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.
remove-scene-viewer
Justin Clark-Casey (justincc) 2011-09-21 23:56:11 +01:00
parent f9438e7147
commit 241e07d006
3 changed files with 203 additions and 1 deletions

View File

@ -870,6 +870,8 @@ namespace OpenSim.Region.Framework.Scenes
if (dm != null) if (dm != null)
m_eventManager.OnPermissionError += dm.SendAlertToUser; m_eventManager.OnPermissionError += dm.SendAlertToUser;
m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
} }
public override string GetSimulatorVersion() public override string GetSimulatorVersion()
@ -5138,5 +5140,70 @@ namespace OpenSim.Region.Framework.Scenes
reason = String.Empty; reason = String.Empty;
return true; return true;
} }
/// <summary>
/// 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!.
/// </summary>
/// <remarks>
/// This is not intended as a permament location for this method.
/// </remarks>
/// <param name="presence"></param>
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);
}
}
}
} }
} }

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@ -0,0 +1,135 @@
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* 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:
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*
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* 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));
}
}
}

View File

@ -53,7 +53,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
if (config != null && config.GetBoolean("Enabled", false)) if (config != null && config.GetBoolean("Enabled", false))
{ {
scene.RegisterModuleInterface<INPCModule>(this); scene.RegisterModuleInterface<INPCModule>(this);
scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement; // scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
} }
} }