aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
blob: 676d7eb981492f7946c6a172d2f8d86416104f8c (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
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
/*
 * 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.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;

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 = 0.1f;

            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);

            sceneA.Update(4);
            sceneB.Update(4);

            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);
            sceneA.Update(4);
            sceneB.Update(4);

            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.X, Is.EqualTo(teleportPosition.X));
            Assert.That(sceneBSp.AbsolutePosition.Y, Is.EqualTo(teleportPosition.Y));

            //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 DefaultPermissionsModule(), 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.X, Is.EqualTo(preTeleportPosition.X));
            Assert.That(sceneASp.AbsolutePosition.Y, Is.EqualTo(preTeleportPosition.Y));

            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;

            sceneA.Update(4);
            sceneB.Update(4);

            // Make sceneB refuse CreateAgent
            sceneB.LoginsEnabled = false;

            sceneA.RequestTeleportLocation(
                sp.ControllingClient,
                sceneB.RegionInfo.RegionHandle,
                teleportPosition,
                teleportLookAt,
                (uint)TeleportFlags.ViaLocation);

            //            ((TestClient)sp.ControllingClient).CompleteTeleportClientSide();

            sceneA.Update(4);
            sceneB.Update(4);

            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.X, Is.EqualTo(preTeleportPosition.X));
            Assert.That(sceneASp.AbsolutePosition.Y, Is.EqualTo(preTeleportPosition.Y));

            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 DefaultPermissionsModule(), 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.Update(4);
            sceneB.Update(4);

            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.
            sceneA.Update(4);
            sceneB.Update(4);

            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.X, Is.EqualTo(preTeleportPosition.X));
            Assert.That(sceneASp.AbsolutePosition.Y, Is.EqualTo(preTeleportPosition.Y));

            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 = 0.1f;

            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);

            sceneA.Update(4);
            sceneB.Update(4);

            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);

            sceneA.Update(4);
            sceneB.Update(4);

            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.X, Is.EqualTo(teleportPosition.X));
            Assert.That(afterSceneBSp.AbsolutePosition.Y, Is.EqualTo(teleportPosition.Y));

            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();
        }
    }
}