Пример #1
0
        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)));
        }
Пример #2
0
        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.
            // Curiously, Vector3.ToString() will not display the last two places of the float.  For example,
            // printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337>
            Assert.That(
                npc.AbsolutePosition,
                Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f)));

            npcModule.Stand(npc.UUID, scene);

            Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
            Assert.That(npc.ParentID, Is.EqualTo(0));
        }
Пример #3
0
        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));
        }
Пример #4
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        private void TestAddRemoveNPCs(int numberOfNpcs)
        {
            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, new WearableCacheItem[0]);

            INPCModule npcModule = scene.RequestModuleInterface <INPCModule>();

            List <UUID> npcs = new List <UUID>();

            long      startGcMemory = GC.GetTotalMemory(true);
            Stopwatch sw            = new Stopwatch();

            sw.Start();

            for (int i = 0; i < numberOfNpcs; i++)
            {
                npcs.Add(
                    npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance));
            }

            for (int i = 0; i < numberOfNpcs; i++)
            {
                Assert.That(npcs[i], Is.Not.Null);

                ScenePresence npc = scene.GetScenePresence(npcs[i]);
                Assert.That(npc, Is.Not.Null);
            }

            for (int i = 0; i < numberOfNpcs; i++)
            {
                Assert.That(npcModule.DeleteNPC(npcs[i], scene), Is.True);
                ScenePresence npc = scene.GetScenePresence(npcs[i]);
                Assert.That(npc, Is.Null);
            }

            sw.Stop();

            long endGcMemory = GC.GetTotalMemory(true);

            Console.WriteLine("Took {0} ms", sw.ElapsedMilliseconds);
            Console.WriteLine(
                "End {0} MB, Start {1} MB, Diff {2} MB",
                endGcMemory / 1024 / 1024,
                startGcMemory / 1024 / 1024,
                (endGcMemory - startGcMemory) / 1024 / 1024);
        }
Пример #5
0
        private void recreateNPC()
        {
            INPCModule module = m_scene.RequestModuleInterface <INPCModule>();

            foreach (NPCData data in m_npcs)
            {
                module.CreateNPC(data.FirstName, data.LastName, data.Position, data.AgentID, data.Owner, data.GroupTitle, data.GroupUUID, data.SenseAsAgent, m_scene, data.Appearance);
            }

            m_npcs = new List <NPCData>();
        }
Пример #6
0
        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));
        }
Пример #7
0
        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.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));
        }