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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs49
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs103
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs151
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs70
5 files changed, 236 insertions, 145 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 4cf854e..43cfd80 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -54,11 +54,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
54 /// <value> 54 /// <value>
55 /// The current movement animation 55 /// The current movement animation
56 /// </value> 56 /// </value>
57 public string CurrentMovementAnimation 57 public string CurrentMovementAnimation { get; private set; }
58 { 58
59 get { return m_movementAnimation; }
60 }
61 protected string m_movementAnimation = "CROUCH";
62 private int m_animTickFall; 59 private int m_animTickFall;
63 public int m_animTickJump; // ScenePresence has to see this to control +Z force 60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
64 public bool m_jumping = false; 61 public bool m_jumping = false;
@@ -79,6 +76,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
79 public ScenePresenceAnimator(ScenePresence sp) 76 public ScenePresenceAnimator(ScenePresence sp)
80 { 77 {
81 m_scenePresence = sp; 78 m_scenePresence = sp;
79 CurrentMovementAnimation = "CROUCH";
82 } 80 }
83 81
84 public void AddAnimation(UUID animID, UUID objectID) 82 public void AddAnimation(UUID animID, UUID objectID)
@@ -131,8 +129,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
131 129
132 public void ResetAnimations() 130 public void ResetAnimations()
133 { 131 {
132// m_log.DebugFormat(
133// "[SCENE PRESENCE ANIMATOR]: Resetting animations for {0} in {1}",
134// m_scenePresence.Name, m_scenePresence.Scene.RegionInfo.RegionName);
135
134 m_animations.Clear(); 136 m_animations.Clear();
135 TrySetMovementAnimation("STAND");
136 } 137 }
137 138
138 /// <summary> 139 /// <summary>
@@ -143,6 +144,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
143 { 144 {
144 if (!m_scenePresence.IsChildAgent) 145 if (!m_scenePresence.IsChildAgent)
145 { 146 {
147// m_log.DebugFormat(
148// "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}",
149// anim, m_scenePresence.Name);
150
146 if (m_animations.TrySetDefaultAnimation( 151 if (m_animations.TrySetDefaultAnimation(
147 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) 152 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
148 { 153 {
@@ -155,12 +160,18 @@ namespace OpenSim.Region.Framework.Scenes.Animation
155 SendAnimPack(); 160 SendAnimPack();
156 } 161 }
157 } 162 }
163 else
164 {
165 m_log.WarnFormat(
166 "[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}",
167 anim, m_scenePresence.Name);
168 }
158 } 169 }
159 170
160 /// <summary> 171 /// <summary>
161 /// This method determines the proper movement related animation 172 /// This method determines the proper movement related animation
162 /// </summary> 173 /// </summary>
163 public string GetMovementAnimation() 174 private string DetermineMovementAnimation()
164 { 175 {
165 const float FALL_DELAY = 800f; 176 const float FALL_DELAY = 800f;
166 const float PREJUMP_DELAY = 200f; 177 const float PREJUMP_DELAY = 200f;
@@ -263,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
263 return "FALLDOWN"; 274 return "FALLDOWN";
264 } 275 }
265 276
266 return m_movementAnimation; 277 return CurrentMovementAnimation;
267 } 278 }
268 279
269 #endregion Falling/Floating/Landing 280 #endregion Falling/Floating/Landing
@@ -274,7 +285,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
274 int jumptime; 285 int jumptime;
275 jumptime = Environment.TickCount - m_animTickJump; 286 jumptime = Environment.TickCount - m_animTickJump;
276 287
277
278 if ((move.Z > 0f) && (!m_jumping)) 288 if ((move.Z > 0f) && (!m_jumping))
279 { 289 {
280 // Start jumping, prejump 290 // Start jumping, prejump
@@ -318,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
318 328
319 #region Ground Movement 329 #region Ground Movement
320 330
321 if (m_movementAnimation == "FALLDOWN") 331 if (CurrentMovementAnimation == "FALLDOWN")
322 { 332 {
323 m_falling = false; 333 m_falling = false;
324 m_animTickFall = Environment.TickCount; 334 m_animTickFall = Environment.TickCount;
@@ -331,16 +341,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
331 else 341 else
332 return "LAND"; 342 return "LAND";
333 } 343 }
334 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP")) 344 else if ((CurrentMovementAnimation == "LAND") || (CurrentMovementAnimation == "SOFT_LAND") || (CurrentMovementAnimation == "STANDUP"))
335 { 345 {
336 int landElapsed = Environment.TickCount - m_animTickFall; 346 int landElapsed = Environment.TickCount - m_animTickFall;
337 int limit = 1000; 347 int limit = 1000;
338 if(m_movementAnimation == "LAND") limit = 350; 348 if (CurrentMovementAnimation == "LAND")
349 limit = 350;
339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client 350 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
340 351
341 if ((m_animTickFall != 0) && (landElapsed <= limit)) 352 if ((m_animTickFall != 0) && (landElapsed <= limit))
342 { 353 {
343 return m_movementAnimation; 354 return CurrentMovementAnimation;
344 } 355 }
345 else 356 else
346 { 357 {
@@ -378,7 +389,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
378 #endregion Ground Movement 389 #endregion Ground Movement
379 390
380 m_falling = false; 391 m_falling = false;
381 return m_movementAnimation; 392
393 return CurrentMovementAnimation;
382 } 394 }
383 395
384 /// <summary> 396 /// <summary>
@@ -386,8 +398,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
386 /// </summary> 398 /// </summary>
387 public void UpdateMovementAnimations() 399 public void UpdateMovementAnimations()
388 { 400 {
389 m_movementAnimation = GetMovementAnimation(); 401 CurrentMovementAnimation = DetermineMovementAnimation();
390 TrySetMovementAnimation(m_movementAnimation); 402
403// m_log.DebugFormat(
404// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
405// CurrentMovementAnimation, m_scenePresence.Name);
406
407 TrySetMovementAnimation(CurrentMovementAnimation);
391 } 408 }
392 409
393 public UUID[] GetAnimationArray() 410 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 11040b7..3cc72fe 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -3325,9 +3325,14 @@ namespace OpenSim.Region.Framework.Scenes
3325 if (hasHollow) ret += 1; 3325 if (hasHollow) ret += 1;
3326 break; 3326 break;
3327 case PrimType.SCULPT: 3327 case PrimType.SCULPT:
3328 ret = 1; 3328 // Special mesh handling
3329 if (Shape.SculptType == (byte)SculptType.Mesh)
3330 ret = 8; // if it's a mesh then max 8 faces
3331 else
3332 ret = 1; // if it's a sculpt then max 1 face
3329 break; 3333 break;
3330 } 3334 }
3335
3331 return ret; 3336 return ret;
3332 } 3337 }
3333 3338
@@ -3340,6 +3345,7 @@ namespace OpenSim.Region.Framework.Scenes
3340 { 3345 {
3341 if (Shape.SculptEntry) 3346 if (Shape.SculptEntry)
3342 return PrimType.SCULPT; 3347 return PrimType.SCULPT;
3348
3343 if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Square) 3349 if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
3344 { 3350 {
3345 if (Shape.PathCurve == (byte)Extrusion.Straight) 3351 if (Shape.PathCurve == (byte)Extrusion.Straight)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 21c9402..3c97852 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -149,9 +149,9 @@ namespace OpenSim.Region.Framework.Scenes
149 } 149 }
150 private bool m_wasFlying; // add for fly velocity control 150 private bool m_wasFlying; // add for fly velocity control
151 151
152 private int m_lastColCount = -1; //KF: Look for Collision chnages 152// private int m_lastColCount = -1; //KF: Look for Collision chnages
153 private int m_updateCount = 0; //KF: Update Anims for a while 153// private int m_updateCount = 0; //KF: Update Anims for a while
154 private static readonly int UPDATE_COUNT = 10; // how many frames to update for 154// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
155 private List<uint> m_lastColliders = new List<uint>(); 155 private List<uint> m_lastColliders = new List<uint>();
156 156
157 private TeleportFlags m_teleportFlags; 157 private TeleportFlags m_teleportFlags;
@@ -794,9 +794,6 @@ namespace OpenSim.Region.Framework.Scenes
794 794
795 AdjustKnownSeeds(); 795 AdjustKnownSeeds();
796 796
797 // TODO: I think, this won't send anything, as we are still a child here...
798 Animator.TrySetMovementAnimation("STAND");
799
800 // we created a new ScenePresence (a new child agent) in a fresh region. 797 // we created a new ScenePresence (a new child agent) in a fresh region.
801 // Request info about all the (root) agents in this region 798 // Request info about all the (root) agents in this region
802 // Note: This won't send data *to* other clients in that region (children don't send) 799 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -1012,13 +1009,17 @@ namespace OpenSim.Region.Framework.Scenes
1012 1009
1013 /// <summary> 1010 /// <summary>
1014 /// This turns a root agent into a child agent 1011 /// This turns a root agent into a child agent
1012 /// </summary>
1013 /// <remarks>
1015 /// when an agent departs this region for a neighbor, this gets called. 1014 /// when an agent departs this region for a neighbor, this gets called.
1016 /// 1015 ///
1017 /// It doesn't get called for a teleport. Reason being, an agent that 1016 /// It doesn't get called for a teleport. Reason being, an agent that
1018 /// teleports out may not end up anywhere near this region 1017 /// teleports out may not end up anywhere near this region
1019 /// </summary> 1018 /// </remarks>
1020 public void MakeChildAgent() 1019 public void MakeChildAgent()
1021 { 1020 {
1021 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
1022
1022 // Reset these so that teleporting in and walking out isn't seen 1023 // Reset these so that teleporting in and walking out isn't seen
1023 // as teleporting back 1024 // as teleporting back
1024 TeleportFlags = TeleportFlags.Default; 1025 TeleportFlags = TeleportFlags.Default;
@@ -1308,11 +1309,11 @@ namespace OpenSim.Region.Framework.Scenes
1308// "[SCENE PRESENCE]: In {0} received agent update from {1}", 1309// "[SCENE PRESENCE]: In {0} received agent update from {1}",
1309// Scene.RegionInfo.RegionName, remoteClient.Name); 1310// Scene.RegionInfo.RegionName, remoteClient.Name);
1310 1311
1311 //if (IsChildAgent) 1312 if (IsChildAgent)
1312 //{ 1313 {
1313 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); 1314 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
1314 // return; 1315 return;
1315 //} 1316 }
1316 1317
1317 ++m_movementUpdateCount; 1318 ++m_movementUpdateCount;
1318 if (m_movementUpdateCount < 1) 1319 if (m_movementUpdateCount < 1)
@@ -1381,14 +1382,14 @@ namespace OpenSim.Region.Framework.Scenes
1381 1382
1382 #endregion Inputs 1383 #endregion Inputs
1383 1384
1384 // Make anims work for client side autopilot 1385// // Make anims work for client side autopilot
1385 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0) 1386// if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
1386 m_updateCount = UPDATE_COUNT; 1387// m_updateCount = UPDATE_COUNT;
1387 1388//
1388 // Make turning in place work 1389// // Make turning in place work
1389 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 || 1390// if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 ||
1390 (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) 1391// (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
1391 m_updateCount = UPDATE_COUNT; 1392// m_updateCount = UPDATE_COUNT;
1392 1393
1393 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) 1394 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
1394 { 1395 {
@@ -1597,8 +1598,8 @@ namespace OpenSim.Region.Framework.Scenes
1597// } 1598// }
1598// } 1599// }
1599 1600
1600 if (update_movementflag && ParentID == 0) 1601// if (update_movementflag && ParentID == 0)
1601 Animator.UpdateMovementAnimations(); 1602// Animator.UpdateMovementAnimations();
1602 } 1603 }
1603 1604
1604 m_scene.EventManager.TriggerOnClientMovement(this); 1605 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -2315,13 +2316,8 @@ namespace OpenSim.Region.Framework.Scenes
2315 2316
2316 public void HandleAgentSitOnGround() 2317 public void HandleAgentSitOnGround()
2317 { 2318 {
2318 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. 2319// m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
2319 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); 2320 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
2320
2321 // TODO: This doesn't prevent the user from walking yet.
2322 // Setting parent ID would fix this, if we knew what value
2323 // to use. Or we could add a m_isSitting variable.
2324 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
2325 SitGround = true; 2321 SitGround = true;
2326 RemoveFromPhysicalScene(); 2322 RemoveFromPhysicalScene();
2327 } 2323 }
@@ -2933,9 +2929,12 @@ namespace OpenSim.Region.Framework.Scenes
2933 2929
2934 public void Reset() 2930 public void Reset()
2935 { 2931 {
2932// m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName);
2933
2936 // Put the child agent back at the center 2934 // Put the child agent back at the center
2937 AbsolutePosition 2935 AbsolutePosition
2938 = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); 2936 = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70);
2937
2939 Animator.ResetAnimations(); 2938 Animator.ResetAnimations();
2940 } 2939 }
2941 2940
@@ -3158,7 +3157,7 @@ namespace OpenSim.Region.Framework.Scenes
3158 } 3157 }
3159 } 3158 }
3160 3159
3161 public void CopyFrom(AgentData cAgent) 3160 private void CopyFrom(AgentData cAgent)
3162 { 3161 {
3163 m_originRegionID = cAgent.RegionID; 3162 m_originRegionID = cAgent.RegionID;
3164 3163
@@ -3217,13 +3216,10 @@ namespace OpenSim.Region.Framework.Scenes
3217 } 3216 }
3218 } 3217 }
3219 catch { } 3218 catch { }
3220 // Animations 3219
3221 try 3220 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3222 { 3221 if (cAgent.Anims != null)
3223 Animator.ResetAnimations();
3224 Animator.Animations.FromArray(cAgent.Anims); 3222 Animator.Animations.FromArray(cAgent.Anims);
3225 }
3226 catch { }
3227 3223
3228 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0) 3224 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0)
3229 { 3225 {
@@ -3305,19 +3301,32 @@ namespace OpenSim.Region.Framework.Scenes
3305 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3301 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3306 } 3302 }
3307 3303
3308 // Event called by the physics plugin to tell the avatar about a collision. 3304 /// <summary>
3309 private void PhysicsCollisionUpdate(EventArgs e) 3305 /// Event called by the physics plugin to tell the avatar about a collision.
3306 /// </summary>
3307 /// <remarks>
3308 /// This function is called continuously, even when there are no collisions. If the avatar is walking on the
3309 /// ground or a prim then there will be collision information between the avatar and the surface.
3310 ///
3311 /// FIXME: However, we can't safely avoid calling this yet where there are no collisions without analyzing whether
3312 /// any part of this method is relying on an every-frame call.
3313 /// </remarks>
3314 /// <param name="e"></param>
3315 public void PhysicsCollisionUpdate(EventArgs e)
3310 { 3316 {
3317 if (IsChildAgent)
3318 return;
3319
3311 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3320 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3312 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( 3321 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3313 // as of this comment the interval is set in AddToPhysicalScene 3322 // as of this comment the interval is set in AddToPhysicalScene
3314 if (Animator != null) 3323 if (Animator != null)
3315 { 3324 {
3316 if (m_updateCount > 0) 3325// if (m_updateCount > 0)
3317 { 3326// {
3318 Animator.UpdateMovementAnimations(); 3327 Animator.UpdateMovementAnimations();
3319 m_updateCount--; 3328// m_updateCount--;
3320 } 3329// }
3321 } 3330 }
3322 3331
3323 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3332 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
@@ -3325,13 +3334,13 @@ namespace OpenSim.Region.Framework.Scenes
3325 3334
3326 CollisionPlane = Vector4.UnitW; 3335 CollisionPlane = Vector4.UnitW;
3327 3336
3328 // No collisions at all means we may be flying. Update always 3337// // No collisions at all means we may be flying. Update always
3329 // to make falling work 3338// // to make falling work
3330 if (m_lastColCount != coldata.Count || coldata.Count == 0) 3339// if (m_lastColCount != coldata.Count || coldata.Count == 0)
3331 { 3340// {
3332 m_updateCount = UPDATE_COUNT; 3341// m_updateCount = UPDATE_COUNT;
3333 m_lastColCount = coldata.Count; 3342// m_lastColCount = coldata.Count;
3334 } 3343// }
3335 3344
3336 if (coldata.Count != 0 && Animator != null) 3345 if (coldata.Count != 0 && Animator != null)
3337 { 3346 {
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
index f0bbf0b..d4c299f 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
@@ -31,7 +31,7 @@ using System.Reflection;
31using System.Text; 31using System.Text;
32using System.Threading; 32using System.Threading;
33using System.Timers; 33using System.Timers;
34using Timer=System.Timers.Timer; 34using Timer = System.Timers.Timer;
35using Nini.Config; 35using Nini.Config;
36using NUnit.Framework; 36using NUnit.Framework;
37using OpenMetaverse; 37using OpenMetaverse;
@@ -39,11 +39,13 @@ using OpenSim.Framework;
39using OpenSim.Framework.Communications; 39using OpenSim.Framework.Communications;
40using OpenSim.Region.Framework.Scenes; 40using OpenSim.Region.Framework.Scenes;
41using OpenSim.Region.Framework.Interfaces; 41using OpenSim.Region.Framework.Interfaces;
42using OpenSim.Region.ClientStack.Linden;
42using OpenSim.Region.CoreModules.Framework.EntityTransfer; 43using OpenSim.Region.CoreModules.Framework.EntityTransfer;
43using OpenSim.Region.CoreModules.World.Serialiser; 44using OpenSim.Region.CoreModules.World.Serialiser;
44using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; 45using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
45using OpenSim.Tests.Common; 46using OpenSim.Tests.Common;
46using OpenSim.Tests.Common.Mock; 47using OpenSim.Tests.Common.Mock;
48using GridRegion = OpenSim.Services.Interfaces.GridRegion;
47 49
48namespace OpenSim.Region.Framework.Scenes.Tests 50namespace OpenSim.Region.Framework.Scenes.Tests
49{ 51{
@@ -103,21 +105,71 @@ namespace OpenSim.Region.Framework.Scenes.Tests
103 ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); 105 ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
104 106
105 Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Not.Null); 107 Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Not.Null);
108 Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
106 109
107 scene.IncomingCloseAgent(sp.UUID); 110 scene.IncomingCloseAgent(sp.UUID);
108 111
109 Assert.That(scene.GetScenePresence(sp.UUID), Is.Null); 112 Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
110 Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null); 113 Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null);
114 Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(0));
115 }
116
117 [Test]
118 public void TestCreateChildScenePresence()
119 {
120 TestHelpers.InMethod();
121// log4net.Config.XmlConfigurator.Configure();
122
123 LocalSimulationConnectorModule lsc = new LocalSimulationConnectorModule();
124
125 IConfigSource configSource = new IniConfigSource();
126 IConfig config = configSource.AddConfig("Modules");
127 config.Set("SimulationServices", "LocalSimulationConnectorModule");
128
129 TestScene scene = SceneHelpers.SetupScene();
130 SceneHelpers.SetupSceneModules(scene, configSource, lsc);
131
132 UUID agentId = TestHelpers.ParseTail(0x01);
133 AgentCircuitData acd = SceneHelpers.GenerateAgentData(agentId);
134 acd.child = true;
135
136 GridRegion region = scene.GridService.GetRegionByName(UUID.Zero, scene.RegionInfo.RegionName);
137 string reason;
138
139 // *** This is the first stage, when a neighbouring region is told that a viewer is about to try and
140 // establish a child scene presence. We pass in the circuit code that the client has to connect with ***
141 // XXX: ViaLogin may not be correct here.
142 scene.SimulationService.CreateAgent(region, acd, (uint)TeleportFlags.ViaLogin, out reason);
143
144 Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null);
145 Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
146
147 // There's no scene presence yet since only an agent circuit has been established.
148 Assert.That(scene.GetScenePresence(agentId), Is.Null);
149
150 // *** This is the second stage, where the client established a child agent/scene presence using the
151 // circuit code given to the scene in stage 1 ***
152 TestClient client = new TestClient(acd, scene);
153 scene.AddNewClient(client, PresenceType.User);
154
155 Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null);
156 Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
157
158 ScenePresence sp = scene.GetScenePresence(agentId);
159 Assert.That(sp, Is.Not.Null);
160 Assert.That(sp.UUID, Is.EqualTo(agentId));
161 Assert.That(sp.IsChildAgent, Is.True);
111 } 162 }
112 163
113 /// <summary> 164 /// <summary>
114 /// Test that if a root agent logs into a region, a child agent is also established in the neighbouring region 165 /// Test that if a root agent logs into a region, a child agent is also established in the neighbouring region
115 /// </summary> 166 /// </summary>
116 /// <remarks> 167 /// <remarks>
117 /// Please note that unlike the other tests here, this doesn't rely on structures 168 /// Please note that unlike the other tests here, this doesn't rely on anything set up in the instance fields.
169 /// INCOMPLETE
118 /// </remarks> 170 /// </remarks>
119 [Test] 171 [Test]
120 public void TestChildAgentEstablished() 172 public void TestChildAgentEstablishedInNeighbour()
121 { 173 {
122 TestHelpers.InMethod(); 174 TestHelpers.InMethod();
123// log4net.Config.XmlConfigurator.Configure(); 175// log4net.Config.XmlConfigurator.Configure();
@@ -125,18 +177,25 @@ namespace OpenSim.Region.Framework.Scenes.Tests
125 UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001"); 177 UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001");
126 178
127 TestScene myScene1 = SceneHelpers.SetupScene("Neighbour y", UUID.Random(), 1000, 1000); 179 TestScene myScene1 = SceneHelpers.SetupScene("Neighbour y", UUID.Random(), 1000, 1000);
128// TestScene myScene2 = SceneHelpers.SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000); 180 TestScene myScene2 = SceneHelpers.SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000);
129 181
130 IConfigSource configSource = new IniConfigSource(); 182 IConfigSource configSource = new IniConfigSource();
131 configSource.AddConfig("Modules").Set("EntityTransferModule", "BasicEntityTransferModule"); 183 IConfig config = configSource.AddConfig("Startup");
184 config.Set("serverside_object_permissions", true);
185 config.Set("EventQueue", true);
186
132 EntityTransferModule etm = new EntityTransferModule(); 187 EntityTransferModule etm = new EntityTransferModule();
188
189 EventQueueGetModule eqgm1 = new EventQueueGetModule();
190 SceneHelpers.SetupSceneModules(myScene1, configSource, etm, eqgm1);
191
192 EventQueueGetModule eqgm2 = new EventQueueGetModule();
193 SceneHelpers.SetupSceneModules(myScene2, configSource, etm, eqgm2);
133 194
134 SceneHelpers.SetupSceneModules(myScene1, configSource, etm); 195// SceneHelpers.AddScenePresence(myScene1, agent1Id);
135
136 SceneHelpers.AddScenePresence(myScene1, agent1Id);
137// ScenePresence childPresence = myScene2.GetScenePresence(agent1); 196// ScenePresence childPresence = myScene2.GetScenePresence(agent1);
138 197//
139 // TODO: Need to do a fair amount of work to allow synchronous establishment of child agents 198// // TODO: Need to do a fair amount of work to allow synchronous establishment of child agents
140// Assert.That(childPresence, Is.Not.Null); 199// Assert.That(childPresence, Is.Not.Null);
141// Assert.That(childPresence.IsChildAgent, Is.True); 200// Assert.That(childPresence.IsChildAgent, Is.True);
142 } 201 }
@@ -194,48 +253,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
194// Assert.That(presence, Is.Null, "presence is not null"); 253// Assert.That(presence, Is.Null, "presence is not null");
195// } 254// }
196 255
197 [Test]
198 public void T012_TestAddNeighbourRegion()
199 {
200 TestHelpers.InMethod();
201
202 string reason;
203
204 if (acd1 == null)
205 fixNullPresence();
206
207 scene.NewUserConnection(acd1, 0, out reason);
208 if (testclient == null)
209 testclient = new TestClient(acd1, scene);
210 scene.AddNewClient(testclient, PresenceType.User);
211
212 ScenePresence presence = scene.GetScenePresence(agent1);
213 presence.MakeRootAgent(new Vector3(90,90,90),false);
214
215 string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
216
217 presence.AddNeighbourRegion(region2, cap);
218 presence.AddNeighbourRegion(region3, cap);
219
220 Assert.That(presence.KnownRegionCount, Is.EqualTo(2));
221 }
222
223 [Test]
224 public void T013_TestRemoveNeighbourRegion()
225 {
226 TestHelpers.InMethod();
227
228 ScenePresence presence = scene.GetScenePresence(agent1);
229 presence.RemoveNeighbourRegion(region3);
230
231 Assert.That(presence.KnownRegionCount,Is.EqualTo(1));
232 /*
233 presence.MakeChildAgent;
234 presence.MakeRootAgent;
235 CompleteAvatarMovement
236 */
237 }
238
239 // I'm commenting this test because it does not represent 256 // I'm commenting this test because it does not represent
240 // crossings. The Thread.Sleep's in here are not meaningful mocks, 257 // crossings. The Thread.Sleep's in here are not meaningful mocks,
241 // and they sometimes fail in panda. 258 // and they sometimes fail in panda.
@@ -338,33 +355,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests
338 Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected."); 355 Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
339 Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again."); 356 Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");
340 } 357 }
341
342 public void fixNullPresence()
343 {
344 string firstName = "testfirstname";
345
346 AgentCircuitData agent = new AgentCircuitData();
347 agent.AgentID = agent1;
348 agent.firstname = firstName;
349 agent.lastname = "testlastname";
350 agent.SessionID = UUID.Zero;
351 agent.SecureSessionID = UUID.Zero;
352 agent.circuitcode = 123;
353 agent.BaseFolder = UUID.Zero;
354 agent.InventoryFolder = UUID.Zero;
355 agent.startpos = Vector3.Zero;
356 agent.CapsPath = GetRandomCapsObjectPath();
357 agent.Appearance = new AvatarAppearance();
358
359 acd1 = agent;
360 }
361
362 public static string GetRandomCapsObjectPath()
363 {
364 UUID caps = UUID.Random();
365 string capsPath = caps.ToString();
366 capsPath = capsPath.Remove(capsPath.Length - 4, 4);
367 return capsPath;
368 }
369 } 358 }
370} \ No newline at end of file 359} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs
new file mode 100644
index 0000000..4a0533c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs
@@ -0,0 +1,70 @@
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 System.Text;
32using System.Threading;
33using System.Timers;
34using Nini.Config;
35using NUnit.Framework;
36using OpenMetaverse;
37using OpenSim.Framework;
38using OpenSim.Framework.Communications;
39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.Framework.Interfaces;
41using OpenSim.Region.CoreModules.Framework.EntityTransfer;
42using OpenSim.Region.CoreModules.World.Serialiser;
43using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
44using OpenSim.Region.Physics.Manager;
45using OpenSim.Tests.Common;
46using OpenSim.Tests.Common.Mock;
47
48namespace OpenSim.Region.Framework.Scenes.Tests
49{
50 /// <summary>
51 /// Scene presence animation tests
52 /// </summary>
53 [TestFixture]
54 public class ScenePresenceAnimationTests
55 {
56 [Test]
57 public void TestFlyingAnimation()
58 {
59 TestHelpers.InMethod();
60// log4net.Config.XmlConfigurator.Configure();
61
62 TestScene scene = SceneHelpers.SetupScene();
63 ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
64 sp.PhysicsActor.Flying = true;
65 sp.PhysicsCollisionUpdate(new CollisionEventUpdate());
66
67 Assert.That(sp.Animator.CurrentMovementAnimation, Is.EqualTo("HOVER"));
68 }
69 }
70} \ No newline at end of file