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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 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.ClientStack.Linden;
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;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.Framework.Scenes.Tests
{
/// <summary>
/// Scene presence tests
/// </summary>
[TestFixture]
public class ScenePresenceAgentTests
{
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()
{
TestHelpers.InMethod();
SceneHelpers sh = new SceneHelpers();
scene = sh.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
scene2 = sh.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
scene3 = sh.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);
ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
interregionComms.Initialise(new IniConfigSource());
interregionComms.PostInitialise();
SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
SceneHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms);
agent1 = UUID.Random();
agent2 = UUID.Random();
agent3 = UUID.Random();
random = new Random();
sog1 = SceneHelpers.CreateSceneObject(1, agent1);
scene.AddSceneObject(sog1);
sog2 = SceneHelpers.CreateSceneObject(1, agent1);
scene.AddSceneObject(sog2);
sog3 = SceneHelpers.CreateSceneObject(1, agent1);
scene.AddSceneObject(sog3);
region1 = scene.RegionInfo.RegionHandle;
region2 = scene2.RegionInfo.RegionHandle;
region3 = scene3.RegionInfo.RegionHandle;
}
[Test]
public void TestCloseAgent()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
TestScene scene = new SceneHelpers().SetupScene();
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Not.Null);
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
scene.IncomingCloseAgent(sp.UUID);
Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null);
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(0));
}
[Test]
public void TestCreateChildScenePresence()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
LocalSimulationConnectorModule lsc = new LocalSimulationConnectorModule();
IConfigSource configSource = new IniConfigSource();
IConfig config = configSource.AddConfig("Modules");
config.Set("SimulationServices", "LocalSimulationConnectorModule");
TestScene scene = new SceneHelpers().SetupScene();
SceneHelpers.SetupSceneModules(scene, configSource, lsc);
UUID agentId = TestHelpers.ParseTail(0x01);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(agentId);
acd.child = true;
GridRegion region = scene.GridService.GetRegionByName(UUID.Zero, scene.RegionInfo.RegionName);
string reason;
// *** This is the first stage, when a neighbouring region is told that a viewer is about to try and
// establish a child scene presence. We pass in the circuit code that the client has to connect with ***
// XXX: ViaLogin may not be correct here.
scene.SimulationService.CreateAgent(region, acd, (uint)TeleportFlags.ViaLogin, out reason);
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null);
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
// There's no scene presence yet since only an agent circuit has been established.
Assert.That(scene.GetScenePresence(agentId), Is.Null);
// *** This is the second stage, where the client established a child agent/scene presence using the
// circuit code given to the scene in stage 1 ***
TestClient client = new TestClient(acd, scene);
scene.AddNewClient(client, PresenceType.User);
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null);
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
ScenePresence sp = scene.GetScenePresence(agentId);
Assert.That(sp, Is.Not.Null);
Assert.That(sp.UUID, Is.EqualTo(agentId));
Assert.That(sp.IsChildAgent, Is.True);
}
/// <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 anything set up in the instance fields.
/// INCOMPLETE
/// </remarks>
[Test]
public void TestChildAgentEstablishedInNeighbour()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001");
TestScene myScene1 = new SceneHelpers().SetupScene("Neighbour y", UUID.Random(), 1000, 1000);
TestScene myScene2 = new SceneHelpers().SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000);
IConfigSource configSource = new IniConfigSource();
IConfig config = configSource.AddConfig("Startup");
config.Set("serverside_object_permissions", true);
config.Set("EventQueue", true);
EntityTransferModule etm = new EntityTransferModule();
EventQueueGetModule eqgm1 = new EventQueueGetModule();
SceneHelpers.SetupSceneModules(myScene1, configSource, etm, eqgm1);
EventQueueGetModule eqgm2 = new EventQueueGetModule();
SceneHelpers.SetupSceneModules(myScene2, configSource, etm, eqgm2);
// SceneHelpers.AddScenePresence(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);
}
// /// <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()
// {
// TestHelpers.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()
// {
// TestHelpers.InMethod();
//
// scene.RemoveClient(agent1);
//
// ScenePresence presence = scene.GetScenePresence(agent1);
//
// Assert.That(presence, Is.Null, "presence is not null");
// }
// 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()
{
TestHelpers.InMethod();
scene.RegisterRegionWithGrid();
scene2.RegisterRegionWithGrid();
// Adding child agent to region 1001
string reason;
scene2.NewUserConnection(acd1,0, out reason);
scene2.AddNewClient(testclient, PresenceType.User);
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.");
}
}
}
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