From 241e07d006fad1b54e088d8a9ddede0b98a1e800 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 21 Sep 2011 23:56:11 +0100
Subject: 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.
---
OpenSim/Region/Framework/Scenes/Scene.cs | 67 ++++++++++
.../Scenes/Tests/ScenePresenceAutopilotTests.cs | 135 +++++++++++++++++++++
2 files changed, 202 insertions(+)
create mode 100644 OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
(limited to 'OpenSim/Region/Framework')
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
if (dm != null)
m_eventManager.OnPermissionError += dm.SendAlertToUser;
+
+ m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
}
public override string GetSimulatorVersion()
@@ -5138,5 +5140,70 @@ namespace OpenSim.Region.Framework.Scenes
reason = String.Empty;
return true;
}
+
+ ///
+ /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
+ /// autopilot that moves an avatar to a sit target!.
+ ///
+ ///
+ /// This is not intended as a permament location for this method.
+ ///
+ ///
+ private void HandleOnSignificantClientMovement(ScenePresence presence)
+ {
+ if (presence.MovingToTarget)
+ {
+ double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
+// m_log.DebugFormat(
+// "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}",
+// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
+
+ // Check the error term of the current position in relation to the target position
+ if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
+ {
+ // We are close enough to the target
+// m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name);
+
+ presence.Velocity = Vector3.Zero;
+ presence.AbsolutePosition = presence.MoveToPositionTarget;
+ presence.ResetMoveToTarget();
+
+ if (presence.PhysicsActor.Flying)
+ {
+ // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot
+ // the target if flying.
+ // We really need to be more subtle (slow the avatar as it approaches the target) or at
+ // least be able to set collision status once, rather than 5 times to give it enough
+ // weighting so that that PhysicsActor thinks it really is colliding.
+ for (int i = 0; i < 5; i++)
+ presence.PhysicsActor.IsColliding = true;
+
+// Vector3 targetPos = presence.MoveToPositionTarget;
+// if (m_avatars[presence.UUID].LandAtTarget)
+// presence.PhysicsActor.Flying = false;
+
+// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
+// if (targetPos.Z - terrainHeight < 0.2)
+// {
+// presence.PhysicsActor.Flying = false;
+// }
+ }
+
+// m_log.DebugFormat(
+// "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
+// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
+ }
+ else
+ {
+// m_log.DebugFormat(
+// "[SCENE]: Updating npc {0} at {1} for next movement to {2}",
+// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
+
+ Vector3 agent_control_v3 = new Vector3();
+ presence.HandleMoveToTargetUpdate(ref agent_control_v3);
+ presence.AddNewMovement(agent_control_v3);
+ }
+ }
+ }
}
}
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 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+using log4net;
+using Nini.Config;
+using NUnit.Framework;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Framework.Communications;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Tests.Common;
+using OpenSim.Tests.Common.Mock;
+
+namespace OpenSim.Region.Framework.Scenes.Tests
+{
+ [TestFixture]
+ public class ScenePresenceAutopilotTests
+ {
+ private TestScene m_scene;
+
+ [TestFixtureSetUp]
+ public void FixtureInit()
+ {
+ // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
+ Util.FireAndForgetMethod = FireAndForgetMethod.None;
+ }
+
+ [TestFixtureTearDown]
+ public void TearDown()
+ {
+ // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
+ // threads. Possibly, later tests should be rewritten not to worry about such things.
+ Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
+ }
+
+ [SetUp]
+ public void Init()
+ {
+ m_scene = SceneHelpers.SetupScene();
+ }
+
+ [Test]
+ public void TestMove()
+ {
+ TestHelpers.InMethod();
+// log4net.Config.XmlConfigurator.Configure();
+
+ ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
+
+ Vector3 startPos = sp.AbsolutePosition;
+// Vector3 startPos = new Vector3(128, 128, 30);
+
+ // For now, we'll make the scene presence fly to simplify this test, but this needs to change.
+ sp.PhysicsActor.Flying = true;
+
+ m_scene.Update();
+ Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
+
+ Vector3 targetPos = startPos + new Vector3(0, 10, 0);
+ sp.MoveToTarget(targetPos, false);
+
+ Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
+ Assert.That(
+ sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
+
+ m_scene.Update();
+
+ // We should really check the exact figure.
+ Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X));
+ Assert.That(sp.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
+ Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
+ Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X));
+
+ for (int i = 0; i < 10; i++)
+ m_scene.Update();
+
+ double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
+ Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move");
+ Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos));
+ Assert.That(sp.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE));
+
+ // Try a second movement
+ startPos = sp.AbsolutePosition;
+ targetPos = startPos + new Vector3(10, 0, 0);
+ sp.MoveToTarget(targetPos, false);
+
+ Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
+ Assert.That(
+ sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
+
+ m_scene.Update();
+
+ // We should really check the exact figure.
+ Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X));
+ Assert.That(sp.AbsolutePosition.X, Is.LessThan(targetPos.X));
+ Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
+ Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
+
+ for (int i = 0; i < 10; i++)
+ m_scene.Update();
+
+ distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
+ Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move");
+ Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos));
+ }
+ }
+}
\ No newline at end of file
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