_REQUEST_STOP);
gAgentAvatarp->LLCharacter::stopMotion(animation);
mSitCancelTimer.stop();
// stop cycle tiemr
mCurrentSet->stopTimer();
}
LL_DEBUGS("AOEngine") << "Stopping sit animation due to foreign animations running" << LL_ENDL;
gAgent.sendAnimationRequest(animation, ANIM_REQUEST_STOP);
// remove cycle point cover-up
gAgent.sendAnimationRequest(ANIM_AGENT_SIT_GENERIC, ANIM_REQUEST_STOP);
gAgentAvatarp->LLCharacter::stopMotion(animation);
mSitCancelTimer.stop();
// stop cycle tiemr
mCurrentSet->stopTimer();
}
}
}
@ -918,7 +937,7 @@ void AOEngine::cycle(eCycleMode cycleMode)
{
LL_DEBUGS("AOEngine") << "Asset UUID for cycled animation " << anim.mName << " not yet known, try to find it." << LL_ENDL;
if(LLViewerInventoryItem* item = gInventory.getItem(anim.mOriginalUUID) ; item)
if (LLViewerInventoryItem* item = gInventory.getItem(anim.mOriginalUUID); item)
{
LL_DEBUGS("AOEngine") << "Found asset UUID for cycled animation: " << item->getAssetUUID() << " - Updating AOAnimation.mAssetUUID" << LL_ENDL;
anim.mAssetUUID = item->getAssetUUID();
@ -992,14 +1011,13 @@ void AOEngine::playAnimation(const LLUUID& animation)
return;
}
if (!state->mAnimations.size())
if (state->mAnimations.empty())
{
LL_DEBUGS("AOEngine") << "cycle without animations in state." << LL_ENDL;
return;
}
LLViewerInventoryItem* item = gInventory.getItem(animation);
if (!item)
{
LL_WARNS("AOEngine") << "Inventory item for animation " << animation << " not found." << LL_ENDL;
@ -1007,10 +1025,10 @@ void AOEngine::playAnimation(const LLUUID& animation)
}
AOSet::AOAnimation anim;
anim.mName = item->LLInventoryItem::getName();
anim.mName = item->getName();
anim.mInventoryUUID = item->getUUID();
anim.mOriginalUUID = item->getLinkedUUID();
anim.mAssetUUID = LLUUID::null;
anim.mAssetUUID.setNull();
// if we can find the original animation already right here, save its asset ID, otherwise this will
// be tried again in AOSet::getAnimationForState() and/or AOEngine::cycle()
@ -1100,7 +1118,7 @@ void AOEngine::updateSortOrder(AOSet::AOState* state)
std::ostringstream numStr("");
numStr << index;
LL_DEBUGS("AOEngine") << "sort order is " << sortOrder << " but index is " << index
LL_DEBUGS("AOEngine") << "sort order is " << sortOrder << " but index is " << index
<< ", setting sort order description: " << numStr.str() << LL_ENDL;
state->mAnimations[index].mSortOrder = index;
@ -1111,8 +1129,8 @@ void AOEngine::updateSortOrder(AOSet::AOState* state)
LL_WARNS("AOEngine") << "NULL inventory item found while trying to copy " << state->mAnimations[index].mInventoryUUID << LL_ENDL;
continue;
}
LLPointer<LLViewerInventoryItem> newItem = new LLViewerInventoryItem(item);
LLPointer<LLViewerInventoryItem> newItem = new LLViewerInventoryItem(item);
newItem->setDescription(numStr.str());
newItem->setComplete(true);
newItem->updateServer(false);
@ -1181,7 +1199,7 @@ void AOEngine::addAnimation(const AOSet* set, AOSet::AOState* state, const LLInv
bool success = createAnimationLink(state, item);
gSavedPerAccountSettings.setBOOL("LockAOFolders", wasProtected);
if(success)
if (success)
{
if (reload)
{
@ -1197,7 +1215,7 @@ void AOEngine::addAnimation(const AOSet* set, AOSet::AOState* state, const LLInv
state->mAddQueue.push_back(item);
// if this is the first queued animation for this state, create the folder asyncronously
if(state->mAddQueue.size() == 1)
if (state->mAddQueue.size() == 1)
{
gInventory.createNewCategory(set->getInventoryUUID(), LLFolderType::FT_NONE, state->mName, [this, state, reload, wasProtected](const LLUUID &new_cat_id)
{
@ -1440,7 +1458,7 @@ bool AOEngine::swapWithNext(AOSet::AOState* state, S32 index)
return true;
}
void AOEngine::reloadStateAnimations(AOSet::AOState* state)
void AOEngine::reloadStateAnimations(AOSet* set, AOSet::AOState* state)
{
LLInventoryModel::item_array_t* items;
LLInventoryModel::cat_array_t* dummy;
@ -1458,11 +1476,10 @@ void AOEngine::reloadStateAnimations(AOSet::AOState* state)
<< " asset " << item->getAssetUUID() << LL_ENDL;
AOSet::AOAnimation anim;
anim.mName = item->LLInventoryItem::getName();
anim.mName = item->getName();
anim.mInventoryUUID = item->getUUID();
anim.mOriginalUUID = item->getLinkedUUID();
anim.mAssetUUID = LLUUID::null;
anim.mAssetUUID.setNull();
// if we can find the original animation already right here, save its asset ID, otherwise this will
// be tried again in AOSet::getAnimationForState() and/or AOEngine::cycle()
@ -1509,6 +1526,24 @@ void AOEngine::reloadStateAnimations(AOSet::AOState* state)
}
updateSortOrder(state);
if (auto currentState = gSavedPerAccountSettings.getLLSD("FSCurrentAOState");
currentState.has("CurrentSet") && currentState["CurrentSet"].asString() == set->getName() &&
currentState.has("CurrentStateAnimations") && currentState["CurrentStateAnimations"].has(state->mName))
{
auto currentStateAnimId{ currentState["CurrentStateAnimations"][state->mName].asUUID() };
LLXORCipher cipher(ENCRYPTION_MAGIC_ID.mData, UUID_BYTES);
cipher.decrypt(currentStateAnimId.mData, UUID_BYTES);
for (const auto& animation : state->mAnimations)
{
if (animation.mAssetUUID == currentStateAnimId)
{
state->mCurrentAnimation = animation.mSortOrder;
break;
}
}
}
}
void AOEngine::update()
@ -1568,9 +1603,10 @@ void AOEngine::update()
newSet->setName(setName);
mSets.emplace_back(newSet);
if (auto currentSetName = gSavedPerAccountSettings.getString("FSCurrentAOSet"); currentSetName == setName)
if (auto currentState = gSavedPerAccountSettings.getLLSD("FSCurrentAOState");
currentState.has("CurrentSet") && currentState["CurrentSet"].asString() == setName)
{
LL_DEBUGS("AOEngine") << "Selecting current set from settings: " << currentSetName << LL_ENDL;
LL_DEBUGS("AOEngine") << "Selecting current set from settings: " << setName << LL_ENDL;
mCurrentSet = newSet;
}
}
@ -1677,7 +1713,7 @@ void AOEngine::update()
newSet->setComplete(false);
continue;
}
reloadStateAnimations(state);
reloadStateAnimations(newSet, state);
}
}
else
@ -1772,7 +1808,6 @@ void AOEngine::selectSet(AOSet* set)
}
mCurrentSet = set;
gSavedPerAccountSettings.setString("FSCurrentAOSet", mCurrentSet->getName());
if (mEnabled)
{
@ -2185,8 +2220,7 @@ void AOEngine::onNotecardLoadComplete(const LLUUID& assetUUID, LLAssetType::ETyp
char* buffer = new char[notecardSize + 1];
buffer[notecardSize] = 0;
bool ret = file.read((U8*)buffer, notecardSize);
if (ret)
if (file.read((U8*)buffer, notecardSize))
{
AOEngine::instance().parseNotecard(buffer);
}
@ -2487,6 +2521,11 @@ void AOEngine::onRegionChange()
gAgent.sendAnimationRequest(mLastMotion, ANIM_REQUEST_START);
}
void AOEngine::updatePersistedStateAnimations()
{
}
// ----------------------------------------------------
AOSitCancelTimer::AOSitCancelTimer()
@ -2496,10 +2535,6 @@ AOSitCancelTimer::AOSitCancelTimer()
mEventTimer.stop();
}
AOSitCancelTimer::~AOSitCancelTimer()
{
}
void AOSitCancelTimer::oneShot()
{
mTickCount = 0;
@ -2534,10 +2569,6 @@ AOTimerCollection::AOTimerCollection()
updateTimers();
}
AOTimerCollection::~AOTimerCollection()
{
}
bool AOTimerCollection::tick()
{
if (mInventoryTimer)

View File

@ -39,7 +39,7 @@ class AOTimerCollection
{
public:
AOTimerCollection();
~AOTimerCollection();
~AOTimerCollection() = default;
virtual bool tick();
@ -64,7 +64,7 @@ class AOSitCancelTimer
{
public:
AOSitCancelTimer();
~AOSitCancelTimer();
~AOSitCancelTimer() = default;
void oneShot();
void stop();
@ -101,7 +101,7 @@ class AOEngine
void tick();
void update();
void reload(bool);
void reloadStateAnimations(AOSet::AOState* state);
void reloadStateAnimations(AOSet* set, AOSet::AOState* state);
void clear(bool from_timer);
const LLUUID& getAOFolder() const;
@ -196,6 +196,8 @@ class AOEngine
void* userdata, S32 status, LLExtStat extStatus);
void parseNotecard(const char* buffer);
void updatePersistedStateAnimations();
updated_signal_t mUpdatedSignal;
animation_changed_signal_t mAnimationChangedSignal;

View File

@ -171,8 +171,7 @@ const LLUUID& AOSet::getAnimationForState(AOState* state) const
{
if (state)
{
auto numOfAnimations = state->mAnimations.size();
if (numOfAnimations)
if (auto numOfAnimations = state->mAnimations.size(); numOfAnimations > 0)
{
if (state->mCycle)
{
@ -198,7 +197,7 @@ const LLUUID& AOSet::getAnimationForState(AOState* state) const
{
LL_DEBUGS("AOEngine") << "Asset UUID for chosen animation " << anim.mName << " not yet known, try to find it." << LL_ENDL;
if(LLViewerInventoryItem* item = gInventory.getItem(anim.mInventoryUUID) ; item)
if (LLViewerInventoryItem* item = gInventory.getItem(anim.mInventoryUUID))
{
LL_DEBUGS("AOEngine") << "Found asset UUID for chosen animation: " << item->getAssetUUID() << " - Updating AOAnimation.mAssetUUID" << LL_ENDL;
anim.mAssetUUID = item->getAssetUUID();
@ -256,7 +255,7 @@ const std::string& AOSet::getName() const
void AOSet::setName(const std::string& name)
{
mName=name;
mName = name;
}
bool AOSet::getSitOverride() const

View File

@ -1517,16 +1517,16 @@
<key>Value</key>
<integer>1</integer>
</map>
<key>FSCurrentAOSet</key>
<key>FSCurrentAOState</key>
<map>
<key>Comment</key>
<string>The currently active AO set</string>
<string>The currently active AO set and animation per state</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>String</string>
<string>LLSD</string>
<key>Value</key>
<string/>
<map/>
</map>
</map>
</llsd>

View File

@ -292,10 +292,10 @@ using namespace LL;
#include "nd/ndetw.h" // <FS:ND/> Windows Event Tracing, does nothing on OSX/Linux.
#include "nd/ndlogthrottle.h"
#include "aoengine.h"
#include "fsradar.h"
#include "fsassetblacklist.h"
#include "bugsplatattributes.h"
// #include "fstelemetry.h" // <FS:Beq> Tracy profiler support
#if LL_LINUX && LL_GTK
#include "glib.h"
@ -2270,6 +2270,8 @@ bool LLAppViewer::cleanup()
LLEnvironment::getInstance()->saveToSettings();
}
AOEngine::deleteSingleton();
// Must do this after all panels have been deleted because panels that have persistent rects
// save their rects on delete.
if(mSaveSettingsOnExit) // <FS:Zi> Backup Settings