Files
opensim/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
Justin Clark-Casey (justincc) 28c4dc9be4 Fix NPC sitting for prims without a sit target.
This is to partially address http://opensimulator.org/mantis/view.php?id=5769
We don't need to call SP.HandleAgentSit() again if we are within 10m since the autopilot won't trigger.
By calling it twice, the position of the sitting NPC was wrongly adjusted, ending up near <0,0,0>.
However, this change does mean that NPCs further than 10m away will not attempt to autopilot to the prim, though this code was broken anyway (is actually a different mechanism to normal NPC movmeent).
Hopefully this can be addressed soon.
2011-11-05 01:38:42 +00:00

298 lines
13 KiB
C#

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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.CoreModules.Avatar.Attachments;
using OpenSim.Region.CoreModules.Avatar.AvatarFactory;
using OpenSim.Region.CoreModules.Framework.InventoryAccess;
using OpenSim.Region.CoreModules.Framework.UserManagement;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.AvatarService;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.OptionalModules.World.NPC.Tests
{
[TestFixture]
public class NPCModuleTests
{
private TestScene scene;
private AvatarFactoryModule afm;
private UserManagementModule umm;
private AttachmentsModule am;
[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()
{
IConfigSource config = new IniConfigSource();
config.AddConfig("NPC");
config.Configs["NPC"].Set("Enabled", "true");
config.AddConfig("Modules");
config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
afm = new AvatarFactoryModule();
umm = new UserManagementModule();
am = new AttachmentsModule();
scene = SceneHelpers.SetupScene();
SceneHelpers.SetupSceneModules(scene, config, afm, umm, am, new BasicInventoryAccessModule(), new NPCModule());
}
[Test]
public void TestCreate()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
// 8 is the index of the first baked texture in AvatarAppearance
UUID originalFace8TextureId = TestHelpers.ParseTail(0x10);
Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero);
Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8);
originalTef.TextureID = originalFace8TextureId;
// We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell
// ScenePresence.SendInitialData() to reset our entire appearance.
scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));
afm.SetAppearance(sp, originalTe, null);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
Assert.That(npc, Is.Not.Null);
Assert.That(npc.Appearance.Texture.FaceTextures[8].TextureID, Is.EqualTo(originalFace8TextureId));
Assert.That(umm.GetUserName(npc.UUID), Is.EqualTo(string.Format("{0} {1}", npc.Firstname, npc.Lastname)));
}
[Test]
public void TestAttachments()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
UUID userId = TestHelpers.ParseTail(0x1);
UserAccountHelpers.CreateUserWithInventory(scene, userId);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
UUID attItemId = TestHelpers.ParseTail(0x2);
UUID attAssetId = TestHelpers.ParseTail(0x3);
string attName = "att";
UserInventoryHelpers.CreateInventoryItem(scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
am.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
// Check scene presence status
Assert.That(npc.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments = npc.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
// Just for now, we won't test the name since this is (wrongly) the asset part name rather than the item
// name. TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC.
// Assert.That(attSo.Name, Is.EqualTo(attName));
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
Assert.That(attSo.IsAttachment);
Assert.That(attSo.UsesPhysics, Is.False);
Assert.That(attSo.IsTemporary, Is.False);
Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID));
}
[Test]
public void TestMove()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
Vector3 startPos = new Vector3(128, 128, 30);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
npc.PhysicsActor.Flying = true;
scene.Update();
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
Vector3 targetPos = startPos + new Vector3(0, 10, 0);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
//Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f)));
Assert.That(
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
scene.Update();
// We should really check the exact figure.
Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
for (int i = 0; i < 10; i++)
scene.Update();
double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move");
Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
Assert.That(npc.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE));
// Try a second movement
startPos = npc.AbsolutePosition;
targetPos = startPos + new Vector3(10, 0, 0);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
// Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1)));
Assert.That(
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
scene.Update();
// We should really check the exact figure.
Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X));
Assert.That(npc.AbsolutePosition.X, Is.LessThan(targetPos.X));
Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
for (int i = 0; i < 10; i++)
scene.Update();
distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move");
Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
}
[Test]
public void TestSitAndStandWithSitTarget()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
Vector3 startPos = new Vector3(128, 128, 30);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
part.SitTargetPosition = new Vector3(0, 0, 1);
npcModule.Sit(npc.UUID, part.UUID, scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(npcId));
Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
Assert.That(
npc.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
npcModule.Stand(npc.UUID, scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(npc.ParentID, Is.EqualTo(0));
}
[Test]
public void TestSitAndStandWithNoSitTarget()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
// FIXME: To get this to work for now, we are going to place the npc right next to the target so that
// the autopilot doesn't trigger
Vector3 startPos = new Vector3(1, 1, 1);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
npcModule.Sit(npc.UUID, part.UUID, scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
// FIXME: This is different for live avatars - z position is adjusted. This is half the height of the
// default avatar.
Assert.That(
npc.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.8857438f)));
npcModule.Stand(npc.UUID, scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(npc.ParentID, Is.EqualTo(0));
}
}
}