Add click/grab behaviour to pCampbot, which gets bots to randomly click things.

This can be specified on pCampbot.exe by using g in the list of behaviours for the new -behaviours,-b switch
e.g. -b p,g to get both existing physics and grabbing behaviours.
grabbing is primitive, it attempts grabs on random prims whether they're actually signalled as clickable or not.
behaviour is currently primitive overall, behaviours are just executed in a list
remove-scene-viewer
Justin Clark-Casey (justincc) 2011-11-03 22:31:31 +00:00
parent 3ea379e4cd
commit 5a67940acc
6 changed files with 106 additions and 8 deletions

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@ -0,0 +1,56 @@
/*
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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
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* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using OpenMetaverse;
using System;
using System.Collections.Generic;
using System.Linq;
using pCampBot.Interfaces;
namespace pCampBot
{
/// <summary>
/// Click (grab) on random objects in the scene.
/// </summary>
/// <remarks>
/// The viewer itself does not give the option of grabbing objects that haven't been signalled as grabbable.
/// </remarks>
public class GrabbingBehaviour : IBehaviour
{
public void Action(PhysicsBot bot)
{
Dictionary<UUID, Primitive> objects = bot.Objects;
Primitive prim = objects.ElementAt(bot.Random.Next(0, objects.Count)).Value;
// This appears to be a typical message sent when a viewer user clicks a clickable object
bot.Client.Self.Grab(prim.LocalID);
bot.Client.Self.GrabUpdate(prim.ID, Vector3.Zero);
bot.Client.Self.DeGrab(prim.LocalID);
}
}
}

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@ -35,7 +35,7 @@ using pCampBot.Interfaces;
namespace pCampBot namespace pCampBot
{ {
/// <summary> /// <summary>
/// This is a behaviour designed to stress physics by moving and bouncing around bots a whole lot. /// Stress physics by moving and bouncing around bots a whole lot.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// TODO: talkarray should be in a separate behaviour. /// TODO: talkarray should be in a separate behaviour.

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@ -120,13 +120,23 @@ namespace pCampBot
string password = cs.GetString("password"); string password = cs.GetString("password");
string loginUri = cs.GetString("loginuri"); string loginUri = cs.GetString("loginuri");
// Hardcoded for new HashSet<string> behaviourSwitches = new HashSet<string>();
List<IBehaviour> behaviours = new List<IBehaviour>(); Array.ForEach<string>(
behaviours.Add(new PhysicsBehaviour()); cs.GetString("behaviours", "p").Split(new char[] { ',' }), b => behaviourSwitches.Add(b));
for (int i = 0; i < botcount; i++) for (int i = 0; i < botcount; i++)
{ {
string lastName = string.Format("{0}_{1}", lastNameStem, i); string lastName = string.Format("{0}_{1}", lastNameStem, i);
List<IBehaviour> behaviours = new List<IBehaviour>();
// Hard-coded for now
if (behaviourSwitches.Contains("p"))
behaviours.Add(new PhysicsBehaviour());
if (behaviourSwitches.Contains("g"))
behaviours.Add(new GrabbingBehaviour());
startupBot(i, this, behaviours, firstName, lastName, password, loginUri); startupBot(i, this, behaviours, firstName, lastName, password, loginUri);
} }
} }

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@ -55,8 +55,27 @@ namespace pCampBot
/// <summary> /// <summary>
/// Behaviours implemented by this bot. /// Behaviours implemented by this bot.
/// </summary> /// </summary>
/// <remarks>
/// Lock this list before manipulating it.
/// </remarks>
public List<IBehaviour> Behaviours { get; private set; } public List<IBehaviour> Behaviours { get; private set; }
/// <summary>
/// Objects that the bot has discovered.
/// </summary>
/// <remarks>
/// Returns a list copy. Inserting new objects manually will have no effect.
/// </remarks>
public Dictionary<UUID, Primitive> Objects
{
get
{
lock (m_objects)
return new Dictionary<UUID, Primitive>(m_objects);
}
}
private Dictionary<UUID, Primitive> m_objects = new Dictionary<UUID, Primitive>();
/// <summary> /// <summary>
/// Is this bot connected to the grid? /// Is this bot connected to the grid?
/// </summary> /// </summary>
@ -125,7 +144,14 @@ namespace pCampBot
private void Action() private void Action()
{ {
while (true) while (true)
Behaviours.ForEach(b => b.Action(this)); lock (Behaviours)
Behaviours.ForEach(
b =>
{
// m_log.DebugFormat("[pCAMPBOT]: For {0} performing action {1}", Name, b.GetType());
b.Action(this);
}
);
} }
/// <summary> /// <summary>
@ -407,6 +433,9 @@ namespace pCampBot
if (prim != null) if (prim != null)
{ {
lock (m_objects)
m_objects[prim.ID] = prim;
if (prim.Textures != null) if (prim.Textures != null)
{ {
if (prim.Textures.DefaultTexture.TextureID != UUID.Zero) if (prim.Textures.DefaultTexture.TextureID != UUID.Zero)

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@ -89,6 +89,7 @@ namespace pCampBot
cs.AddSwitch("Startup", "firstname"); cs.AddSwitch("Startup", "firstname");
cs.AddSwitch("Startup", "lastname"); cs.AddSwitch("Startup", "lastname");
cs.AddSwitch("Startup", "password"); cs.AddSwitch("Startup", "password");
cs.AddSwitch("Startup", "behaviours", "b");
cs.AddSwitch("Startup", "help", "h"); cs.AddSwitch("Startup", "help", "h");
cs.AddSwitch("Startup", "wear"); cs.AddSwitch("Startup", "wear");
@ -110,6 +111,7 @@ namespace pCampBot
" -firstname first name for the bots\n" + " -firstname first name for the bots\n" +
" -lastname lastname for the bots. Each lastname will have _<bot-number> appended, e.g. Ima Bot_0\n" + " -lastname lastname for the bots. Each lastname will have _<bot-number> appended, e.g. Ima Bot_0\n" +
" -password password for the bots\n" + " -password password for the bots\n" +
" -b, behaviours behaviours for bots. Current options p (physics), g (grab). Comma separated, e.g. p,g. Default is p",
" -wear set appearance folder to load from (default: no)\n" + " -wear set appearance folder to load from (default: no)\n" +
" -h, -help show this message" " -h, -help show this message"
); );

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@ -2487,6 +2487,7 @@
<ReferencePath>../../../bin/</ReferencePath> <ReferencePath>../../../bin/</ReferencePath>
<Reference name="System"/> <Reference name="System"/>
<Reference name="System.Core"/>
<Reference name="OpenMetaverseTypes" path="../../../bin/"/> <Reference name="OpenMetaverseTypes" path="../../../bin/"/>
<Reference name="OpenMetaverse" path="../../../bin/"/> <Reference name="OpenMetaverse" path="../../../bin/"/>
<Reference name="OpenSim.Framework"/> <Reference name="OpenSim.Framework"/>