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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.Net;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Region.ClientStack.LindenUDP;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Tests.Common
{
/// <summary>
/// This class adds full UDP client classes and associated scene presence to scene.
/// </summary>
/// <remarks>
/// This is used for testing client stack code. For testing other code, use SceneHelper methods instead since
/// they operate without the burden of setting up UDP structures which should be unnecessary for testing scene
/// code.
/// </remarks>
public static class ClientStackHelpers
{
public static ScenePresence AddChildClient(
Scene scene, LLUDPServer udpServer, UUID agentId, UUID sessionId, uint circuitCode)
{
IPEndPoint testEp = new IPEndPoint(IPAddress.Loopback, 999);
UseCircuitCodePacket uccp = new UseCircuitCodePacket();
UseCircuitCodePacket.CircuitCodeBlock uccpCcBlock
= new UseCircuitCodePacket.CircuitCodeBlock();
uccpCcBlock.Code = circuitCode;
uccpCcBlock.ID = agentId;
uccpCcBlock.SessionID = sessionId;
uccp.CircuitCode = uccpCcBlock;
byte[] uccpBytes = uccp.ToBytes();
UDPPacketBuffer upb = new UDPPacketBuffer(testEp, uccpBytes.Length);
upb.DataLength = uccpBytes.Length; // God knows why this isn't set by the constructor.
Buffer.BlockCopy(uccpBytes, 0, upb.Data, 0, uccpBytes.Length);
AgentCircuitData acd = new AgentCircuitData();
acd.AgentID = agentId;
acd.SessionID = sessionId;
scene.AuthenticateHandler.AddNewCircuit(circuitCode, acd);
udpServer.PacketReceived(upb);
return scene.GetScenePresence(agentId);
}
public static TestLLUDPServer AddUdpServer(Scene scene)
{
return AddUdpServer(scene, new IniConfigSource());
}
public static TestLLUDPServer AddUdpServer(Scene scene, IniConfigSource configSource)
{
uint port = 0;
AgentCircuitManager acm = scene.AuthenticateHandler;
TestLLUDPServer udpServer = new TestLLUDPServer(IPAddress.Any, ref port, 0, false, configSource, acm);
udpServer.AddScene(scene);
return udpServer;
}
}
}
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