diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 62ffa201e0..cef0ddc11a 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2269,7 +2269,8 @@ namespace OpenSim.Region.Framework.Scenes
/// The vector in which to move. This is relative to the rotation argument
public void AddNewMovement(Vector3 vec)
{
-// m_log.DebugFormat("[SCENE PRESENCE]: Adding new movement {0} for {1}", vec, Name);
+// m_log.DebugFormat(
+// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1} for {2}", vec, Rotation, Name);
Vector3 direc = vec * Rotation;
direc.Normalize();
@@ -2289,6 +2290,8 @@ namespace OpenSim.Region.Framework.Scenes
direc *= 0.03f * 128f * SpeedModifier;
+// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name);
+
if (PhysicsActor != null)
{
if (Flying)
@@ -2322,6 +2325,8 @@ namespace OpenSim.Region.Framework.Scenes
}
}
+// m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name);
+
// TODO: Add the force instead of only setting it to support multiple forces per frame?
m_forceToApply = direc;
}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
index 5faf131caf..bbfbbfc8b0 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
@@ -288,109 +288,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
// ScenePresence presence = scene.GetScenePresence(agent1);
//
// Assert.That(presence, Is.Null, "presence is not null");
-// }
-
- // I'm commenting this test because it does not represent
- // crossings. The Thread.Sleep's in here are not meaningful mocks,
- // and they sometimes fail in panda.
- // We need to talk in order to develop a test
- // that really tests region crossings. There are 3 async components,
- // but things are synchronous among them. So there should be
- // 3 threads in here.
- //[Test]
-// public void T021_TestCrossToNewRegion()
-// {
-// TestHelpers.InMethod();
-//
-// scene.RegisterRegionWithGrid();
-// scene2.RegisterRegionWithGrid();
-//
-// // Adding child agent to region 1001
-// string reason;
-// scene2.NewUserConnection(acd1,0, out reason);
-// scene2.AddNewClient(testclient, PresenceType.User);
-//
-// ScenePresence presence = scene.GetScenePresence(agent1);
-// presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true);
-//
-// ScenePresence presence2 = scene2.GetScenePresence(agent1);
-//
-// // Adding neighbour region caps info to presence2
-//
-// string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
-// presence2.AddNeighbourRegion(region1, cap);
-//
-// Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region.");
-// Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region.");
-//
-// // Cross to x+1
-// presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100);
-// presence.Update();
-//
-// EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
-//
-// // Mimicking communication between client and server, by waiting OK from client
-// // sent by TestClient.CrossRegion call. Originally, this is network comm.
-// if (!wh.WaitOne(5000,false))
-// {
-// presence.Update();
-// if (!wh.WaitOne(8000,false))
-// throw new ArgumentException("1 - Timeout waiting for signal/variable.");
-// }
-//
-// // This is a TestClient specific method that fires OnCompleteMovementToRegion event, which
-// // would normally be fired after receiving the reply packet from comm. done on the last line.
-// testclient.CompleteMovement();
-//
-// // Crossings are asynchronous
-// int timer = 10;
-//
-// // Make sure cross hasn't already finished
-// if (!presence.IsInTransit && !presence.IsChildAgent)
-// {
-// // If not and not in transit yet, give it some more time
-// Thread.Sleep(5000);
-// }
-//
-// // Enough time, should at least be in transit by now.
-// while (presence.IsInTransit && timer > 0)
-// {
-// Thread.Sleep(1000);
-// timer-=1;
-// }
-//
-// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1.");
-// Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected.");
-// Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent.");
-//
-// // Cross Back
-// presence2.AbsolutePosition = new Vector3(-10, 3, 100);
-// presence2.Update();
-//
-// if (!wh.WaitOne(5000,false))
-// {
-// presence2.Update();
-// if (!wh.WaitOne(8000,false))
-// throw new ArgumentException("2 - Timeout waiting for signal/variable.");
-// }
-// testclient.CompleteMovement();
-//
-// if (!presence2.IsInTransit && !presence2.IsChildAgent)
-// {
-// // If not and not in transit yet, give it some more time
-// Thread.Sleep(5000);
-// }
-//
-// // Enough time, should at least be in transit by now.
-// while (presence2.IsInTransit && timer > 0)
-// {
-// Thread.Sleep(1000);
-// timer-=1;
-// }
-//
-// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2.");
-// Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
-// Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");
// }
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
new file mode 100644
index 0000000000..ef9fff56ef
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
@@ -0,0 +1,140 @@
+/*
+ * 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.Reflection;
+using Nini.Config;
+using NUnit.Framework;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Framework.Communications;
+using OpenSim.Framework.Servers;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.CoreModules.Framework;
+using OpenSim.Region.CoreModules.Framework.EntityTransfer;
+using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
+using OpenSim.Tests.Common;
+using OpenSim.Tests.Common.Mock;
+
+namespace OpenSim.Region.Framework.Scenes.Tests
+{
+ [TestFixture]
+ public class ScenePresenceCrossingTests : OpenSimTestCase
+ {
+ [TestFixtureSetUp]
+ public void FixtureInit()
+ {
+ // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
+ Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
+ }
+
+ [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 so none of them require async stuff (which regression
+ // tests really shouldn't).
+ Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
+ }
+
+ [Test]
+ public void TestCrossOnSameSimulator()
+ {
+ TestHelpers.InMethod();
+ TestHelpers.EnableLogging();
+
+ UUID userId = TestHelpers.ParseTail(0x1);
+
+ EntityTransferModule etmA = new EntityTransferModule();
+ EntityTransferModule etmB = new EntityTransferModule();
+ LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
+
+ IConfigSource config = new IniConfigSource();
+ IConfig modulesConfig = config.AddConfig("Modules");
+ modulesConfig.Set("EntityTransferModule", etmA.Name);
+ modulesConfig.Set("SimulationServices", lscm.Name);
+ IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
+
+ // In order to run a single threaded regression test we do not want the entity transfer module waiting
+ // for a callback from the destination scene before removing its avatar data.
+// entityTransferConfig.Set("wait_for_callback", false);
+
+ SceneHelpers sh = new SceneHelpers();
+ TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
+ TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
+
+ SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
+ SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
+ SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
+
+ ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
+ originalSp.AbsolutePosition = new Vector3(128, 32, 10);
+
+// originalSp.Flying = true;
+
+// Console.WriteLine("First pos {0}", originalSp.AbsolutePosition);
+
+ AgentUpdateArgs moveArgs = new AgentUpdateArgs();
+ //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero);
+ moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2)));
+ moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
+
+ originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs);
+
+ sceneA.Update(1);
+
+// Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition);
+
+ // FIXME: This is a sufficient number of updates to for the presence to reach the northern border.
+ // But really we want to do this in a more robust way.
+ for (int i = 0; i < 100; i++)
+ {
+ sceneA.Update(1);
+// Console.WriteLine("Pos {0}", originalSp.AbsolutePosition);
+ }
+
+ // sceneA should now only have a child agent
+ ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID);
+ Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True);
+
+ ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID);
+
+ // Agent remains a child until the client triggers complete movement
+ Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
+
+ TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient);
+
+ bool receivedCompleteMovement = false;
+ sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => receivedCompleteMovement = true;
+
+ sceneBTc.CompleteMovement();
+
+ Assert.That(receivedCompleteMovement, Is.True);
+ Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False);
+ }
+ }
+}
\ No newline at end of file
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
index f5826edd2c..334bfbd951 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
@@ -100,6 +100,8 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
public override float Simulate(float timeStep)
{
+// Console.WriteLine("Simulating");
+
float fps = 0;
for (int i = 0; i < _actors.Count; ++i)
{
@@ -107,8 +109,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
Vector3 actorPosition = actor.Position;
Vector3 actorVelocity = actor.Velocity;
- actorPosition.X += actor.Velocity.X*timeStep;
- actorPosition.Y += actor.Velocity.Y*timeStep;
+// Console.WriteLine(
+// "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity);
+
+ actorPosition.X += actor.Velocity.X * timeStep;
+ actorPosition.Y += actor.Velocity.Y * timeStep;
if (actor.Position.Y < 0)
{
diff --git a/OpenSim/Tests/Common/Mock/TestClient.cs b/OpenSim/Tests/Common/Mock/TestClient.cs
index dde37ab7a3..27fcc63453 100644
--- a/OpenSim/Tests/Common/Mock/TestClient.cs
+++ b/OpenSim/Tests/Common/Mock/TestClient.cs
@@ -60,6 +60,8 @@ namespace OpenSim.Tests.Common.Mock
public List SentImagePacketPackets { get; private set; }
public List SentImageNotInDatabasePackets { get; private set; }
+ public event Action OnReceivedMoveAgentIntoRegion;
+
// disable warning: public events, part of the public API
#pragma warning disable 67
@@ -566,6 +568,8 @@ namespace OpenSim.Tests.Common.Mock
public virtual void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
{
+ if (OnReceivedMoveAgentIntoRegion != null)
+ OnReceivedMoveAgentIntoRegion(regInfo, pos, look);
}
public virtual AgentCircuitData RequestClientInfo()