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authorJustin Clark-Casey (justincc)2013-09-19 20:24:08 +0100
committerJustin Clark-Casey (justincc)2013-09-19 20:26:08 +0100
commit83c113896ec518cef98880195f81bc6fe2d6a63f (patch)
treef01847a93f5a9bda06112c8ac1c987f2c360dd21 /OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
parentminor: Make config-include .ini files more consistent (diff)
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Create regression TestCrossOnSameSimulatorNoRootDestPerm() to check that avatars are not allowed to cross into a neighbour where they are not authorized, even if a child agent was allowed.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs86
1 files changed, 86 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
index 12a778b..cf211a1 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
@@ -38,6 +38,7 @@ using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.CoreModules.Framework; 38using OpenSim.Region.CoreModules.Framework;
39using OpenSim.Region.CoreModules.Framework.EntityTransfer; 39using OpenSim.Region.CoreModules.Framework.EntityTransfer;
40using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; 40using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
41using OpenSim.Region.CoreModules.World.Permissions;
41using OpenSim.Tests.Common; 42using OpenSim.Tests.Common;
42using OpenSim.Tests.Common.Mock; 43using OpenSim.Tests.Common.Mock;
43 44
@@ -159,5 +160,90 @@ namespace OpenSim.Region.Framework.Scenes.Tests
159 Assert.That(agentMovementCompleteReceived, Is.EqualTo(1)); 160 Assert.That(agentMovementCompleteReceived, Is.EqualTo(1));
160 Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False); 161 Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False);
161 } 162 }
163
164 /// <summary>
165 /// Test a cross attempt where the user can see into the neighbour but does not have permission to become
166 /// root there.
167 /// </summary>
168 [Test]
169 public void TestCrossOnSameSimulatorNoRootDestPerm()
170 {
171 TestHelpers.InMethod();
172// TestHelpers.EnableLogging();
173
174 UUID userId = TestHelpers.ParseTail(0x1);
175
176 EntityTransferModule etmA = new EntityTransferModule();
177 EntityTransferModule etmB = new EntityTransferModule();
178 LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
179
180 IConfigSource config = new IniConfigSource();
181 IConfig modulesConfig = config.AddConfig("Modules");
182 modulesConfig.Set("EntityTransferModule", etmA.Name);
183 modulesConfig.Set("SimulationServices", lscm.Name);
184
185 SceneHelpers sh = new SceneHelpers();
186 TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
187 TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
188
189 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
190 SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
191
192 // We need to set up the permisions module on scene B so that our later use of agent limit to deny
193 // QueryAccess won't succeed anyway because administrators are always allowed in and the default
194 // IsAdministrator if no permissions module is present is true.
195 SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new PermissionsModule(), etmB);
196
197 AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
198 TestClient tc = new TestClient(acd, sceneA);
199 List<TestClient> destinationTestClients = new List<TestClient>();
200 EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);
201
202 // Make sure sceneB will not accept this avatar.
203 sceneB.RegionInfo.EstateSettings.PublicAccess = false;
204
205 ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
206 originalSp.AbsolutePosition = new Vector3(128, 32, 10);
207
208 AgentUpdateArgs moveArgs = new AgentUpdateArgs();
209 //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero);
210 moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2)));
211 moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
212 moveArgs.SessionID = acd.SessionID;
213
214 originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs);
215
216 sceneA.Update(1);
217
218// Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition);
219
220 // FIXME: This is a sufficient number of updates to for the presence to reach the northern border.
221 // But really we want to do this in a more robust way.
222 for (int i = 0; i < 100; i++)
223 {
224 sceneA.Update(1);
225// Console.WriteLine("Pos {0}", originalSp.AbsolutePosition);
226 }
227
228 // sceneA agent should still be root
229 ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID);
230 Assert.That(spAfterCrossSceneA.IsChildAgent, Is.False);
231
232 ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID);
233
234 // sceneB agent should also still be root
235 Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
236
237 // sceneB should ignore unauthorized attempt to upgrade agent to root
238 TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient);
239
240 int agentMovementCompleteReceived = 0;
241 sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++;
242
243 sceneBTc.CompleteMovement();
244
245 Assert.That(agentMovementCompleteReceived, Is.EqualTo(0));
246 Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
247 }
162 } 248 }
163} \ No newline at end of file 249} \ No newline at end of file