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/*
 * 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 OpenSim 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 Nini.Config;
using NUnit.Framework;
using NUnit.Framework.SyntaxHelpers;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.Environment;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.Communications.REST;
using OpenSim.Tests.Common.Mock;

namespace OpenSim.Region.Environment.Scenes.Tests
{
    /// <summary>
    /// Teleport tests in a standalone OpenSim
    /// </summary>    
    [TestFixture]
    public class StandaloneTeleportTests
    {
        /// <summary>
        /// Test a teleport between two regions that are not neighbours and do not share any neighbours in common.
        /// </summary>
        /// Does not yet do what is says on the tin.
        [Test]        
        public void TestSimpleNotNeighboursTeleport()
        {
            log4net.Config.XmlConfigurator.Configure();
            
            UUID sceneAId = UUID.Parse("00000000-0000-0000-0000-000000000100");
            UUID sceneBId = UUID.Parse("00000000-0000-0000-0000-000000000200");
            CommunicationsManager cm = new TestCommunicationsManager();

            // shared module
            IRegionModule interregionComms = new RESTInterregionComms();
            
            // TODO: Clean this up
            Scene sceneA = SceneTestUtils.SetupScene("sceneA", sceneAId, 1000, 1000, cm);            
            interregionComms.Initialise(sceneA, new IniConfigSource());          
            sceneA.AddModule(interregionComms.Name, interregionComms);
            sceneA.SetModuleInterfaces();                        
            sceneA.RegisterRegionWithGrid();
            
            // TODO: Clean this up
            Scene sceneB = SceneTestUtils.SetupScene("sceneB", sceneBId, 1010, 1010, cm);
            interregionComms.Initialise(sceneB, new IniConfigSource()); 
            sceneB.AddModule(interregionComms.Name, interregionComms);
            sceneB.SetModuleInterfaces();
            sceneB.RegisterRegionWithGrid();
 
            UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000041");
            
            TestClient client = SceneTestUtils.AddRootAgent(sceneA, agentId);
            
            // FIXME: This is a hack to get the test working - really the normal OpenSim mechanisms should be used.
            client.TeleportTargetScene = sceneB;
            
            client.Teleport(sceneB.RegionInfo.RegionHandle, new Vector3(100, 100, 100), new Vector3(40, 40, 40));
            Assert.That(sceneB.GetScenePresence(agentId), Is.Not.Null, "Client does not have an agent in sceneB");                                   
            Assert.That(sceneA.GetScenePresence(agentId), Is.Null, "Client still had an agent in sceneA");
            
            // TODO: Check that more of everything is as it should be
            
            // TODO: test what happens if we try to teleport to a region that doesn't exist
        }
    }
}