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[BUG-226033] [PATHFINDING] Pathfinder characters can be caught up on moveable obstacle navigation even when CHARACTER_AVOIDANCE_MODE is set to AVOID_NONE #4677

Closed sl-service-account closed 7 months ago

sl-service-account commented 5 years ago

What just happened?

A pathfinder character refuse to navigate through an area that contains a large moveable obstacle flagged prim even when the navmesh claims there's a clean path.

What were you doing when it happened?

I created a reproduction test rig after I noticed this in a far-less-clean build.

Step 1: http://maps.secondlife.com/secondlife/Raiden/89/46/3029 Go here with a viewer that is properly equipped to preview the navmesh and test it (official SL viewer for example) Step 2: Check the navmesh on both bridges. As you can see the tool claims a clean path for both. The orange coil is a moveable obstacle, the bridges are walkable. The red spawners are phantoms. Step 3: Click the red spawner on the bridge you are standing on. A mesh character will spawn and attempt to llPursue to you.

On the bridge with a coil it will toss an error and fail to navigate to you and self-delete.

On the bridge without the coil it will successfully navigate to you.

All parts of this build are take-copy. Take a copy, examine the code for yourself, re-create the build elsewhere if you please.

This bug was first noticed when I was trying to get a pathfinder to cross a bridge, the pathfinding preview tools showed no issues and it kept refusing, after a while of poking it I realized there was a rather large linked-object build that wasn't in the navmesh so I added it as a static obstacle and things suddenly worked.

I have tried to set CHARACTER_AVOIDANCE_MODE to AVOID_NONE to make it navigate through, hoping it would plow through all moveable obstalces in the awy. This did not work. I suspect this is because the current avoidance mode options only include fast moving avatars and objects. An added avoidance mode for this sort of object would be useful.

What were you expecting to happen instead?

I have tried to set CHARACTER_AVOIDANCE_MODE to AVOID_NONE to make it navigate through, hoping it would plow through all moveable obstalces in the awy. This did not work. I suspect this is because the current avoidance mode options only include fast moving avatars and objects. An added avoidance mode for this sort of object would be useful.

Other information

If this can not be fixed could we at the very least have some sort of option to highlight all these large moveable obstalces on the navmesh preview so we can see these trouble-maker prims and zap them. These things are not always readily apparent when you got a highly complicated noisy build in SL. People keep claiming navmesh is broken and useless when really it's just hard to get a solid navmesh currently. Particularly when the pathing preview mode in the navmesh tools does not take into account these moving obstacles when you test a path. So the tool will say it's all clear, but your pathfinder characters will get stuck.

Yes, I know the pathfinding view /test floater has a "moveables only" checkbox, it does nothing.

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Related

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-226033 | | Summary | [PATHFINDING] Pathfinder characters can be caught up on moveable obstacle navigation even when CHARACTER_AVOIDANCE_MODE is set to AVOID_NONE | | Type | Bug | | Priority | Unset | | Status | Closed | | Resolution | Expected Behavior | | Created at | 2018-12-31T04:15:23Z | | Updated at | 2019-01-19T20:14:24Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2019-01-07T13:04:51.091-0600', "Is there anything you'd like to add?": 'If this can not be fixed could we at the very least have some sort of option to highlight all these large moveable obstalces on the navmesh preview so we can see these trouble-maker prims and zap them. These things are not always readily apparent when you got a highly complicated noisy build in SL. People keep claiming navmesh is broken and useless when really it\'s just hard to get a solid navmesh currently. Particularly when the pathing preview mode in the navmesh tools does not take into account these moving obstacles when you test a path. So the tool will say it\'s all clear, but your pathfinder characters will get stuck.\r\n\r\nYes, I know the pathfinding view /test floater has a "moveables only" checkbox, it does nothing.', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'System': 'SL Simulator', 'Target Viewer Version': 'viewer-development', 'What just happened?': "A pathfinder character refuse to navigate through an area that contains a large moveable obstacle flagged prim even when the navmesh claims there's a clean path.", 'What were you doing when it happened?': "I created a reproduction test rig after I noticed this in a far-less-clean build.\r\n\r\nStep 1: http://maps.secondlife.com/secondlife/Raiden/89/46/3029 Go here with a viewer that is properly equipped to preview the navmesh and test it (official SL viewer for example)\r\nStep 2: Check the navmesh on both bridges. As you can see the tool claims a clean path for both. The orange coil is a moveable obstacle, the bridges are walkable. The red spawners are phantoms.\r\nStep 3: Click the red spawner on the bridge you are standing on. A mesh character will spawn and attempt to llPursue to you.\r\n\r\nOn the bridge with a coil it will toss an error and fail to navigate to you and self-delete.\r\n\r\nOn the bridge without the coil it will successfully navigate to you.\r\n\r\nAll parts of this build are take-copy. Take a copy, examine the code for yourself, re-create the build elsewhere if you please.\r\n\r\nThis bug was first noticed when I was trying to get a pathfinder to cross a bridge, the pathfinding preview tools showed no issues and it kept refusing, after a while of poking it I realized there was a rather large linked-object build that wasn't in the navmesh so I added it as a static obstacle and things suddenly worked.\r\n\r\nI have tried to set CHARACTER_AVOIDANCE_MODE to AVOID_NONE to make it navigate through, hoping it would plow through all moveable obstalces in the awy. This did not work. I suspect this is because the current avoidance mode options only include fast moving avatars and objects. An added avoidance mode for this sort of object would be useful.\r\n", 'What were you expecting to happen instead?': 'I have tried to set CHARACTER_AVOIDANCE_MODE to AVOID_NONE to make it navigate through, hoping it would plow through all moveable obstalces in the awy. This did not work. I suspect this is because the current avoidance mode options only include fast moving avatars and objects. An added avoidance mode for this sort of object would be useful.', } ```
sl-service-account commented 5 years ago

Bugsly Linden commented at 2019-01-07T19:04:51Z

Thanks for the report. You have some good ideas here, but currently its expected behavior. If you can make some individual feature requests that would be great. Thanks!