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authorJustin Clark-Casey (justincc)2011-12-08 21:45:02 +0000
committerJustin Clark-Casey (justincc)2011-12-08 21:45:02 +0000
commit32d0ef89c6fbaf14e669e9dd3a8508bc817fbd52 (patch)
tree8cd3e37ea48bb5116d1441bde897e00533805b5d /OpenSim/Region/ClientStack
parentAdd OpenSim.Region.ClientStack.LindenUDP.Tests.dll back into the test suite (diff)
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Extend TestAddClient() to check that the first packet received is an ack packet
Diffstat (limited to 'OpenSim/Region/ClientStack')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs16
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs16
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/Tests/TestLLUDPServer.cs177
3 files changed, 116 insertions, 93 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index ac21805..cef5f74 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -328,7 +328,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
328 /// The method to call if the packet is not acked by the client. If null, then a standard 328 /// The method to call if the packet is not acked by the client. If null, then a standard
329 /// resend of the packet is done. 329 /// resend of the packet is done.
330 /// </param> 330 /// </param>
331 public void SendPacket( 331 public virtual void SendPacket(
332 LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method) 332 LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method)
333 { 333 {
334 // CoarseLocationUpdate packets cannot be split in an automated way 334 // CoarseLocationUpdate packets cannot be split in an automated way
@@ -928,6 +928,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
928// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds); 928// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
929 } 929 }
930 930
931 /// <summary>
932 /// Send an ack immediately to the given endpoint.
933 /// </summary>
934 /// <remarks>
935 /// FIXME: Might be possible to use SendPacketData() like everything else, but this will require refactoring so
936 /// that we can obtain the UDPClient easily at this point.
937 /// </remarks>
938 /// <param name="remoteEndpoint"></param>
939 /// <param name="sequenceNumber"></param>
931 private void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber) 940 private void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber)
932 { 941 {
933 PacketAckPacket ack = new PacketAckPacket(); 942 PacketAckPacket ack = new PacketAckPacket();
@@ -936,6 +945,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
936 ack.Packets[0] = new PacketAckPacket.PacketsBlock(); 945 ack.Packets[0] = new PacketAckPacket.PacketsBlock();
937 ack.Packets[0].ID = sequenceNumber; 946 ack.Packets[0].ID = sequenceNumber;
938 947
948 SendAckImmediate(remoteEndpoint, ack);
949 }
950
951 public virtual void SendAckImmediate(IPEndPoint remoteEndpoint, PacketAckPacket ack)
952 {
939 byte[] packetData = ack.ToBytes(); 953 byte[] packetData = ack.ToBytes();
940 int length = packetData.Length; 954 int length = packetData.Length;
941 955
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs
index c6a5b98..1457194 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs
@@ -37,7 +37,7 @@ using OpenSim.Region.Framework.Scenes;
37using OpenSim.Tests.Common; 37using OpenSim.Tests.Common;
38using OpenSim.Tests.Common.Mock; 38using OpenSim.Tests.Common.Mock;
39 39
40namespace OpenSim.Region.ClientStack.LindenUDP 40namespace OpenSim.Region.ClientStack.LindenUDP.Tests
41{ 41{
42 /// <summary> 42 /// <summary>
43 /// This will contain basic tests for the LindenUDP client stack 43 /// This will contain basic tests for the LindenUDP client stack
@@ -167,8 +167,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
167 uint port = 0; 167 uint port = 0;
168 AgentCircuitManager acm = scene.AuthenticateHandler; 168 AgentCircuitManager acm = scene.AuthenticateHandler;
169 169
170 LLUDPServer llUdpServer 170 TestLLUDPServer llUdpServer
171 = new LLUDPServer(IPAddress.Any, ref port, 0, false, new IniConfigSource(), acm); 171 = new TestLLUDPServer(IPAddress.Any, ref port, 0, false, new IniConfigSource(), acm);
172 llUdpServer.AddScene(scene); 172 llUdpServer.AddScene(scene);
173 173
174 UseCircuitCodePacket uccp = new UseCircuitCodePacket(); 174 UseCircuitCodePacket uccp = new UseCircuitCodePacket();
@@ -201,6 +201,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
201 // Should succeed now 201 // Should succeed now
202 ScenePresence sp = scene.GetScenePresence(myAgentUuid); 202 ScenePresence sp = scene.GetScenePresence(myAgentUuid);
203 Assert.That(sp.UUID, Is.EqualTo(myAgentUuid)); 203 Assert.That(sp.UUID, Is.EqualTo(myAgentUuid));
204
205 // FIXME: We're still replying to an ack when the client is not authorized, which is not correct behaviour.
206 Assert.That(llUdpServer.PacketsSent.Count, Is.EqualTo(2));
207
208 Packet packet = llUdpServer.PacketsSent[1];
209 Assert.That(packet, Is.InstanceOf(typeof(PacketAckPacket)));
210
211 PacketAckPacket ackPacket = packet as PacketAckPacket;
212 Assert.That(ackPacket.Packets.Length, Is.EqualTo(1));
213 Assert.That(ackPacket.Packets[0].ID, Is.EqualTo(0));
204 } 214 }
205 215
206// /// <summary> 216// /// <summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/TestLLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/TestLLUDPServer.cs
index dd7999a..0302385 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/TestLLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/TestLLUDPServer.cs
@@ -36,107 +36,106 @@ using OpenSim.Framework;
36namespace OpenSim.Region.ClientStack.LindenUDP.Tests 36namespace OpenSim.Region.ClientStack.LindenUDP.Tests
37{ 37{
38 /// <summary> 38 /// <summary>
39 /// This class enables synchronous testing of the LLUDPServer by allowing us to load our own data into the end 39 /// This class enables regression testing of the LLUDPServer by allowing us to intercept outgoing data.
40 /// receive event
41 /// </summary> 40 /// </summary>
42 public class TestLLUDPServer : LLUDPServer 41 public class TestLLUDPServer : LLUDPServer
43 { 42 {
43 public List<Packet> PacketsSent { get; private set; }
44
44 public TestLLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager) 45 public TestLLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
45 : base(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager) 46 : base(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager)
46 {}
47
48 /// <summary>
49 /// The chunks of data to pass to the LLUDPServer when it calls EndReceive
50 /// </summary>
51 protected Queue<ChunkSenderTuple> m_chunksToLoad = new Queue<ChunkSenderTuple>();
52
53// protected override void BeginReceive()
54// {
55// if (m_chunksToLoad.Count > 0 && m_chunksToLoad.Peek().BeginReceiveException)
56// {
57// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
58// reusedEpSender = tuple.Sender;
59// throw new SocketException();
60// }
61// }
62
63// protected override bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
64// {
65// numBytes = 0;
66//
67// //m_log.Debug("Queue size " + m_chunksToLoad.Count);
68//
69// if (m_chunksToLoad.Count <= 0)
70// return false;
71//
72// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
73// RecvBuffer = tuple.Data;
74// numBytes = tuple.Data.Length;
75// epSender = tuple.Sender;
76//
77// return true;
78// }
79
80// public override void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
81// {
82// // Don't do anything just yet
83// }
84
85 /// <summary>
86 /// Signal that this chunk should throw an exception on Socket.BeginReceive()
87 /// </summary>
88 /// <param name="epSender"></param>
89 public void LoadReceiveWithBeginException(EndPoint epSender)
90 {
91 ChunkSenderTuple tuple = new ChunkSenderTuple(epSender);
92 tuple.BeginReceiveException = true;
93 m_chunksToLoad.Enqueue(tuple);
94 }
95
96 /// <summary>
97 /// Load some data to be received by the LLUDPServer on the next receive call
98 /// </summary>
99 /// <param name="data"></param>
100 /// <param name="epSender"></param>
101 public void LoadReceive(byte[] data, EndPoint epSender)
102 { 47 {
103 m_chunksToLoad.Enqueue(new ChunkSenderTuple(data, epSender)); 48 PacketsSent = new List<Packet>();
104 } 49 }
105 50
106 /// <summary> 51 public override void SendAckImmediate(IPEndPoint remoteEndpoint, PacketAckPacket ack)
107 /// Load a packet to be received by the LLUDPServer on the next receive call
108 /// </summary>
109 /// <param name="packet"></param>
110 public void LoadReceive(Packet packet, EndPoint epSender)
111 { 52 {
112 LoadReceive(packet.ToBytes(), epSender); 53 PacketsSent.Add(ack);
113 } 54 }
114 55
115 /// <summary> 56 public override void SendPacket(
116 /// Calls the protected asynchronous result method. This fires out all data chunks currently queued for send 57 LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method)
117 /// </summary>
118 /// <param name="result"></param>
119 public void ReceiveData(IAsyncResult result)
120 { 58 {
121 // Doesn't work the same way anymore 59 PacketsSent.Add(packet);
122// while (m_chunksToLoad.Count > 0)
123// OnReceivedData(result);
124 } 60 }
125
126 /// <summary>
127 /// Has a circuit with the given code been established?
128 /// </summary>
129 /// <param name="circuitCode"></param>
130 /// <returns></returns>
131 public bool HasCircuit(uint circuitCode)
132 {
133// lock (clientCircuits_reverse)
134// {
135// return clientCircuits_reverse.ContainsKey(circuitCode);
136// }
137 61
138 return true; 62//// /// <summary>
139 } 63//// /// The chunks of data to pass to the LLUDPServer when it calls EndReceive
64//// /// </summary>
65//// protected Queue<ChunkSenderTuple> m_chunksToLoad = new Queue<ChunkSenderTuple>();
66//
67//// protected override void BeginReceive()
68//// {
69//// if (m_chunksToLoad.Count > 0 && m_chunksToLoad.Peek().BeginReceiveException)
70//// {
71//// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
72//// reusedEpSender = tuple.Sender;
73//// throw new SocketException();
74//// }
75//// }
76//
77//// protected override bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
78//// {
79//// numBytes = 0;
80////
81//// //m_log.Debug("Queue size " + m_chunksToLoad.Count);
82////
83//// if (m_chunksToLoad.Count <= 0)
84//// return false;
85////
86//// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
87//// RecvBuffer = tuple.Data;
88//// numBytes = tuple.Data.Length;
89//// epSender = tuple.Sender;
90////
91//// return true;
92//// }
93//
94//// public override void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
95//// {
96//// // Don't do anything just yet
97//// }
98//
99// /// <summary>
100// /// Signal that this chunk should throw an exception on Socket.BeginReceive()
101// /// </summary>
102// /// <param name="epSender"></param>
103// public void LoadReceiveWithBeginException(EndPoint epSender)
104// {
105// ChunkSenderTuple tuple = new ChunkSenderTuple(epSender);
106// tuple.BeginReceiveException = true;
107// m_chunksToLoad.Enqueue(tuple);
108// }
109//
110// /// <summary>
111// /// Load some data to be received by the LLUDPServer on the next receive call
112// /// </summary>
113// /// <param name="data"></param>
114// /// <param name="epSender"></param>
115// public void LoadReceive(byte[] data, EndPoint epSender)
116// {
117// m_chunksToLoad.Enqueue(new ChunkSenderTuple(data, epSender));
118// }
119//
120// /// <summary>
121// /// Load a packet to be received by the LLUDPServer on the next receive call
122// /// </summary>
123// /// <param name="packet"></param>
124// public void LoadReceive(Packet packet, EndPoint epSender)
125// {
126// LoadReceive(packet.ToBytes(), epSender);
127// }
128//
129// /// <summary>
130// /// Calls the protected asynchronous result method. This fires out all data chunks currently queued for send
131// /// </summary>
132// /// <param name="result"></param>
133// public void ReceiveData(IAsyncResult result)
134// {
135// // Doesn't work the same way anymore
136//// while (m_chunksToLoad.Count > 0)
137//// OnReceivedData(result);
138// }
140 } 139 }
141 140
142 /// <summary> 141 /// <summary>