aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
blob: df2dacb306a792fe49df62cf973b027a7f8aa76d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
/*
 * 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();
            
            scene = SceneHelpers.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
            scene2 = SceneHelpers.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
            scene3 = SceneHelpers.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 = 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 = 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;
            // 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);

            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.
        /// </remarks>
        [Test]
        public void TestChildAgentEstablishedInNeighbour()
        {
            TestHelpers.InMethod();
//            log4net.Config.XmlConfigurator.Configure();
            
            UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001");
            
            TestScene myScene1 = SceneHelpers.SetupScene("Neighbour y", UUID.Random(), 1000, 1000);
            TestScene myScene2 = 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");
//        }

        [Test]
        public void T012_TestAddNeighbourRegion()
        {
            TestHelpers.InMethod();

            string reason;

            if (acd1 == null)
                fixNullPresence();

            scene.NewUserConnection(acd1, 0, out reason);
            if (testclient == null)
                testclient = new TestClient(acd1, scene);
            scene.AddNewClient(testclient, PresenceType.User);

            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);

            Assert.That(presence.KnownRegionCount, Is.EqualTo(2));
        }

        [Test]
        public void T013_TestRemoveNeighbourRegion()
        {
            TestHelpers.InMethod();

            ScenePresence presence = scene.GetScenePresence(agent1);
            presence.RemoveNeighbourRegion(region3);

            Assert.That(presence.KnownRegionCount,Is.EqualTo(1));
            /*
            presence.MakeChildAgent;
            presence.MakeRootAgent;
            CompleteAvatarMovement
            */
        }

        // 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.");
        }
        
        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();
            agent.Appearance = new AvatarAppearance();

            acd1 = agent;
        }
        
        public static string GetRandomCapsObjectPath()
        {
            UUID caps = UUID.Random();
            string capsPath = caps.ToString();
            capsPath = capsPath.Remove(capsPath.Length - 4, 4);
            return capsPath;
        }
    }
}