/* * 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.Collections.Generic; using System.Reflection; using System.Text; using System.Threading; using System.Timers; using Timer=System.Timers.Timer; using Nini.Config; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.CoreModules.Framework.EntityTransfer; using OpenSim.Region.CoreModules.World.Serialiser; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; using OpenSim.Tests.Common; using OpenSim.Tests.Common.Mock; namespace OpenSim.Region.Framework.Scenes.Tests { /// <summary> /// Scene presence tests /// </summary> [TestFixture] public class ScenePresenceTests { public Scene scene, scene2, scene3; public UUID agent1, agent2, agent3; public static Random random; public ulong region1,region2,region3; public AgentCircuitData acd1; public SceneObjectGroup sog1, sog2, sog3; public TestClient testclient; [TestFixtureSetUp] public void Init() { TestHelper.InMethod(); scene = SceneSetupHelpers.SetupScene("Neighbour x", UUID.Random(), 1000, 1000); scene2 = SceneSetupHelpers.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000); scene3 = SceneSetupHelpers.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000); ISharedRegionModule interregionComms = new LocalSimulationConnectorModule(); interregionComms.Initialise(new IniConfigSource()); interregionComms.PostInitialise(); SceneSetupHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms); SceneSetupHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms); SceneSetupHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms); agent1 = UUID.Random(); agent2 = UUID.Random(); agent3 = UUID.Random(); random = new Random(); sog1 = NewSOG(UUID.Random(), scene, agent1); sog2 = NewSOG(UUID.Random(), scene, agent1); sog3 = NewSOG(UUID.Random(), scene, agent1); //ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); region1 = scene.RegionInfo.RegionHandle; region2 = scene2.RegionInfo.RegionHandle; region3 = scene3.RegionInfo.RegionHandle; } /// <summary> /// Test adding a root agent to a scene. Doesn't yet actually complete crossing the agent into the scene. /// </summary> [Test] public void T010_TestAddRootAgent() { TestHelper.InMethod(); string firstName = "testfirstname"; AgentCircuitData agent = new AgentCircuitData(); agent.AgentID = agent1; agent.firstname = firstName; agent.lastname = "testlastname"; agent.SessionID = UUID.Random(); agent.SecureSessionID = UUID.Random(); agent.circuitcode = 123; agent.BaseFolder = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = Vector3.Zero; agent.CapsPath = GetRandomCapsObjectPath(); agent.ChildrenCapSeeds = new Dictionary<ulong, string>(); agent.child = true; scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID); string reason; scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason); testclient = new TestClient(agent, scene); scene.AddNewClient(testclient); ScenePresence presence = scene.GetScenePresence(agent1); Assert.That(presence, Is.Not.Null, "presence is null"); Assert.That(presence.Firstname, Is.EqualTo(firstName), "First name not same"); acd1 = agent; } /// <summary> /// Test removing an uncrossed root agent from a scene. /// </summary> [Test] public void T011_TestRemoveRootAgent() { TestHelper.InMethod(); scene.RemoveClient(agent1); ScenePresence presence = scene.GetScenePresence(agent1); Assert.That(presence, Is.Null, "presence is not null"); } [Test] public void T012_TestAddNeighbourRegion() { TestHelper.InMethod(); string reason; if (acd1 == null) fixNullPresence(); scene.NewUserConnection(acd1, 0, out reason); if (testclient == null) testclient = new TestClient(acd1, scene); scene.AddNewClient(testclient); ScenePresence presence = scene.GetScenePresence(agent1); presence.MakeRootAgent(new Vector3(90,90,90),false); string cap = presence.ControllingClient.RequestClientInfo().CapsPath; presence.AddNeighbourRegion(region2, cap); presence.AddNeighbourRegion(region3, cap); List<ulong> neighbours = presence.GetKnownRegionList(); Assert.That(neighbours.Count, Is.EqualTo(2)); } [Test] public void T013_TestRemoveNeighbourRegion() { TestHelper.InMethod(); ScenePresence presence = scene.GetScenePresence(agent1); presence.RemoveNeighbourRegion(region3); List<ulong> neighbours = presence.GetKnownRegionList(); Assert.That(neighbours.Count,Is.EqualTo(1)); /* presence.MakeChildAgent; presence.MakeRootAgent; CompleteAvatarMovement */ } /// <summary> /// Test that if a root agent logs into a region, a child agent is also established in the neighbouring region /// </summary> /// <remarks> /// Please note that unlike the other tests here, this doesn't rely on structures /// </remarks> [Test] public void TestChildAgentEstablished() { TestHelper.InMethod(); // log4net.Config.XmlConfigurator.Configure(); UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001"); TestScene myScene1 = SceneSetupHelpers.SetupScene("Neighbour y", UUID.Random(), 1000, 1000); TestScene myScene2 = SceneSetupHelpers.SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000); IConfigSource configSource = new IniConfigSource(); configSource.AddConfig("Modules").Set("EntityTransferModule", "BasicEntityTransferModule"); EntityTransferModule etm = new EntityTransferModule(); SceneSetupHelpers.SetupSceneModules(myScene1, configSource, etm); SceneSetupHelpers.AddRootAgent(myScene1, agent1Id); ScenePresence childPresence = myScene2.GetScenePresence(agent1); // TODO: Need to do a fair amount of work to allow synchronous establishment of child agents // Assert.That(childPresence, Is.Not.Null); // Assert.That(childPresence.IsChildAgent, Is.True); } // I'm commenting this test because it does not represent // crossings. The Thread.Sleep's in here are not meaningful mocks, // and they sometimes fail in panda. // We need to talk in order to develop a test // that really tests region crossings. There are 3 async components, // but things are synchronous among them. So there should be // 3 threads in here. //[Test] public void T021_TestCrossToNewRegion() { TestHelper.InMethod(); scene.RegisterRegionWithGrid(); scene2.RegisterRegionWithGrid(); // Adding child agent to region 1001 string reason; scene2.NewUserConnection(acd1,0, out reason); scene2.AddNewClient(testclient); ScenePresence presence = scene.GetScenePresence(agent1); presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true); ScenePresence presence2 = scene2.GetScenePresence(agent1); // Adding neighbour region caps info to presence2 string cap = presence.ControllingClient.RequestClientInfo().CapsPath; presence2.AddNeighbourRegion(region1, cap); Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region."); Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region."); // Cross to x+1 presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100); presence.Update(); EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing"); // Mimicking communication between client and server, by waiting OK from client // sent by TestClient.CrossRegion call. Originally, this is network comm. if (!wh.WaitOne(5000,false)) { presence.Update(); if (!wh.WaitOne(8000,false)) throw new ArgumentException("1 - Timeout waiting for signal/variable."); } // This is a TestClient specific method that fires OnCompleteMovementToRegion event, which // would normally be fired after receiving the reply packet from comm. done on the last line. testclient.CompleteMovement(); // Crossings are asynchronous int timer = 10; // Make sure cross hasn't already finished if (!presence.IsInTransit && !presence.IsChildAgent) { // If not and not in transit yet, give it some more time Thread.Sleep(5000); } // Enough time, should at least be in transit by now. while (presence.IsInTransit && timer > 0) { Thread.Sleep(1000); timer-=1; } Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1."); Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected."); Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent."); // Cross Back presence2.AbsolutePosition = new Vector3(-10, 3, 100); presence2.Update(); if (!wh.WaitOne(5000,false)) { presence2.Update(); if (!wh.WaitOne(8000,false)) throw new ArgumentException("2 - Timeout waiting for signal/variable."); } testclient.CompleteMovement(); if (!presence2.IsInTransit && !presence2.IsChildAgent) { // If not and not in transit yet, give it some more time Thread.Sleep(5000); } // Enough time, should at least be in transit by now. while (presence2.IsInTransit && timer > 0) { Thread.Sleep(1000); timer-=1; } Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2."); Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected."); Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again."); } public void fixNullPresence() { string firstName = "testfirstname"; AgentCircuitData agent = new AgentCircuitData(); agent.AgentID = agent1; agent.firstname = firstName; agent.lastname = "testlastname"; agent.SessionID = UUID.Zero; agent.SecureSessionID = UUID.Zero; agent.circuitcode = 123; agent.BaseFolder = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = Vector3.Zero; agent.CapsPath = GetRandomCapsObjectPath(); acd1 = agent; } public static string GetRandomCapsObjectPath() { UUID caps = UUID.Random(); string capsPath = caps.ToString(); capsPath = capsPath.Remove(capsPath.Length - 4, 4); return capsPath; } private SceneObjectGroup NewSOG(UUID uuid, Scene scene, UUID agent) { SceneObjectPart sop = new SceneObjectPart(); sop.Name = RandomName(); sop.Description = RandomName(); sop.Text = RandomName(); sop.SitName = RandomName(); sop.TouchName = RandomName(); sop.UUID = uuid; sop.Shape = PrimitiveBaseShape.Default; sop.Shape.State = 1; sop.OwnerID = agent; SceneObjectGroup sog = new SceneObjectGroup(sop); sog.SetScene(scene); return sog; } private static string RandomName() { StringBuilder name = new StringBuilder(); int size = random.Next(5,12); char ch ; for (int i=0; i<size; i++) { ch = Convert.ToChar(Convert.ToInt32(Math.Floor(26 * random.NextDouble() + 65))) ; name.Append(ch); } return name.ToString(); } } }