Merge commit '241e07d006fad1b54e088d8a9ddede0b98a1e800' into bigmerge
Conflicts: OpenSim/Region/Framework/Scenes/Scene.csavinationmerge
commit
2e47d24832
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@ -896,6 +896,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (dm != null)
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m_eventManager.OnPermissionError += dm.SendAlertToUser;
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m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
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}
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public override string GetSimulatorVersion()
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@ -5396,7 +5398,7 @@ namespace OpenSim.Region.Framework.Scenes
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return true;
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}
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public void StartTimerWatchdog()
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public void StartTimerWatchdog()
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{
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m_timerWatchdog.Interval = 1000;
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m_timerWatchdog.Elapsed += TimerWatchdog;
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@ -5407,6 +5409,70 @@ namespace OpenSim.Region.Framework.Scenes
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public void TimerWatchdog(object sender, ElapsedEventArgs e)
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{
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CheckHeartbeat();
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}
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/// This method deals with movement when an avatar is automatically moving (but this is distinct from the
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/// autopilot that moves an avatar to a sit target!.
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/// </summary>
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/// <remarks>
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/// This is not intended as a permament location for this method.
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/// </remarks>
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/// <param name="presence"></param>
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private void HandleOnSignificantClientMovement(ScenePresence presence)
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{
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if (presence.MovingToTarget)
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{
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double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
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// m_log.DebugFormat(
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// "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}",
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// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
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// Check the error term of the current position in relation to the target position
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if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
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{
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// We are close enough to the target
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// m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name);
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presence.Velocity = Vector3.Zero;
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presence.AbsolutePosition = presence.MoveToPositionTarget;
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presence.ResetMoveToTarget();
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if (presence.PhysicsActor.Flying)
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{
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// A horrible hack to stop the avatar dead in its tracks rather than having them overshoot
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// the target if flying.
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// We really need to be more subtle (slow the avatar as it approaches the target) or at
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// least be able to set collision status once, rather than 5 times to give it enough
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// weighting so that that PhysicsActor thinks it really is colliding.
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for (int i = 0; i < 5; i++)
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presence.PhysicsActor.IsColliding = true;
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// Vector3 targetPos = presence.MoveToPositionTarget;
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// if (m_avatars[presence.UUID].LandAtTarget)
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// presence.PhysicsActor.Flying = false;
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// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
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// if (targetPos.Z - terrainHeight < 0.2)
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// {
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// presence.PhysicsActor.Flying = false;
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// }
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}
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// m_log.DebugFormat(
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// "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
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// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
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}
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else
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{
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// m_log.DebugFormat(
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// "[SCENE]: Updating npc {0} at {1} for next movement to {2}",
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// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
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Vector3 agent_control_v3 = new Vector3();
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presence.HandleMoveToTargetUpdate(ref agent_control_v3);
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presence.AddNewMovement(agent_control_v3);
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}
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}
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}
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}
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}
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@ -0,0 +1,135 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using log4net;
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using Nini.Config;
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using NUnit.Framework;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Region.Framework.Scenes.Tests
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{
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[TestFixture]
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public class ScenePresenceAutopilotTests
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{
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private TestScene m_scene;
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[TestFixtureSetUp]
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public void FixtureInit()
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{
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// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
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Util.FireAndForgetMethod = FireAndForgetMethod.None;
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}
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[TestFixtureTearDown]
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public void TearDown()
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{
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// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
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// threads. Possibly, later tests should be rewritten not to worry about such things.
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Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
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}
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[SetUp]
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public void Init()
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{
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m_scene = SceneHelpers.SetupScene();
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}
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[Test]
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public void TestMove()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
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Vector3 startPos = sp.AbsolutePosition;
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// Vector3 startPos = new Vector3(128, 128, 30);
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// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
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sp.PhysicsActor.Flying = true;
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m_scene.Update();
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Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
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Vector3 targetPos = startPos + new Vector3(0, 10, 0);
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sp.MoveToTarget(targetPos, false);
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Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
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Assert.That(
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sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
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m_scene.Update();
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// We should really check the exact figure.
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Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X));
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Assert.That(sp.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
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Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
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Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X));
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for (int i = 0; i < 10; i++)
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m_scene.Update();
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double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
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Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move");
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Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos));
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Assert.That(sp.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE));
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// Try a second movement
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startPos = sp.AbsolutePosition;
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targetPos = startPos + new Vector3(10, 0, 0);
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sp.MoveToTarget(targetPos, false);
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Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
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Assert.That(
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sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
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m_scene.Update();
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// We should really check the exact figure.
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Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X));
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Assert.That(sp.AbsolutePosition.X, Is.LessThan(targetPos.X));
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Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
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Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
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for (int i = 0; i < 10; i++)
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m_scene.Update();
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distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
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Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move");
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Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos));
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}
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}
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}
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@ -53,7 +53,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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if (config != null && config.GetBoolean("Enabled", false))
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{
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scene.RegisterModuleInterface<INPCModule>(this);
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scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
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// scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
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}
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}
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