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author | Justin Clark-Casey (justincc) | 2011-09-21 23:56:11 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-09-21 23:56:11 +0100 |
commit | 241e07d006fad1b54e088d8a9ddede0b98a1e800 (patch) | |
tree | 828c62846bdd47d6eea0a47b02d366dd1728b9ea /OpenSim/Region/Framework/Scenes | |
parent | Remove unused and never set SP.PreviousRotation (diff) | |
download | opensim-SC_OLD-241e07d006fad1b54e088d8a9ddede0b98a1e800.zip opensim-SC_OLD-241e07d006fad1b54e088d8a9ddede0b98a1e800.tar.gz opensim-SC_OLD-241e07d006fad1b54e088d8a9ddede0b98a1e800.tar.bz2 opensim-SC_OLD-241e07d006fad1b54e088d8a9ddede0b98a1e800.tar.xz |
Move code which handles NPC movement into Scene so that this can also be used by Autopilot coming from the client side.
I thought that I had implemented this but must have accidentally removed it.
Adds a regression test to detect if this happens again.
Temporarily disables automatic landing of NPC at a target. Will be fixed presently.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 67 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs | 135 |
2 files changed, 202 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 976e001..000a6ed 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -870,6 +870,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
870 | 870 | ||
871 | if (dm != null) | 871 | if (dm != null) |
872 | m_eventManager.OnPermissionError += dm.SendAlertToUser; | 872 | m_eventManager.OnPermissionError += dm.SendAlertToUser; |
873 | |||
874 | m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement; | ||
873 | } | 875 | } |
874 | 876 | ||
875 | public override string GetSimulatorVersion() | 877 | public override string GetSimulatorVersion() |
@@ -5138,5 +5140,70 @@ namespace OpenSim.Region.Framework.Scenes | |||
5138 | reason = String.Empty; | 5140 | reason = String.Empty; |
5139 | return true; | 5141 | return true; |
5140 | } | 5142 | } |
5143 | |||
5144 | /// <summary> | ||
5145 | /// This method deals with movement when an avatar is automatically moving (but this is distinct from the | ||
5146 | /// autopilot that moves an avatar to a sit target!. | ||
5147 | /// </summary> | ||
5148 | /// <remarks> | ||
5149 | /// This is not intended as a permament location for this method. | ||
5150 | /// </remarks> | ||
5151 | /// <param name="presence"></param> | ||
5152 | private void HandleOnSignificantClientMovement(ScenePresence presence) | ||
5153 | { | ||
5154 | if (presence.MovingToTarget) | ||
5155 | { | ||
5156 | double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget); | ||
5157 | // m_log.DebugFormat( | ||
5158 | // "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}", | ||
5159 | // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget); | ||
5160 | |||
5161 | // Check the error term of the current position in relation to the target position | ||
5162 | if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT) | ||
5163 | { | ||
5164 | // We are close enough to the target | ||
5165 | // m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name); | ||
5166 | |||
5167 | presence.Velocity = Vector3.Zero; | ||
5168 | presence.AbsolutePosition = presence.MoveToPositionTarget; | ||
5169 | presence.ResetMoveToTarget(); | ||
5170 | |||
5171 | if (presence.PhysicsActor.Flying) | ||
5172 | { | ||
5173 | // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot | ||
5174 | // the target if flying. | ||
5175 | // We really need to be more subtle (slow the avatar as it approaches the target) or at | ||
5176 | // least be able to set collision status once, rather than 5 times to give it enough | ||
5177 | // weighting so that that PhysicsActor thinks it really is colliding. | ||
5178 | for (int i = 0; i < 5; i++) | ||
5179 | presence.PhysicsActor.IsColliding = true; | ||
5180 | |||
5181 | // Vector3 targetPos = presence.MoveToPositionTarget; | ||
5182 | // if (m_avatars[presence.UUID].LandAtTarget) | ||
5183 | // presence.PhysicsActor.Flying = false; | ||
5184 | |||
5185 | // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; | ||
5186 | // if (targetPos.Z - terrainHeight < 0.2) | ||
5187 | // { | ||
5188 | // presence.PhysicsActor.Flying = false; | ||
5189 | // } | ||
5190 | } | ||
5191 | |||
5192 | // m_log.DebugFormat( | ||
5193 | // "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}", | ||
5194 | // presence.AgentControlFlags, presence.MovementFlag, presence.Name); | ||
5195 | } | ||
5196 | else | ||
5197 | { | ||
5198 | // m_log.DebugFormat( | ||
5199 | // "[SCENE]: Updating npc {0} at {1} for next movement to {2}", | ||
5200 | // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); | ||
5201 | |||
5202 | Vector3 agent_control_v3 = new Vector3(); | ||
5203 | presence.HandleMoveToTargetUpdate(ref agent_control_v3); | ||
5204 | presence.AddNewMovement(agent_control_v3); | ||
5205 | } | ||
5206 | } | ||
5207 | } | ||
5141 | } | 5208 | } |
5142 | } | 5209 | } |
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 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using log4net; | ||
32 | using Nini.Config; | ||
33 | using NUnit.Framework; | ||
34 | using OpenMetaverse; | ||
35 | using OpenSim.Framework; | ||
36 | using OpenSim.Framework.Communications; | ||
37 | using OpenSim.Region.Framework.Interfaces; | ||
38 | using OpenSim.Region.Framework.Scenes; | ||
39 | using OpenSim.Tests.Common; | ||
40 | using OpenSim.Tests.Common.Mock; | ||
41 | |||
42 | namespace 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 | ||