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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs57
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs143
2 files changed, 171 insertions, 29 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 34362bf..8a6a6b4 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -4139,35 +4139,6 @@ namespace OpenSim.Region.Framework.Scenes
4139 4139
4140 switch (m_scene.SpawnPointRouting) 4140 switch (m_scene.SpawnPointRouting)
4141 { 4141 {
4142 case "closest":
4143
4144 float distance = 9999;
4145 int closest = -1;
4146
4147 for (int i = 0; i < spawnPoints.Length; i++)
4148 {
4149 Vector3 spawnPosition = spawnPoints[i].GetLocation(
4150 telehub.AbsolutePosition,
4151 telehub.GroupRotation
4152 );
4153 Vector3 offset = spawnPosition - pos;
4154 float d = Vector3.Mag(offset);
4155 if (d >= distance)
4156 continue;
4157 ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
4158 if (land == null)
4159 continue;
4160 if (land.IsEitherBannedOrRestricted(UUID))
4161 continue;
4162 distance = d;
4163 closest = i;
4164 }
4165 if (closest == -1)
4166 return;
4167
4168 pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
4169 return;
4170
4171 case "random": 4142 case "random":
4172 4143
4173 do 4144 do
@@ -4219,7 +4190,35 @@ namespace OpenSim.Region.Framework.Scenes
4219 return; 4190 return;
4220 4191
4221 default: 4192 default:
4193 case "closest":
4194
4195 float distance = 9999;
4196 int closest = -1;
4197
4198 for (int i = 0; i < spawnPoints.Length; i++)
4199 {
4200 Vector3 spawnPosition = spawnPoints[i].GetLocation(
4201 telehub.AbsolutePosition,
4202 telehub.GroupRotation
4203 );
4204 Vector3 offset = spawnPosition - pos;
4205 float d = Vector3.Mag(offset);
4206 if (d >= distance)
4207 continue;
4208 ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
4209 if (land == null)
4210 continue;
4211 if (land.IsEitherBannedOrRestricted(UUID))
4212 continue;
4213 distance = d;
4214 closest = i;
4215 }
4216 if (closest == -1)
4217 return;
4218
4219 pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
4222 return; 4220 return;
4221
4223 } 4222 }
4224 } 4223 }
4225 } 4224 }
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
index ea4fb66..41bff7f 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
@@ -37,6 +37,7 @@ using OpenSim.Region.Framework.Interfaces;
37using OpenSim.Region.CoreModules.Framework; 37using OpenSim.Region.CoreModules.Framework;
38using OpenSim.Region.CoreModules.Framework.EntityTransfer; 38using OpenSim.Region.CoreModules.Framework.EntityTransfer;
39using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; 39using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
40using OpenSim.Region.CoreModules.World.Permissions;
40using OpenSim.Tests.Common; 41using OpenSim.Tests.Common;
41using OpenSim.Tests.Common.Mock; 42using OpenSim.Tests.Common.Mock;
42using System.IO; 43using System.IO;
@@ -161,6 +162,148 @@ namespace OpenSim.Region.Framework.Scenes.Tests
161// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); 162// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
162 } 163 }
163 164
165 /// <summary>
166 /// Test teleport procedures when the target simulator returns false when queried about access.
167 /// </summary>
168 [Test]
169 public void TestSameSimulatorSeparatedRegionsQueryAccessFails()
170 {
171 TestHelpers.InMethod();
172// TestHelpers.EnableLogging();
173
174 UUID userId = TestHelpers.ParseTail(0x1);
175 Vector3 preTeleportPosition = new Vector3(30, 31, 32);
176
177 EntityTransferModule etm = new EntityTransferModule();
178 LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
179
180 IConfigSource config = new IniConfigSource();
181 config.AddConfig("Modules");
182 config.Configs["Modules"].Set("EntityTransferModule", etm.Name);
183 config.Configs["Modules"].Set("SimulationServices", lscm.Name);
184
185 config.AddConfig("EntityTransfer");
186
187 // In order to run a single threaded regression test we do not want the entity transfer module waiting
188 // for a callback from the destination scene before removing its avatar data.
189 config.Configs["EntityTransfer"].Set("wait_for_callback", false);
190
191 config.AddConfig("Startup");
192 config.Configs["Startup"].Set("serverside_object_permissions", true);
193
194 SceneHelpers sh = new SceneHelpers();
195 TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
196 TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
197
198 // We need to set up the permisions module on scene B so that our later use of agent limit to deny
199 // QueryAccess won't succeed anyway because administrators are always allowed in and the default
200 // IsAdministrator if no permissions module is present is true.
201 SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new PermissionsModule() });
202
203 // Shared scene modules
204 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, etm, lscm);
205
206 Vector3 teleportPosition = new Vector3(10, 11, 12);
207 Vector3 teleportLookAt = new Vector3(20, 21, 22);
208
209 ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
210 sp.AbsolutePosition = preTeleportPosition;
211
212 // Make sceneB return false on query access
213 sceneB.RegionInfo.RegionSettings.AgentLimit = 0;
214
215 sceneA.RequestTeleportLocation(
216 sp.ControllingClient,
217 sceneB.RegionInfo.RegionHandle,
218 teleportPosition,
219 teleportLookAt,
220 (uint)TeleportFlags.ViaLocation);
221
222// ((TestClient)sp.ControllingClient).CompleteTeleportClientSide();
223
224 Assert.That(sceneB.GetScenePresence(userId), Is.Null);
225
226 ScenePresence sceneASp = sceneA.GetScenePresence(userId);
227 Assert.That(sceneASp, Is.Not.Null);
228 Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
229 Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
230
231 // TODO: Add assertions to check correct circuit details in both scenes.
232
233 // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
234 // position instead).
235// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
236
237// TestHelpers.DisableLogging();
238 }
239
240 /// <summary>
241 /// Test teleport procedures when the target simulator create agent step is refused.
242 /// </summary>
243 [Test]
244 public void TestSameSimulatorSeparatedRegionsCreateAgentFails()
245 {
246 TestHelpers.InMethod();
247// TestHelpers.EnableLogging();
248
249 UUID userId = TestHelpers.ParseTail(0x1);
250 Vector3 preTeleportPosition = new Vector3(30, 31, 32);
251
252 EntityTransferModule etm = new EntityTransferModule();
253 LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
254
255 IConfigSource config = new IniConfigSource();
256 config.AddConfig("Modules");
257 config.Configs["Modules"].Set("EntityTransferModule", etm.Name);
258 config.Configs["Modules"].Set("SimulationServices", lscm.Name);
259
260 config.AddConfig("EntityTransfer");
261
262 // In order to run a single threaded regression test we do not want the entity transfer module waiting
263 // for a callback from the destination scene before removing its avatar data.
264 config.Configs["EntityTransfer"].Set("wait_for_callback", false);
265
266 SceneHelpers sh = new SceneHelpers();
267 TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
268 TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
269
270 // Shared scene modules
271 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, etm, lscm);
272
273 Vector3 teleportPosition = new Vector3(10, 11, 12);
274 Vector3 teleportLookAt = new Vector3(20, 21, 22);
275
276 ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
277 sp.AbsolutePosition = preTeleportPosition;
278
279 // Make sceneB refuse CreateAgent
280 sceneB.LoginsDisabled = true;
281
282 sceneA.RequestTeleportLocation(
283 sp.ControllingClient,
284 sceneB.RegionInfo.RegionHandle,
285 teleportPosition,
286 teleportLookAt,
287 (uint)TeleportFlags.ViaLocation);
288
289// ((TestClient)sp.ControllingClient).CompleteTeleportClientSide();
290
291 Assert.That(sceneB.GetScenePresence(userId), Is.Null);
292
293 ScenePresence sceneASp = sceneA.GetScenePresence(userId);
294 Assert.That(sceneASp, Is.Not.Null);
295 Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
296 Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
297
298 // TODO: Add assertions to check correct circuit details in both scenes.
299
300 // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
301 // position instead).
302// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
303
304// TestHelpers.DisableLogging();
305 }
306
164 [Test] 307 [Test]
165 public void TestSameSimulatorNeighbouringRegionsTeleport() 308 public void TestSameSimulatorNeighbouringRegionsTeleport()
166 { 309 {