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-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs16
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs14
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs57
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs143
-rw-r--r--OpenSim/Tests/Common/TestHelpers.cs8
-rwxr-xr-xbin/OpenSim.ini.example4
6 files changed, 198 insertions, 44 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 514a65b..f9e2b2f 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -433,11 +433,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
433 433
434 string reason; 434 string reason;
435 string version; 435 string version;
436 if (!m_aScene.SimulationService.QueryAccess(finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason)) 436 if (!m_aScene.SimulationService.QueryAccess(
437 finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason))
437 { 438 {
438 sp.ControllingClient.SendTeleportFailed("Teleport failed: " + reason); 439 sp.ControllingClient.SendTeleportFailed(reason);
439 ResetFromTransit(sp.UUID); 440 ResetFromTransit(sp.UUID);
440 441
442 m_log.DebugFormat(
443 "[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}",
444 sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
445
441 return; 446 return;
442 } 447 }
443 448
@@ -480,10 +485,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
480 bool logout = false; 485 bool logout = false;
481 if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout)) 486 if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout))
482 { 487 {
483 sp.ControllingClient.SendTeleportFailed( 488 sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason));
484 String.Format("Teleport refused: {0}", reason));
485 ResetFromTransit(sp.UUID); 489 ResetFromTransit(sp.UUID);
486 490
491 m_log.DebugFormat(
492 "[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}",
493 sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
494
487 return; 495 return;
488 } 496 }
489 497
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 190f63b..8c97f58 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -450,19 +450,17 @@ namespace OpenSim.Region.CoreModules.World.Permissions
450 } 450 }
451 451
452 /// <summary> 452 /// <summary>
453 /// Is the given user an administrator (in other words, a god)? 453 /// Is the user regarded as an administrator?
454 /// </summary> 454 /// </summary>
455 /// <param name="user"></param> 455 /// <param name="user"></param>
456 /// <returns></returns> 456 /// <returns></returns>
457 protected bool IsAdministrator(UUID user) 457 protected bool IsAdministrator(UUID user)
458 { 458 {
459 if (user == UUID.Zero) return false; 459 if (user == UUID.Zero)
460 460 return false;
461 if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero) 461
462 { 462 if (m_scene.RegionInfo.EstateSettings.EstateOwner == user && m_RegionOwnerIsGod)
463 if (m_scene.RegionInfo.EstateSettings.EstateOwner == user && m_RegionOwnerIsGod) 463 return true;
464 return true;
465 }
466 464
467 if (IsEstateManager(user) && m_RegionManagerIsGod) 465 if (IsEstateManager(user) && m_RegionManagerIsGod)
468 return true; 466 return true;
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 34362bf..8a6a6b4 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -4139,35 +4139,6 @@ namespace OpenSim.Region.Framework.Scenes
4139 4139
4140 switch (m_scene.SpawnPointRouting) 4140 switch (m_scene.SpawnPointRouting)
4141 { 4141 {
4142 case "closest":
4143
4144 float distance = 9999;
4145 int closest = -1;
4146
4147 for (int i = 0; i < spawnPoints.Length; i++)
4148 {
4149 Vector3 spawnPosition = spawnPoints[i].GetLocation(
4150 telehub.AbsolutePosition,
4151 telehub.GroupRotation
4152 );
4153 Vector3 offset = spawnPosition - pos;
4154 float d = Vector3.Mag(offset);
4155 if (d >= distance)
4156 continue;
4157 ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
4158 if (land == null)
4159 continue;
4160 if (land.IsEitherBannedOrRestricted(UUID))
4161 continue;
4162 distance = d;
4163 closest = i;
4164 }
4165 if (closest == -1)
4166 return;
4167
4168 pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
4169 return;
4170
4171 case "random": 4142 case "random":
4172 4143
4173 do 4144 do
@@ -4219,7 +4190,35 @@ namespace OpenSim.Region.Framework.Scenes
4219 return; 4190 return;
4220 4191
4221 default: 4192 default:
4193 case "closest":
4194
4195 float distance = 9999;
4196 int closest = -1;
4197
4198 for (int i = 0; i < spawnPoints.Length; i++)
4199 {
4200 Vector3 spawnPosition = spawnPoints[i].GetLocation(
4201 telehub.AbsolutePosition,
4202 telehub.GroupRotation
4203 );
4204 Vector3 offset = spawnPosition - pos;
4205 float d = Vector3.Mag(offset);
4206 if (d >= distance)
4207 continue;
4208 ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
4209 if (land == null)
4210 continue;
4211 if (land.IsEitherBannedOrRestricted(UUID))
4212 continue;
4213 distance = d;
4214 closest = i;
4215 }
4216 if (closest == -1)
4217 return;
4218
4219 pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
4222 return; 4220 return;
4221
4223 } 4222 }
4224 } 4223 }
4225 } 4224 }
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
index ea4fb66..41bff7f 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
@@ -37,6 +37,7 @@ using OpenSim.Region.Framework.Interfaces;
37using OpenSim.Region.CoreModules.Framework; 37using OpenSim.Region.CoreModules.Framework;
38using OpenSim.Region.CoreModules.Framework.EntityTransfer; 38using OpenSim.Region.CoreModules.Framework.EntityTransfer;
39using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; 39using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
40using OpenSim.Region.CoreModules.World.Permissions;
40using OpenSim.Tests.Common; 41using OpenSim.Tests.Common;
41using OpenSim.Tests.Common.Mock; 42using OpenSim.Tests.Common.Mock;
42using System.IO; 43using System.IO;
@@ -161,6 +162,148 @@ namespace OpenSim.Region.Framework.Scenes.Tests
161// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); 162// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
162 } 163 }
163 164
165 /// <summary>
166 /// Test teleport procedures when the target simulator returns false when queried about access.
167 /// </summary>
168 [Test]
169 public void TestSameSimulatorSeparatedRegionsQueryAccessFails()
170 {
171 TestHelpers.InMethod();
172// TestHelpers.EnableLogging();
173
174 UUID userId = TestHelpers.ParseTail(0x1);
175 Vector3 preTeleportPosition = new Vector3(30, 31, 32);
176
177 EntityTransferModule etm = new EntityTransferModule();
178 LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
179
180 IConfigSource config = new IniConfigSource();
181 config.AddConfig("Modules");
182 config.Configs["Modules"].Set("EntityTransferModule", etm.Name);
183 config.Configs["Modules"].Set("SimulationServices", lscm.Name);
184
185 config.AddConfig("EntityTransfer");
186
187 // In order to run a single threaded regression test we do not want the entity transfer module waiting
188 // for a callback from the destination scene before removing its avatar data.
189 config.Configs["EntityTransfer"].Set("wait_for_callback", false);
190
191 config.AddConfig("Startup");
192 config.Configs["Startup"].Set("serverside_object_permissions", true);
193
194 SceneHelpers sh = new SceneHelpers();
195 TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
196 TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
197
198 // We need to set up the permisions module on scene B so that our later use of agent limit to deny
199 // QueryAccess won't succeed anyway because administrators are always allowed in and the default
200 // IsAdministrator if no permissions module is present is true.
201 SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new PermissionsModule() });
202
203 // Shared scene modules
204 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, etm, lscm);
205
206 Vector3 teleportPosition = new Vector3(10, 11, 12);
207 Vector3 teleportLookAt = new Vector3(20, 21, 22);
208
209 ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
210 sp.AbsolutePosition = preTeleportPosition;
211
212 // Make sceneB return false on query access
213 sceneB.RegionInfo.RegionSettings.AgentLimit = 0;
214
215 sceneA.RequestTeleportLocation(
216 sp.ControllingClient,
217 sceneB.RegionInfo.RegionHandle,
218 teleportPosition,
219 teleportLookAt,
220 (uint)TeleportFlags.ViaLocation);
221
222// ((TestClient)sp.ControllingClient).CompleteTeleportClientSide();
223
224 Assert.That(sceneB.GetScenePresence(userId), Is.Null);
225
226 ScenePresence sceneASp = sceneA.GetScenePresence(userId);
227 Assert.That(sceneASp, Is.Not.Null);
228 Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
229 Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
230
231 // TODO: Add assertions to check correct circuit details in both scenes.
232
233 // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
234 // position instead).
235// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
236
237// TestHelpers.DisableLogging();
238 }
239
240 /// <summary>
241 /// Test teleport procedures when the target simulator create agent step is refused.
242 /// </summary>
243 [Test]
244 public void TestSameSimulatorSeparatedRegionsCreateAgentFails()
245 {
246 TestHelpers.InMethod();
247// TestHelpers.EnableLogging();
248
249 UUID userId = TestHelpers.ParseTail(0x1);
250 Vector3 preTeleportPosition = new Vector3(30, 31, 32);
251
252 EntityTransferModule etm = new EntityTransferModule();
253 LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
254
255 IConfigSource config = new IniConfigSource();
256 config.AddConfig("Modules");
257 config.Configs["Modules"].Set("EntityTransferModule", etm.Name);
258 config.Configs["Modules"].Set("SimulationServices", lscm.Name);
259
260 config.AddConfig("EntityTransfer");
261
262 // In order to run a single threaded regression test we do not want the entity transfer module waiting
263 // for a callback from the destination scene before removing its avatar data.
264 config.Configs["EntityTransfer"].Set("wait_for_callback", false);
265
266 SceneHelpers sh = new SceneHelpers();
267 TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
268 TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
269
270 // Shared scene modules
271 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, etm, lscm);
272
273 Vector3 teleportPosition = new Vector3(10, 11, 12);
274 Vector3 teleportLookAt = new Vector3(20, 21, 22);
275
276 ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
277 sp.AbsolutePosition = preTeleportPosition;
278
279 // Make sceneB refuse CreateAgent
280 sceneB.LoginsDisabled = true;
281
282 sceneA.RequestTeleportLocation(
283 sp.ControllingClient,
284 sceneB.RegionInfo.RegionHandle,
285 teleportPosition,
286 teleportLookAt,
287 (uint)TeleportFlags.ViaLocation);
288
289// ((TestClient)sp.ControllingClient).CompleteTeleportClientSide();
290
291 Assert.That(sceneB.GetScenePresence(userId), Is.Null);
292
293 ScenePresence sceneASp = sceneA.GetScenePresence(userId);
294 Assert.That(sceneASp, Is.Not.Null);
295 Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
296 Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
297
298 // TODO: Add assertions to check correct circuit details in both scenes.
299
300 // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
301 // position instead).
302// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
303
304// TestHelpers.DisableLogging();
305 }
306
164 [Test] 307 [Test]
165 public void TestSameSimulatorNeighbouringRegionsTeleport() 308 public void TestSameSimulatorNeighbouringRegionsTeleport()
166 { 309 {
diff --git a/OpenSim/Tests/Common/TestHelpers.cs b/OpenSim/Tests/Common/TestHelpers.cs
index 6744fca..d38d692 100644
--- a/OpenSim/Tests/Common/TestHelpers.cs
+++ b/OpenSim/Tests/Common/TestHelpers.cs
@@ -61,7 +61,7 @@ namespace OpenSim.Tests.Common
61 private static Stream DisableLoggingConfigStream 61 private static Stream DisableLoggingConfigStream
62 = new MemoryStream( 62 = new MemoryStream(
63 Encoding.UTF8.GetBytes( 63 Encoding.UTF8.GetBytes(
64 // "<?xml version=\"1.0\" encoding=\"utf-8\" ?><configuration><log4net><root><level value=\"OFF\"/><appender-ref ref=\"A1\"/></root></log4net></configuration>"))); 64// "<?xml version=\"1.0\" encoding=\"utf-8\" ?><configuration><log4net><root><level value=\"OFF\"/><appender-ref ref=\"A1\"/></root></log4net></configuration>"));
65 //"<?xml version=\"1.0\" encoding=\"utf-8\" ?><configuration><log4net><root><level value=\"OFF\"/></root></log4net></configuration>"))); 65 //"<?xml version=\"1.0\" encoding=\"utf-8\" ?><configuration><log4net><root><level value=\"OFF\"/></root></log4net></configuration>")));
66// "<configuration><log4net><root><level value=\"OFF\"/></root></log4net></configuration>")); 66// "<configuration><log4net><root><level value=\"OFF\"/></root></log4net></configuration>"));
67// "<configuration><log4net><root></root></log4net></configuration>"))); 67// "<configuration><log4net><root></root></log4net></configuration>")));
@@ -100,6 +100,12 @@ namespace OpenSim.Tests.Common
100 /// <summary> 100 /// <summary>
101 /// Disable logging whilst running the tests. 101 /// Disable logging whilst running the tests.
102 /// </summary> 102 /// </summary>
103 /// <remarks>
104 /// Remember, if a regression test throws an exception before completing this will not be invoked if it's at
105 /// the end of the test.
106 /// TODO: Always invoke this after every test - probably need to make all test cases inherit from a common
107 /// TestCase class where this can be done.
108 /// </remarks>
103 public static void DisableLogging() 109 public static void DisableLogging()
104 { 110 {
105 log4net.Config.XmlConfigurator.Configure(DisableLoggingConfigStream); 111 log4net.Config.XmlConfigurator.Configure(DisableLoggingConfigStream);
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 9b88816..9f418a4 100755
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -241,12 +241,12 @@
241 ;; server to send mail through. 241 ;; server to send mail through.
242 ; emailmodule = DefaultEmailModule 242 ; emailmodule = DefaultEmailModule
243 243
244 ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequential} closest 244 ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
245 ;; SpawnPointRouting adjusts the landing for incoming avatars. 245 ;; SpawnPointRouting adjusts the landing for incoming avatars.
246 ;; "closest" will place the avatar at the SpawnPoint located in the closest 246 ;; "closest" will place the avatar at the SpawnPoint located in the closest
247 ;; available spot to the destination (typically map click/landmark). 247 ;; available spot to the destination (typically map click/landmark).
248 ;; "random" will place the avatar on a randomly selected spawnpoint; 248 ;; "random" will place the avatar on a randomly selected spawnpoint;
249 ;; "sequential" will place the avatar on the next sequential SpawnPoint 249 ;; "sequence" will place the avatar on the next sequential SpawnPoint
250 ; SpawnPointRouting = closest 250 ; SpawnPointRouting = closest
251 251
252[Estates] 252[Estates]