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 -- cgit v1.1