Closed aberke closed 5 years ago
PR to hopefully address this: https://github.com/CityScope/CS_Cooper-Hewitt/pull/85
@LAAP it looks like this pull Request made by @aberke https://github.com/CityScope/CS_Cooper-Hewitt/pull/85 is making agent recompute their path as soon as you move a building
Did you have the chance to test it on the table? I am curious to see how it look it sounds cool
@aberke and @yasushisakai are focused now on this issue. It will be very cool
@LAAP , @aberke , @yasushisakai Did you have the chance to make it work? As the date of 16th is here you now should be able to ahev all the issue related to ABMobility fixed.
I'd like to close this issue as soon as possible. Can @yasushisakai or @aberke have a lookt at it, and update at least what is the problem?
Is due to one of the change that has been done last week? Maybe this one https://github.com/CityScope/CS_Cooper-Hewitt/pull/79. In any case it is important to point to which one so we can track the different change (this is one of the reason we have a revision control architecture) and be more strict for future PR
@yasushisakai and I have developed an understanding of the bug and just need to find more time to work on it together -- there has been much other work going on
Can you be a bit more precise by "developed an understanding of the bug" and "there has been much other work going on" are you referring to some specific code/implementation/design, if yes which commit or issues?
If you don't have enough time with @yasushisakai it's ok but it is crucial to fix this issue very soon and I can spend some time on that however there is not enough information to start from the right place
What 's happening exactly? Agent doesn't recompute there path? Recompte of wrong path? go to the wrong building? How can we reproduce it now that the UDPSender can emulate the behavior of the physical table?
Here is a PR for the fix: https://github.com/CityScope/CS_Cooper-Hewitt/pull/92
The problem/bug was that the immutable properties of buildings (id, capacity, etc) were being updated in the updateGridFromUDP
function. There were two issues that came out of this this was being done:
This PR might have fix the behavior of the agent however it cannot be merge as it is as it has introduces some change in the handling of the special building when id -1 and id >18
It looks like the agent is now updating there path however we lost some key feature in this pull request:
The interactive building doesn't work anymore, if you put building 20,21, 22 there is no effect anymore When we have no block on the grid -1 in red was displayed (at least to help debugging) now if there is no block on the grid the id is not displayed anymore.
I restored the special debug interactions for 20,21,22 - you are right that a separate PR should remove the debug behavior. I don't understand the utility in having the -1 show as red -- simply not showing a building (since there is no building there) should be enough. @yasushisakai and I will test these changes this morning
Within that commit — I amended it
On Tue, Nov 20, 2018 at 12:30 PM Arnaud Grignard notifications@github.com wrote:
@aberke https://github.com/aberke I dont understand what you mean when you say
"I restored the special debug interactions for 20,21,22 - you are right that a separate PR should remove the debug behavior." what do you mean in which commit?
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Within which commit ?
I am bit lost in the different version. I think we can try to stop temporally the spatial effect and focus on this issue Agents should update their destinations when buildings change but right now we are in a in between state as the merge has been done after my push.
Basically what I did this morning is to be able to trigger the special effect by knowing if the special building (id >18) are in the table, also it's important to knwo if id=_1 is on the table not only for debug but to shut don a spatial effect, that 's one of the reason why I said we need to have a trace of building id =-1 and >18 (on top of the fact that it is how it was and that it's not the right timing to change stuff that are working). However I think we lost this information in the PR 92
I am a bit lost in the different version
Yeah, let me clarify, looks like there are three things?
Is this the status?
Agents should update their destinations when buildings change PR 92 => yes but this PR92 was flag has not ready to be merge because some feature already existing was lost however it looks that it fixed the agent behavior so let's focus on this
Id > 18 (debug) special effects restored in PR 92=> I am not sure it is restore in PR92 (I have the feeling that it has been lost), it was already there before but it was not temporal (it has been made temporal in 3ee0cab requested by issue #86 and it was working before the merge of the PR92)
-1 status showing for dubugging currenlty lost, BuilindingsOnGrid held that idea.=> yes it's currently lost, let's not remove stuff that are working especially if it was not asked to be move. Especially triggering that it's -1 help also to know that a building has been remove
What I propose is to focus on making the Agent move to their location And for now, let's not change ANYTHING if it has not been request in a dedicated issue and let's NOT ADD ANY FEATURE if it has not be asked in a dedicated issue. We are to close to the deployment to play this game.
For the temporal spatial effect (issue#86) it was an enhancement (it is now a bug), let's forget about this for now the priority is this issue #84
Let me know if you need any help clarification
I just revert the last commit so the current master is the PR92 + 3ee0cab (a part of it has some of this code has been remove by the merge of the PR92)
Except having some conflict with issue #86 the behavior fo the agent should be fine.
The fact that we don't display id=-1 is ok for now as we are getting close to the end of the project
Let's close this issue once we can validate that it works on the physical table
Physical table ran for 24h+
Currently, agents calculate/choose their route at the beginning of their trip. If the destination block for their trip is moved while they are traveling, they still go to where the block originally was.
@LAAP is this what you believed to be an interaction issue? cc @yasushisakai