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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs103
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs140
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs9
4 files changed, 166 insertions, 123 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 39a885c..a7c7539 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1613,32 +1613,28 @@ namespace OpenSim.Region.Framework.Scenes
1613 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || 1613 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
1614 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 1614 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
1615 1615
1616
1617 //m_log.Debug("[CONTROL]: " +flags); 1616 //m_log.Debug("[CONTROL]: " +flags);
1618 // Applies a satisfying roll effect to the avatar when flying. 1617 // Applies a satisfying roll effect to the avatar when flying.
1619 if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)) 1618 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
1620 { 1619 {
1621 1620 ApplyFlyingRoll(
1622 ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)); 1621 FLY_ROLL_RADIANS_PER_UPDATE,
1623 1622 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
1624 1623 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
1625 } 1624 }
1626 else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) && 1625 else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 &&
1627 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)) 1626 (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
1628 { 1627 {
1629 ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)); 1628 ApplyFlyingRoll(
1630 1629 -FLY_ROLL_RADIANS_PER_UPDATE,
1631 1630 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
1631 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
1632 } 1632 }
1633 else 1633 else
1634 { 1634 {
1635 if (m_AngularVelocity.Z != 0) 1635 if (m_AngularVelocity.Z != 0)
1636 m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); 1636 m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
1637 1637 }
1638 }
1639
1640
1641
1642 1638
1643 if (Flying && IsColliding && controlland) 1639 if (Flying && IsColliding && controlland)
1644 { 1640 {
@@ -2400,7 +2396,8 @@ namespace OpenSim.Region.Framework.Scenes
2400 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2396 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2401 public void AddNewMovement(Vector3 vec) 2397 public void AddNewMovement(Vector3 vec)
2402 { 2398 {
2403// m_log.DebugFormat("[SCENE PRESENCE]: Adding new movement {0} for {1}", vec, Name); 2399// m_log.DebugFormat(
2400// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1} for {2}", vec, Rotation, Name);
2404 2401
2405 Vector3 direc = vec * Rotation; 2402 Vector3 direc = vec * Rotation;
2406 direc.Normalize(); 2403 direc.Normalize();
@@ -2420,6 +2417,8 @@ namespace OpenSim.Region.Framework.Scenes
2420 2417
2421 direc *= 0.03f * 128f * SpeedModifier; 2418 direc *= 0.03f * 128f * SpeedModifier;
2422 2419
2420// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name);
2421
2423 if (PhysicsActor != null) 2422 if (PhysicsActor != null)
2424 { 2423 {
2425 if (Flying) 2424 if (Flying)
@@ -2453,6 +2452,8 @@ namespace OpenSim.Region.Framework.Scenes
2453 } 2452 }
2454 } 2453 }
2455 2454
2455// m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name);
2456
2456 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2457 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2457 m_forceToApply = direc; 2458 m_forceToApply = direc;
2458 } 2459 }
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
index 5faf131..bbfbbfc 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
@@ -289,108 +289,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests
289// 289//
290// Assert.That(presence, Is.Null, "presence is not null"); 290// Assert.That(presence, Is.Null, "presence is not null");
291// } 291// }
292
293 // I'm commenting this test because it does not represent
294 // crossings. The Thread.Sleep's in here are not meaningful mocks,
295 // and they sometimes fail in panda.
296 // We need to talk in order to develop a test
297 // that really tests region crossings. There are 3 async components,
298 // but things are synchronous among them. So there should be
299 // 3 threads in here.
300 //[Test]
301// public void T021_TestCrossToNewRegion()
302// {
303// TestHelpers.InMethod();
304//
305// scene.RegisterRegionWithGrid();
306// scene2.RegisterRegionWithGrid();
307//
308// // Adding child agent to region 1001
309// string reason;
310// scene2.NewUserConnection(acd1,0, out reason);
311// scene2.AddNewClient(testclient, PresenceType.User);
312//
313// ScenePresence presence = scene.GetScenePresence(agent1);
314// presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true);
315//
316// ScenePresence presence2 = scene2.GetScenePresence(agent1);
317//
318// // Adding neighbour region caps info to presence2
319//
320// string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
321// presence2.AddNeighbourRegion(region1, cap);
322//
323// Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region.");
324// Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region.");
325//
326// // Cross to x+1
327// presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100);
328// presence.Update();
329//
330// EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
331//
332// // Mimicking communication between client and server, by waiting OK from client
333// // sent by TestClient.CrossRegion call. Originally, this is network comm.
334// if (!wh.WaitOne(5000,false))
335// {
336// presence.Update();
337// if (!wh.WaitOne(8000,false))
338// throw new ArgumentException("1 - Timeout waiting for signal/variable.");
339// }
340//
341// // This is a TestClient specific method that fires OnCompleteMovementToRegion event, which
342// // would normally be fired after receiving the reply packet from comm. done on the last line.
343// testclient.CompleteMovement();
344//
345// // Crossings are asynchronous
346// int timer = 10;
347//
348// // Make sure cross hasn't already finished
349// if (!presence.IsInTransit && !presence.IsChildAgent)
350// {
351// // If not and not in transit yet, give it some more time
352// Thread.Sleep(5000);
353// }
354//
355// // Enough time, should at least be in transit by now.
356// while (presence.IsInTransit && timer > 0)
357// {
358// Thread.Sleep(1000);
359// timer-=1;
360// }
361//
362// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1.");
363// Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected.");
364// Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent.");
365//
366// // Cross Back
367// presence2.AbsolutePosition = new Vector3(-10, 3, 100);
368// presence2.Update();
369//
370// if (!wh.WaitOne(5000,false))
371// {
372// presence2.Update();
373// if (!wh.WaitOne(8000,false))
374// throw new ArgumentException("2 - Timeout waiting for signal/variable.");
375// }
376// testclient.CompleteMovement();
377//
378// if (!presence2.IsInTransit && !presence2.IsChildAgent)
379// {
380// // If not and not in transit yet, give it some more time
381// Thread.Sleep(5000);
382// }
383//
384// // Enough time, should at least be in transit by now.
385// while (presence2.IsInTransit && timer > 0)
386// {
387// Thread.Sleep(1000);
388// timer-=1;
389// }
390//
391// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2.");
392// Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
393// Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");
394// }
395 } 292 }
396} \ No newline at end of file 293} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
new file mode 100644
index 0000000..ef9fff5
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
@@ -0,0 +1,140 @@
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.Reflection;
30using Nini.Config;
31using NUnit.Framework;
32using OpenMetaverse;
33using OpenSim.Framework;
34using OpenSim.Framework.Communications;
35using OpenSim.Framework.Servers;
36using OpenSim.Region.Framework.Interfaces;
37using OpenSim.Region.CoreModules.Framework;
38using OpenSim.Region.CoreModules.Framework.EntityTransfer;
39using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
40using OpenSim.Tests.Common;
41using OpenSim.Tests.Common.Mock;
42
43namespace OpenSim.Region.Framework.Scenes.Tests
44{
45 [TestFixture]
46 public class ScenePresenceCrossingTests : OpenSimTestCase
47 {
48 [TestFixtureSetUp]
49 public void FixtureInit()
50 {
51 // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
52 Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
53 }
54
55 [TestFixtureTearDown]
56 public void TearDown()
57 {
58 // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
59 // threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
60 // tests really shouldn't).
61 Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
62 }
63
64 [Test]
65 public void TestCrossOnSameSimulator()
66 {
67 TestHelpers.InMethod();
68 TestHelpers.EnableLogging();
69
70 UUID userId = TestHelpers.ParseTail(0x1);
71
72 EntityTransferModule etmA = new EntityTransferModule();
73 EntityTransferModule etmB = new EntityTransferModule();
74 LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
75
76 IConfigSource config = new IniConfigSource();
77 IConfig modulesConfig = config.AddConfig("Modules");
78 modulesConfig.Set("EntityTransferModule", etmA.Name);
79 modulesConfig.Set("SimulationServices", lscm.Name);
80 IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
81
82 // In order to run a single threaded regression test we do not want the entity transfer module waiting
83 // for a callback from the destination scene before removing its avatar data.
84// entityTransferConfig.Set("wait_for_callback", false);
85
86 SceneHelpers sh = new SceneHelpers();
87 TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
88 TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
89
90 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
91 SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
92 SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
93
94 ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
95 originalSp.AbsolutePosition = new Vector3(128, 32, 10);
96
97// originalSp.Flying = true;
98
99// Console.WriteLine("First pos {0}", originalSp.AbsolutePosition);
100
101 AgentUpdateArgs moveArgs = new AgentUpdateArgs();
102 //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero);
103 moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2)));
104 moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
105
106 originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs);
107
108 sceneA.Update(1);
109
110// Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition);
111
112 // FIXME: This is a sufficient number of updates to for the presence to reach the northern border.
113 // But really we want to do this in a more robust way.
114 for (int i = 0; i < 100; i++)
115 {
116 sceneA.Update(1);
117// Console.WriteLine("Pos {0}", originalSp.AbsolutePosition);
118 }
119
120 // sceneA should now only have a child agent
121 ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID);
122 Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True);
123
124 ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID);
125
126 // Agent remains a child until the client triggers complete movement
127 Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
128
129 TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient);
130
131 bool receivedCompleteMovement = false;
132 sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => receivedCompleteMovement = true;
133
134 sceneBTc.CompleteMovement();
135
136 Assert.That(receivedCompleteMovement, Is.True);
137 Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False);
138 }
139 }
140} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
index c4b9117..0816b7b 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
@@ -102,6 +102,8 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
102 102
103 public override float Simulate(float timeStep) 103 public override float Simulate(float timeStep)
104 { 104 {
105// Console.WriteLine("Simulating");
106
105 float fps = 0; 107 float fps = 0;
106 for (int i = 0; i < _actors.Count; ++i) 108 for (int i = 0; i < _actors.Count; ++i)
107 { 109 {
@@ -109,8 +111,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
109 Vector3 actorPosition = actor.Position; 111 Vector3 actorPosition = actor.Position;
110 Vector3 actorVelocity = actor.Velocity; 112 Vector3 actorVelocity = actor.Velocity;
111 113
112 actorPosition.X += actor.Velocity.X*timeStep; 114// Console.WriteLine(
113 actorPosition.Y += actor.Velocity.Y*timeStep; 115// "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity);
116
117 actorPosition.X += actor.Velocity.X * timeStep;
118 actorPosition.Y += actor.Velocity.Y * timeStep;
114 119
115 if (actor.Position.Y < 0) 120 if (actor.Position.Y < 0)
116 { 121 {