From bda1a4be4567181df6c18ce6e059ca8982bc5fa1 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Sat, 6 Aug 2011 00:26:37 +0100
Subject: rename test SceneSetupHelpers -> SceneHelpers for consistency
---
OpenSim/Tests/Common/Helpers/SceneHelpers.cs | 483 +++++++++++++++++++++++++++
1 file changed, 483 insertions(+)
create mode 100644 OpenSim/Tests/Common/Helpers/SceneHelpers.cs
(limited to 'OpenSim/Tests/Common/Helpers/SceneHelpers.cs')
diff --git a/OpenSim/Tests/Common/Helpers/SceneHelpers.cs b/OpenSim/Tests/Common/Helpers/SceneHelpers.cs
new file mode 100644
index 0000000..55b638b
--- /dev/null
+++ b/OpenSim/Tests/Common/Helpers/SceneHelpers.cs
@@ -0,0 +1,483 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Net;
+using System.Collections.Generic;
+using Nini.Config;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Framework.Communications;
+using OpenSim.Framework.Console;
+using OpenSim.Framework.Servers;
+using OpenSim.Framework.Servers.HttpServer;
+using OpenSim.Region.Physics.Manager;
+using OpenSim.Region.Framework;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.CoreModules.Avatar.Gods;
+using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset;
+using OpenSim.Region.CoreModules.ServiceConnectorsOut.Authentication;
+using OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory;
+using OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid;
+using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts;
+using OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence;
+using OpenSim.Services.Interfaces;
+using OpenSim.Tests.Common.Mock;
+
+namespace OpenSim.Tests.Common
+{
+ ///
+ /// Helpers for setting up scenes.
+ ///
+ public class SceneHelpers
+ {
+ ///
+ /// Set up a test scene
+ ///
+ ///
+ /// Automatically starts service threads, as would the normal runtime.
+ ///
+ ///
+ public static TestScene SetupScene()
+ {
+ return SetupScene("Unit test region", UUID.Random(), 1000, 1000);
+ }
+
+ ///
+ /// Set up a scene. If it's more then one scene, use the same CommunicationsManager to link regions
+ /// or a different, to get a brand new scene with new shared region modules.
+ ///
+ /// Name of the region
+ /// ID of the region
+ /// X co-ordinate of the region
+ /// Y co-ordinate of the region
+ /// This should be the same if simulating two scenes within a standalone
+ ///
+ public static TestScene SetupScene(string name, UUID id, uint x, uint y)
+ {
+ Console.WriteLine("Setting up test scene {0}", name);
+
+ // We must set up a console otherwise setup of some modules may fail
+ MainConsole.Instance = new MockConsole("TEST PROMPT");
+
+ RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1");
+ regInfo.RegionName = name;
+ regInfo.RegionID = id;
+
+ AgentCircuitManager acm = new AgentCircuitManager();
+ SceneCommunicationService scs = new SceneCommunicationService();
+
+ ISimulationDataService simDataService = OpenSim.Server.Base.ServerUtils.LoadPlugin("OpenSim.Tests.Common.dll", null);
+ IEstateDataService estateDataService = null;
+ IConfigSource configSource = new IniConfigSource();
+
+ TestScene testScene = new TestScene(
+ regInfo, acm, scs, simDataService, estateDataService, null, false, false, false, configSource, null);
+
+ IRegionModule godsModule = new GodsModule();
+ godsModule.Initialise(testScene, new IniConfigSource());
+ testScene.AddModule(godsModule.Name, godsModule);
+
+ LocalAssetServicesConnector assetService = StartAssetService(testScene);
+ StartAuthenticationService(testScene);
+ LocalInventoryServicesConnector inventoryService = StartInventoryService(testScene);
+ StartGridService(testScene);
+ LocalUserAccountServicesConnector userAccountService = StartUserAccountService(testScene);
+ LocalPresenceServicesConnector presenceService = StartPresenceService(testScene);
+
+ inventoryService.PostInitialise();
+ assetService.PostInitialise();
+ userAccountService.PostInitialise();
+ presenceService.PostInitialise();
+
+ testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random();
+ testScene.SetModuleInterfaces();
+
+ testScene.LandChannel = new TestLandChannel(testScene);
+ testScene.LoadWorldMap();
+
+ PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager();
+ physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll");
+ testScene.PhysicsScene
+ = physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test");
+
+ testScene.RegionInfo.EstateSettings = new EstateSettings();
+ testScene.LoginsDisabled = false;
+
+ return testScene;
+ }
+
+ private static LocalAssetServicesConnector StartAssetService(Scene testScene)
+ {
+ LocalAssetServicesConnector assetService = new LocalAssetServicesConnector();
+ IConfigSource config = new IniConfigSource();
+
+ config.AddConfig("Modules");
+ config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector");
+ config.AddConfig("AssetService");
+ config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService");
+ config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
+
+ assetService.Initialise(config);
+ assetService.AddRegion(testScene);
+ assetService.RegionLoaded(testScene);
+ testScene.AddRegionModule(assetService.Name, assetService);
+
+ return assetService;
+ }
+
+ private static void StartAuthenticationService(Scene testScene)
+ {
+ ISharedRegionModule service = new LocalAuthenticationServicesConnector();
+ IConfigSource config = new IniConfigSource();
+
+ config.AddConfig("Modules");
+ config.AddConfig("AuthenticationService");
+ config.Configs["Modules"].Set("AuthenticationServices", "LocalAuthenticationServicesConnector");
+ config.Configs["AuthenticationService"].Set(
+ "LocalServiceModule", "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService");
+ config.Configs["AuthenticationService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
+
+ service.Initialise(config);
+ service.AddRegion(testScene);
+ service.RegionLoaded(testScene);
+ testScene.AddRegionModule(service.Name, service);
+ //m_authenticationService = service;
+ }
+
+ private static LocalInventoryServicesConnector StartInventoryService(Scene testScene)
+ {
+ LocalInventoryServicesConnector inventoryService = new LocalInventoryServicesConnector();
+
+ IConfigSource config = new IniConfigSource();
+ config.AddConfig("Modules");
+ config.AddConfig("InventoryService");
+ config.Configs["Modules"].Set("InventoryServices", "LocalInventoryServicesConnector");
+ config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Services.InventoryService.dll:InventoryService");
+ config.Configs["InventoryService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
+
+ inventoryService.Initialise(config);
+ inventoryService.AddRegion(testScene);
+ inventoryService.RegionLoaded(testScene);
+ testScene.AddRegionModule(inventoryService.Name, inventoryService);
+
+ return inventoryService;
+ }
+
+ private static LocalGridServicesConnector StartGridService(Scene testScene)
+ {
+ IConfigSource config = new IniConfigSource();
+ config.AddConfig("Modules");
+ config.AddConfig("GridService");
+ config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector");
+ config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll:NullRegionData");
+ config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService");
+
+ LocalGridServicesConnector gridService = new LocalGridServicesConnector();
+ gridService.Initialise(config);
+ gridService.AddRegion(testScene);
+ gridService.RegionLoaded(testScene);
+
+ return gridService;
+ }
+
+ ///
+ /// Start a user account service
+ ///
+ ///
+ ///
+ private static LocalUserAccountServicesConnector StartUserAccountService(Scene testScene)
+ {
+ IConfigSource config = new IniConfigSource();
+ config.AddConfig("Modules");
+ config.AddConfig("UserAccountService");
+ config.Configs["Modules"].Set("UserAccountServices", "LocalUserAccountServicesConnector");
+ config.Configs["UserAccountService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
+ config.Configs["UserAccountService"].Set(
+ "LocalServiceModule", "OpenSim.Services.UserAccountService.dll:UserAccountService");
+
+ LocalUserAccountServicesConnector userAccountService = new LocalUserAccountServicesConnector();
+ userAccountService.Initialise(config);
+
+ userAccountService.AddRegion(testScene);
+ userAccountService.RegionLoaded(testScene);
+ testScene.AddRegionModule(userAccountService.Name, userAccountService);
+
+ return userAccountService;
+ }
+
+ ///
+ /// Start a presence service
+ ///
+ ///
+ private static LocalPresenceServicesConnector StartPresenceService(Scene testScene)
+ {
+ IConfigSource config = new IniConfigSource();
+ config.AddConfig("Modules");
+ config.AddConfig("PresenceService");
+ config.Configs["Modules"].Set("PresenceServices", "LocalPresenceServicesConnector");
+ config.Configs["PresenceService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
+ config.Configs["PresenceService"].Set(
+ "LocalServiceModule", "OpenSim.Services.PresenceService.dll:PresenceService");
+
+ LocalPresenceServicesConnector presenceService = new LocalPresenceServicesConnector();
+ presenceService.Initialise(config);
+
+ presenceService.AddRegion(testScene);
+ presenceService.RegionLoaded(testScene);
+ testScene.AddRegionModule(presenceService.Name, presenceService);
+
+ return presenceService;
+ }
+
+ ///
+ /// Setup modules for a scene using their default settings.
+ ///
+ ///
+ ///
+ public static void SetupSceneModules(Scene scene, params object[] modules)
+ {
+ SetupSceneModules(scene, new IniConfigSource(), modules);
+ }
+
+ ///
+ /// Setup modules for a scene.
+ ///
+ ///
+ ///
+ ///
+ public static void SetupSceneModules(Scene scene, IConfigSource config, params object[] modules)
+ {
+ List newModules = new List();
+ foreach (object module in modules)
+ {
+ if (module is IRegionModule)
+ {
+ IRegionModule m = (IRegionModule)module;
+ m.Initialise(scene, config);
+ scene.AddModule(m.Name, m);
+ m.PostInitialise();
+ }
+ else if (module is IRegionModuleBase)
+ {
+ // for the new system, everything has to be initialised first,
+ // shared modules have to be post-initialised, then all get an AddRegion with the scene
+ IRegionModuleBase m = (IRegionModuleBase)module;
+ m.Initialise(config);
+ newModules.Add(m);
+ }
+ }
+
+ foreach (IRegionModuleBase module in newModules)
+ {
+ if (module is ISharedRegionModule) ((ISharedRegionModule)module).PostInitialise();
+ }
+
+ foreach (IRegionModuleBase module in newModules)
+ {
+ module.AddRegion(scene);
+ scene.AddRegionModule(module.Name, module);
+ }
+
+ // RegionLoaded is fired after all modules have been appropriately added to all scenes
+ foreach (IRegionModuleBase module in newModules)
+ module.RegionLoaded(scene);
+
+ scene.SetModuleInterfaces();
+ }
+
+ ///
+ /// Generate some standard agent connection data.
+ ///
+ ///
+ ///
+ public static AgentCircuitData GenerateAgentData(UUID agentId)
+ {
+ string firstName = "testfirstname";
+
+ AgentCircuitData agentData = new AgentCircuitData();
+ agentData.AgentID = agentId;
+ agentData.firstname = firstName;
+ agentData.lastname = "testlastname";
+ agentData.SessionID = UUID.Zero;
+ agentData.SecureSessionID = UUID.Zero;
+ agentData.circuitcode = 123;
+ agentData.BaseFolder = UUID.Zero;
+ agentData.InventoryFolder = UUID.Zero;
+ agentData.startpos = Vector3.Zero;
+ agentData.CapsPath = "http://wibble.com";
+
+ return agentData;
+ }
+
+ ///
+ /// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
+ ///
+ ///
+ ///
+ ///
+ public static TestClient AddClient(Scene scene, UUID agentId)
+ {
+ return AddClient(scene, GenerateAgentData(agentId));
+ }
+
+ ///
+ /// Add a root agent.
+ ///
+ ///
+ /// This function
+ ///
+ /// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the
+ /// userserver if grid) would give initial login data back to the client and separately tell the scene that the
+ /// agent was coming.
+ ///
+ /// 2) Connects the agent with the scene
+ ///
+ /// This function performs actions equivalent with notifying the scene that an agent is
+ /// coming and then actually connecting the agent to the scene. The one step missed out is the very first
+ ///
+ ///
+ ///
+ ///
+ public static TestClient AddClient(Scene scene, AgentCircuitData agentData)
+ {
+ string reason;
+
+ // We emulate the proper login sequence here by doing things in four stages
+
+ // Stage 0: log the presence
+ scene.PresenceService.LoginAgent(agentData.AgentID.ToString(), agentData.SessionID, agentData.SecureSessionID);
+
+ // Stage 1: simulate login by telling the scene to expect a new user connection
+ if (!scene.NewUserConnection(agentData, (uint)TeleportFlags.ViaLogin, out reason))
+ Console.WriteLine("NewUserConnection failed: " + reason);
+
+ // Stage 2: add the new client as a child agent to the scene
+ TestClient client = new TestClient(agentData, scene);
+ scene.AddNewClient(client);
+
+ // Stage 3: Complete the entrance into the region. This converts the child agent into a root agent.
+ ScenePresence scp = scene.GetScenePresence(agentData.AgentID);
+ scp.CompleteMovement(client);
+ //scp.MakeRootAgent(new Vector3(90, 90, 90), true);
+
+ return client;
+ }
+
+ ///
+ /// Add a test object
+ ///
+ ///
+ ///
+ public static SceneObjectPart AddSceneObject(Scene scene)
+ {
+ return AddSceneObject(scene, "Test Object");
+ }
+
+ ///
+ /// Add a test object
+ ///
+ ///
+ ///
+ ///
+ public static SceneObjectPart AddSceneObject(Scene scene, string name)
+ {
+ SceneObjectPart part = CreateSceneObjectPart(name, UUID.Random(), UUID.Zero);
+
+ //part.UpdatePrimFlags(false, false, true);
+ //part.ObjectFlags |= (uint)PrimFlags.Phantom;
+
+ scene.AddNewSceneObject(new SceneObjectGroup(part), false);
+
+ return part;
+ }
+
+ ///
+ /// Create a scene object part.
+ ///
+ ///
+ ///
+ ///
+ ///
+ public static SceneObjectPart CreateSceneObjectPart(string name, UUID id, UUID ownerId)
+ {
+ return new SceneObjectPart(
+ ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
+ { Name = name, UUID = id, Scale = new Vector3(1, 1, 1) };
+ }
+
+ ///
+ /// Create a scene object but do not add it to the scene.
+ ///
+ ///
+ /// UUID always starts at 00000000-0000-0000-0000-000000000001
+ ///
+ /// The number of parts that should be in the scene object
+ ///
+ ///
+ public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId)
+ {
+ return CreateSceneObject(parts, ownerId, "", 0x1);
+ }
+
+ ///
+ /// Create a scene object but do not add it to the scene.
+ ///
+ ///
+ /// The number of parts that should be in the scene object
+ ///
+ ///
+ ///
+ /// The prefix to be given to part names. This will be suffixed with "Part"
+ /// (e.g. mynamePart0 for the root part)
+ ///
+ ///
+ /// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
+ /// will be given to the root part, and incremented for each part thereafter.
+ ///
+ ///
+ public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, string partNamePrefix, int uuidTail)
+ {
+ string rawSogId = string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail);
+
+ SceneObjectGroup sog
+ = new SceneObjectGroup(
+ CreateSceneObjectPart(string.Format("{0}Part0", partNamePrefix), new UUID(rawSogId), ownerId));
+
+ if (parts > 1)
+ for (int i = 1; i < parts; i++)
+ sog.AddPart(
+ CreateSceneObjectPart(
+ string.Format("{0}Part{1}", partNamePrefix, i),
+ new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail + i)),
+ ownerId));
+
+ return sog;
+ }
+ }
+}
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