Closed bboudaoud-nv closed 1 year ago
I believe there's a bug in the current version of this PR where the dummy target respawns at a different location after each trial, at least in some configurations. The one I first noticed it in is the sa2019_1hit
sample.
Edit: I can confirm it's happening in other samples too. Seems pretty consistent.
Edit2: It appears to use the horizontal position of the cursor for the new dummy target. ~I believe I've only tested player space targets so far. I'll test world space shortly.~ This happens for both player and world space targets.
The bug @jspjutNV mentioned above has now been resolved. Specifically it only occurs when resetPlayerPositionBetweenTrials
is false
and the view moves away from the default view direction. Along with this change came some fixes for handling getting the correct spawn direction on the first trial of a session when resetPlayerPositionBetweenTrials
is false
.
I created a pre-release for the current state of this PR. There's still some issues, but this should make it easier for non-developers to test their experiments and report bugs.
I'm noticing a bug in the current version that seems to be related to having a scene name set without a spawnHeading
, expecting the default value, or the one set in the scene for the spawn heading. The result is that the dummy target spawns somewhere unreachable in my test, but it may be somewhere reachable in others. Adding a spawnHeading
to the config seems to resolve the issue, but is a regression compared to previous versions. We'll want to reflect this change in the documentation and release notes if this change is intentional.
@jspjutNV yes, this bug was introduced by my "fix" for the issue when resetPlayerPositionBetweenTrials
is false
. I need to think a bit more on all the places the spawn heading might come from and come up with a more robust solution for where to locate the reference target here.
I'm now running into issues with specifying the scene
name
parameter on a trial-by-trial basis. Will need to look into this configuration interaction.
I believe I've now fixed the issues with scene
name
s changing between trials. @jspjutNV you should be able to test and see if the previous issue with spawnHeading
not being specified.
The latest commits fix most of the issues we saw before.
I've notice that 2 tests are failing, but haven't investigated the root cause yet. These failing tests are:
FPSciTests.TestAutoFire
which fails with the message "Low damage-per-second with auto-fire but target still died"FFPSciTests.TestFreshStart
which throws an error on startup (I think it was this one), but when you continue says that a bunch of files did not correctly delete and regenerate. The error messages may be misleading about the root cause here.@jspjutNV both of these issues are now resolved.
FPSciTests.TestAutoFire
was failing as it was still attempting to configure the weapon through the session-level config. I changed this to use the new trial-level config which is what takes effect.
FPSciTests.TestFreshStart
was failing due to the m_loadedScene.name
not being cleared in FPSciApp::initExperiment()
which meant that GApp::loadScene()
was being called with an empty string as its argument (as you pointed out this also impacted selection of an experiment through the in-app drop down). I fixed this by clearing the m_loadedScene.name
in FPSciApp::initExperiment()
.
This branch adds support for trial-level configuration inherited from the experiment and session in turn.
This is a first-step towards adding staircase designs to FPSci as described in #390.
Merging this PR closes #391.