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using System.Net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Servers;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Environment;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.Agent.Capabilities;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.Environment.Scenes.Tests
{
///
/// Utilities for constructing and performing operations upon scenes.
///
public class SceneTestUtils
{
///
/// Set up a test scene
///
///
public static TestScene SetupScene()
{
return SetupScene("Unit test region", UUID.Random(), 1000, 1000, new TestCommunicationsManager());
}
///
/// Set up a test scene
///
/// 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, CommunicationsManager cm)
{
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(cm);
SQLAssetServer assetService = new SQLAssetServer(new TestAssetDataPlugin());
AssetCache ac = new AssetCache(assetService);
StorageManager sm = new StorageManager("OpenSim.Data.Null.dll", "", "");
IConfigSource configSource = new IniConfigSource();
TestScene testScene = new TestScene(
regInfo, acm, cm, scs, ac, sm, null, false, false, false, configSource, null);
IRegionModule capsModule = new CapabilitiesModule();
capsModule.Initialise(testScene, new IniConfigSource());
testScene.AddModule(capsModule.Name, capsModule);
testScene.SetModuleInterfaces();
testScene.LandChannel = new TestLandChannel();
testScene.LoadWorldMap();
PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager();
physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll");
testScene.PhysicsScene
= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", configSource, "test");
return testScene;
}
///
/// 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 AddRootAgent(Scene scene, UUID agentId)
{
return AddRootAgent(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 AddRootAgent(Scene scene, AgentCircuitData agentData)
{
// We emulate the proper login sequence here by doing things in three stages
// Stage 1: simulate login by telling the scene to expect a new user connection
scene.NewUserConnection(agentData);
// Stage 2: add the new client as a child agent to the scene
TestClient client = new TestClient(agentData, scene);
scene.AddNewClient(client);
// Stage 3: Invoke agent crossing, which converts the child agent into a root agent (with appearance,
// inventory, etc.)
scene.AgentCrossing(agentData.AgentID, new Vector3(90, 90, 90), false);
return client;
}
///
/// Add a test object
///
///
///
public static SceneObjectPart AddSceneObject(Scene scene)
{
return AddSceneObject(scene, null);
}
///
/// Add a test object
///
///
///
///
public static SceneObjectPart AddSceneObject(Scene scene, string name)
{
SceneObjectGroup sceneObject = new SceneObjectGroup();
SceneObjectPart part
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
if (name != null)
part.Name = name;
//part.UpdatePrimFlags(false, false, true);
part.ObjectFlags |= (uint)PrimFlags.Phantom;
sceneObject.SetRootPart(part);
scene.AddNewSceneObject(sceneObject, false);
return part;
}
///
/// Delete a scene object asynchronously
///
///
///
///
///
///
public static void DeleteSceneObjectAsync(
TestScene scene, SceneObjectPart part, DeRezAction action, UUID destinationId, IClientAPI client)
{
// Turn off the timer on the async sog deleter - we'll crank it by hand within a unit test
AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
sogd.Enabled = false;
scene.DeRezObject(client, part.LocalId, UUID.Zero, action, destinationId);
sogd.InventoryDeQueueAndDelete();
}
}
}