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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs68
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs135
2 files changed, 202 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 7897564..fc89b2a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -896,6 +896,8 @@ namespace OpenSim.Region.Framework.Scenes
896 896
897 if (dm != null) 897 if (dm != null)
898 m_eventManager.OnPermissionError += dm.SendAlertToUser; 898 m_eventManager.OnPermissionError += dm.SendAlertToUser;
899
900 m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
899 } 901 }
900 902
901 public override string GetSimulatorVersion() 903 public override string GetSimulatorVersion()
@@ -5396,7 +5398,7 @@ namespace OpenSim.Region.Framework.Scenes
5396 return true; 5398 return true;
5397 } 5399 }
5398 5400
5399 public void StartTimerWatchdog() 5401 public void StartTimerWatchdog()
5400 { 5402 {
5401 m_timerWatchdog.Interval = 1000; 5403 m_timerWatchdog.Interval = 1000;
5402 m_timerWatchdog.Elapsed += TimerWatchdog; 5404 m_timerWatchdog.Elapsed += TimerWatchdog;
@@ -5407,6 +5409,70 @@ namespace OpenSim.Region.Framework.Scenes
5407 public void TimerWatchdog(object sender, ElapsedEventArgs e) 5409 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5408 { 5410 {
5409 CheckHeartbeat(); 5411 CheckHeartbeat();
5412 }
5413
5414 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5415 /// autopilot that moves an avatar to a sit target!.
5416 /// </summary>
5417 /// <remarks>
5418 /// This is not intended as a permament location for this method.
5419 /// </remarks>
5420 /// <param name="presence"></param>
5421 private void HandleOnSignificantClientMovement(ScenePresence presence)
5422 {
5423 if (presence.MovingToTarget)
5424 {
5425 double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
5426// m_log.DebugFormat(
5427// "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}",
5428// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
5429
5430 // Check the error term of the current position in relation to the target position
5431 if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
5432 {
5433 // We are close enough to the target
5434// m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name);
5435
5436 presence.Velocity = Vector3.Zero;
5437 presence.AbsolutePosition = presence.MoveToPositionTarget;
5438 presence.ResetMoveToTarget();
5439
5440 if (presence.PhysicsActor.Flying)
5441 {
5442 // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot
5443 // the target if flying.
5444 // We really need to be more subtle (slow the avatar as it approaches the target) or at
5445 // least be able to set collision status once, rather than 5 times to give it enough
5446 // weighting so that that PhysicsActor thinks it really is colliding.
5447 for (int i = 0; i < 5; i++)
5448 presence.PhysicsActor.IsColliding = true;
5449
5450// Vector3 targetPos = presence.MoveToPositionTarget;
5451// if (m_avatars[presence.UUID].LandAtTarget)
5452// presence.PhysicsActor.Flying = false;
5453
5454// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
5455// if (targetPos.Z - terrainHeight < 0.2)
5456// {
5457// presence.PhysicsActor.Flying = false;
5458// }
5459 }
5460
5461// m_log.DebugFormat(
5462// "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
5463// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
5464 }
5465 else
5466 {
5467// m_log.DebugFormat(
5468// "[SCENE]: Updating npc {0} at {1} for next movement to {2}",
5469// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
5470
5471 Vector3 agent_control_v3 = new Vector3();
5472 presence.HandleMoveToTargetUpdate(ref agent_control_v3);
5473 presence.AddNewMovement(agent_control_v3);
5474 }
5475 }
5410 } 5476 }
5411 } 5477 }
5412} 5478}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
new file mode 100644
index 0000000..5a85d7f
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
@@ -0,0 +1,135 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using log4net;
32using Nini.Config;
33using NUnit.Framework;
34using OpenMetaverse;
35using OpenSim.Framework;
36using OpenSim.Framework.Communications;
37using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes;
39using OpenSim.Tests.Common;
40using OpenSim.Tests.Common.Mock;
41
42namespace OpenSim.Region.Framework.Scenes.Tests
43{
44 [TestFixture]
45 public class ScenePresenceAutopilotTests
46 {
47 private TestScene m_scene;
48
49 [TestFixtureSetUp]
50 public void FixtureInit()
51 {
52 // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
53 Util.FireAndForgetMethod = FireAndForgetMethod.None;
54 }
55
56 [TestFixtureTearDown]
57 public void TearDown()
58 {
59 // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
60 // threads. Possibly, later tests should be rewritten not to worry about such things.
61 Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
62 }
63
64 [SetUp]
65 public void Init()
66 {
67 m_scene = SceneHelpers.SetupScene();
68 }
69
70 [Test]
71 public void TestMove()
72 {
73 TestHelpers.InMethod();
74// log4net.Config.XmlConfigurator.Configure();
75
76 ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
77
78 Vector3 startPos = sp.AbsolutePosition;
79// Vector3 startPos = new Vector3(128, 128, 30);
80
81 // For now, we'll make the scene presence fly to simplify this test, but this needs to change.
82 sp.PhysicsActor.Flying = true;
83
84 m_scene.Update();
85 Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
86
87 Vector3 targetPos = startPos + new Vector3(0, 10, 0);
88 sp.MoveToTarget(targetPos, false);
89
90 Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
91 Assert.That(
92 sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
93
94 m_scene.Update();
95
96 // We should really check the exact figure.
97 Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X));
98 Assert.That(sp.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
99 Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
100 Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X));
101
102 for (int i = 0; i < 10; i++)
103 m_scene.Update();
104
105 double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
106 Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move");
107 Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos));
108 Assert.That(sp.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE));
109
110 // Try a second movement
111 startPos = sp.AbsolutePosition;
112 targetPos = startPos + new Vector3(10, 0, 0);
113 sp.MoveToTarget(targetPos, false);
114
115 Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
116 Assert.That(
117 sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
118
119 m_scene.Update();
120
121 // We should really check the exact figure.
122 Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X));
123 Assert.That(sp.AbsolutePosition.X, Is.LessThan(targetPos.X));
124 Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
125 Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
126
127 for (int i = 0; i < 10; i++)
128 m_scene.Update();
129
130 distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
131 Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move");
132 Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos));
133 }
134 }
135} \ No newline at end of file