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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.IO;
using System.Net;
using System.Text;
using System.Threading;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Servers;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.CoreModules.Framework;
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Region.CoreModules.World.Permissions;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.Framework.Scenes.Tests
{
/// <summary>
/// Teleport tests in a standalone OpenSim
/// </summary>
[TestFixture]
public class ScenePresenceTeleportTests : OpenSimTestCase
{
[TestFixtureSetUp]
public void FixtureInit()
{
// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
}
[TestFixtureTearDown]
public void TearDown()
{
// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
// threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
// tests really shouldn't).
Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
}
[Test]
public void TestSameRegion()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
EntityTransferModule etm = new EntityTransferModule();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
// Not strictly necessary since FriendsModule assumes it is the default (!)
config.Configs["Modules"].Set("EntityTransferModule", etm.Name);
TestScene scene = new SceneHelpers().SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
SceneHelpers.SetupSceneModules(scene, config, etm);
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
sp.AbsolutePosition = new Vector3(30, 31, 32);
scene.RequestTeleportLocation(
sp.ControllingClient,
scene.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
Assert.That(sp.AbsolutePosition, Is.EqualTo(teleportPosition));
Assert.That(scene.GetRootAgentCount(), Is.EqualTo(1));
Assert.That(scene.GetChildAgentCount(), Is.EqualTo(0));
// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
// position instead).
// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
}
[Test]
public void TestSameSimulatorIsolatedRegionsV1()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmA.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
// In order to run a single threaded regression test we do not want the entity transfer module waiting
// for a callback from the destination scene before removing its avatar data.
entityTransferConfig.Set("wait_for_callback", false);
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
SceneHelpers.SetupSceneModules(sceneA, config, etmA);
SceneHelpers.SetupSceneModules(sceneB, config, etmB);
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
// FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour
lscm.ServiceVersion = "SIMULATION/0.1";
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = new Vector3(30, 31, 32);
List<TestClient> destinationTestClients = new List<TestClient>();
EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(
(TestClient)sp.ControllingClient, destinationTestClients);
sceneA.RequestTeleportLocation(
sp.ControllingClient,
sceneB.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
// SetupInformClientOfNeighbour() will have handled the callback into the target scene to setup the child
// agent. This call will now complete the movement of the user into the destination and upgrade the agent
// from child to root.
destinationTestClients[0].CompleteMovement();
Assert.That(sceneA.GetScenePresence(userId), Is.Null);
ScenePresence sceneBSp = sceneB.GetScenePresence(userId);
Assert.That(sceneBSp, Is.Not.Null);
Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
// TODO: Add assertions to check correct circuit details in both scenes.
// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
// position instead).
// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
}
[Test]
public void TestSameSimulatorIsolatedRegionsV2()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmA.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
SceneHelpers.SetupSceneModules(sceneA, config, etmA);
SceneHelpers.SetupSceneModules(sceneB, config, etmB);
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = new Vector3(30, 31, 32);
List<TestClient> destinationTestClients = new List<TestClient>();
EntityTransferHelpers.SetupSendRegionTeleportTriggersDestinationClientCreateAndCompleteMovement(
(TestClient)sp.ControllingClient, destinationTestClients);
sceneA.RequestTeleportLocation(
sp.ControllingClient,
sceneB.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
Assert.That(sceneA.GetScenePresence(userId), Is.Null);
ScenePresence sceneBSp = sceneB.GetScenePresence(userId);
Assert.That(sceneBSp, Is.Not.Null);
Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
// TODO: Add assertions to check correct circuit details in both scenes.
// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
// position instead).
// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
}
/// <summary>
/// Test teleport procedures when the target simulator returns false when queried about access.
/// </summary>
[Test]
public void TestSameSimulatorIsolatedRegions_DeniedOnQueryAccess()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
Vector3 preTeleportPosition = new Vector3(30, 31, 32);
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.Configs["Modules"].Set("EntityTransferModule", etmA.Name);
config.Configs["Modules"].Set("SimulationServices", lscm.Name);
config.AddConfig("EntityTransfer");
// In order to run a single threaded regression test we do not want the entity transfer module waiting
// for a callback from the destination scene before removing its avatar data.
config.Configs["EntityTransfer"].Set("wait_for_callback", false);
config.AddConfig("Startup");
config.Configs["Startup"].Set("serverside_object_permissions", true);
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
SceneHelpers.SetupSceneModules(sceneA, config, etmA );
// We need to set up the permisions module on scene B so that our later use of agent limit to deny
// QueryAccess won't succeed anyway because administrators are always allowed in and the default
// IsAdministrator if no permissions module is present is true.
SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new PermissionsModule(), etmB });
// Shared scene modules
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = preTeleportPosition;
// Make sceneB return false on query access
sceneB.RegionInfo.RegionSettings.AgentLimit = 0;
sceneA.RequestTeleportLocation(
sp.ControllingClient,
sceneB.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
// ((TestClient)sp.ControllingClient).CompleteTeleportClientSide();
Assert.That(sceneB.GetScenePresence(userId), Is.Null);
ScenePresence sceneASp = sceneA.GetScenePresence(userId);
Assert.That(sceneASp, Is.Not.Null);
Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1));
Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0));
Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
// TODO: Add assertions to check correct circuit details in both scenes.
// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
// position instead).
// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
// TestHelpers.DisableLogging();
}
/// <summary>
/// Test teleport procedures when the target simulator create agent step is refused.
/// </summary>
[Test]
public void TestSameSimulatorIsolatedRegions_DeniedOnCreateAgent()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
Vector3 preTeleportPosition = new Vector3(30, 31, 32);
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.Configs["Modules"].Set("EntityTransferModule", etmA.Name);
config.Configs["Modules"].Set("SimulationServices", lscm.Name);
config.AddConfig("EntityTransfer");
// In order to run a single threaded regression test we do not want the entity transfer module waiting
// for a callback from the destination scene before removing its avatar data.
config.Configs["EntityTransfer"].Set("wait_for_callback", false);
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
SceneHelpers.SetupSceneModules(sceneA, config, etmA);
SceneHelpers.SetupSceneModules(sceneB, config, etmB);
// Shared scene modules
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = preTeleportPosition;
// Make sceneB refuse CreateAgent
sceneB.LoginsEnabled = false;
sceneA.RequestTeleportLocation(
sp.ControllingClient,
sceneB.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
// ((TestClient)sp.ControllingClient).CompleteTeleportClientSide();
Assert.That(sceneB.GetScenePresence(userId), Is.Null);
ScenePresence sceneASp = sceneA.GetScenePresence(userId);
Assert.That(sceneASp, Is.Not.Null);
Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1));
Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0));
Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
// TODO: Add assertions to check correct circuit details in both scenes.
// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
// position instead).
// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
// TestHelpers.DisableLogging();
}
/// <summary>
/// Test teleport when the destination region does not process (or does not receive) the connection attempt
/// from the viewer.
/// </summary>
/// <remarks>
/// This could be quite a common case where the source region can connect to a remove destination region
/// (for CreateAgent) but the viewer cannot reach the destination region due to network issues.
/// </remarks>
[Test]
public void TestSameSimulatorIsolatedRegions_DestinationDidNotProcessViewerConnection()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
Vector3 preTeleportPosition = new Vector3(30, 31, 32);
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.Configs["Modules"].Set("EntityTransferModule", etmA.Name);
config.Configs["Modules"].Set("SimulationServices", lscm.Name);
config.AddConfig("EntityTransfer");
// In order to run a single threaded regression test we do not want the entity transfer module waiting
// for a callback from the destination scene before removing its avatar data.
config.Configs["EntityTransfer"].Set("wait_for_callback", false);
// config.AddConfig("Startup");
// config.Configs["Startup"].Set("serverside_object_permissions", true);
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
SceneHelpers.SetupSceneModules(sceneA, config, etmA );
// We need to set up the permisions module on scene B so that our later use of agent limit to deny
// QueryAccess won't succeed anyway because administrators are always allowed in and the default
// IsAdministrator if no permissions module is present is true.
SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new PermissionsModule(), etmB });
// Shared scene modules
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = preTeleportPosition;
sceneA.RequestTeleportLocation(
sp.ControllingClient,
sceneB.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
// FIXME: Not setting up InformClientOfNeighbour on the TestClient means that it does not initiate
// communication with the destination region. But this is a very non-obvious way of doing it - really we
// should be forced to expicitly set this up.
Assert.That(sceneB.GetScenePresence(userId), Is.Null);
ScenePresence sceneASp = sceneA.GetScenePresence(userId);
Assert.That(sceneASp, Is.Not.Null);
Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1));
Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0));
Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
// TODO: Add assertions to check correct circuit details in both scenes.
// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
// position instead).
// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
// TestHelpers.DisableLogging();
}
[Test]
public void TestSameSimulatorNeighbouringRegionsV1()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmA.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
// In order to run a single threaded regression test we do not want the entity transfer module waiting
// for a callback from the destination scene before removing its avatar data.
entityTransferConfig.Set("wait_for_callback", false);
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000);
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
// FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour
lscm.ServiceVersion = "SIMULATION/0.1";
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
TestClient tc = new TestClient(acd, sceneA);
List<TestClient> destinationTestClients = new List<TestClient>();
EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);
ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32);
Assert.That(beforeSceneASp, Is.Not.Null);
Assert.That(beforeSceneASp.IsChildAgent, Is.False);
ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId);
Assert.That(beforeSceneBSp, Is.Not.Null);
Assert.That(beforeSceneBSp.IsChildAgent, Is.True);
// In this case, we will not receieve a second InformClientOfNeighbour since the viewer already knows
// about the neighbour region it is teleporting to.
sceneA.RequestTeleportLocation(
beforeSceneASp.ControllingClient,
sceneB.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
destinationTestClients[0].CompleteMovement();
ScenePresence afterSceneASp = sceneA.GetScenePresence(userId);
Assert.That(afterSceneASp, Is.Not.Null);
Assert.That(afterSceneASp.IsChildAgent, Is.True);
ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId);
Assert.That(afterSceneBSp, Is.Not.Null);
Assert.That(afterSceneBSp.IsChildAgent, Is.False);
Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1));
Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
// TODO: Add assertions to check correct circuit details in both scenes.
// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
// position instead).
// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
// TestHelpers.DisableLogging();
}
[Test]
public void TestSameSimulatorNeighbouringRegionsV2()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmA.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000);
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
TestClient tc = new TestClient(acd, sceneA);
List<TestClient> destinationTestClients = new List<TestClient>();
EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);
ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32);
Assert.That(beforeSceneASp, Is.Not.Null);
Assert.That(beforeSceneASp.IsChildAgent, Is.False);
ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId);
Assert.That(beforeSceneBSp, Is.Not.Null);
Assert.That(beforeSceneBSp.IsChildAgent, Is.True);
// Here, we need to make clientA's receipt of SendRegionTeleport trigger clientB's CompleteMovement(). This
// is to operate the teleport V2 mechanism where the EntityTransferModule will first request the client to
// CompleteMovement to the region and then call UpdateAgent to the destination region to confirm the receipt
// Both these operations will occur on different threads and will wait for each other.
// We have to do this via ThreadPool directly since FireAndForget has been switched to sync for the V1
// test protocol, where we are trying to avoid unpredictable async operations in regression tests.
tc.OnTestClientSendRegionTeleport
+= (regionHandle, simAccess, regionExternalEndPoint, locationID, flags, capsURL)
=> ThreadPool.UnsafeQueueUserWorkItem(o => destinationTestClients[0].CompleteMovement(), null);
sceneA.RequestTeleportLocation(
beforeSceneASp.ControllingClient,
sceneB.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
ScenePresence afterSceneASp = sceneA.GetScenePresence(userId);
Assert.That(afterSceneASp, Is.Not.Null);
Assert.That(afterSceneASp.IsChildAgent, Is.True);
ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId);
Assert.That(afterSceneBSp, Is.Not.Null);
Assert.That(afterSceneBSp.IsChildAgent, Is.False);
Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1));
Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
// TODO: Add assertions to check correct circuit details in both scenes.
// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
// position instead).
// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
// TestHelpers.DisableLogging();
}
}
}
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