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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs | 247 |
1 files changed, 247 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs new file mode 100644 index 0000000..7127644 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs | |||
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1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using Nini.Config; | ||
32 | using NUnit.Framework; | ||
33 | using OpenMetaverse; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Framework.Servers; | ||
36 | using OpenSim.Region.Framework.Interfaces; | ||
37 | using OpenSim.Region.CoreModules.Framework; | ||
38 | using OpenSim.Region.CoreModules.Framework.EntityTransfer; | ||
39 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; | ||
40 | using OpenSim.Region.CoreModules.World.Permissions; | ||
41 | using OpenSim.Tests.Common; | ||
42 | |||
43 | namespace OpenSim.Region.Framework.Scenes.Tests | ||
44 | { | ||
45 | [TestFixture] | ||
46 | public class ScenePresenceCrossingTests : OpenSimTestCase | ||
47 | { | ||
48 | [TestFixtureSetUp] | ||
49 | public void FixtureInit() | ||
50 | { | ||
51 | // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. | ||
52 | Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest; | ||
53 | } | ||
54 | |||
55 | [TestFixtureTearDown] | ||
56 | public void TearDown() | ||
57 | { | ||
58 | // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple | ||
59 | // threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression | ||
60 | // tests really shouldn't). | ||
61 | Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; | ||
62 | } | ||
63 | |||
64 | [Test] | ||
65 | public void TestCrossOnSameSimulator() | ||
66 | { | ||
67 | TestHelpers.InMethod(); | ||
68 | // TestHelpers.EnableLogging(); | ||
69 | |||
70 | UUID userId = TestHelpers.ParseTail(0x1); | ||
71 | |||
72 | // TestEventQueueGetModule eqmA = new TestEventQueueGetModule(); | ||
73 | EntityTransferModule etmA = new EntityTransferModule(); | ||
74 | EntityTransferModule etmB = new EntityTransferModule(); | ||
75 | LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); | ||
76 | |||
77 | IConfigSource config = new IniConfigSource(); | ||
78 | IConfig modulesConfig = config.AddConfig("Modules"); | ||
79 | modulesConfig.Set("EntityTransferModule", etmA.Name); | ||
80 | modulesConfig.Set("SimulationServices", lscm.Name); | ||
81 | // IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); | ||
82 | |||
83 | // In order to run a single threaded regression test we do not want the entity transfer module waiting | ||
84 | // for a callback from the destination scene before removing its avatar data. | ||
85 | // entityTransferConfig.Set("wait_for_callback", false); | ||
86 | |||
87 | SceneHelpers sh = new SceneHelpers(); | ||
88 | TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); | ||
89 | TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999); | ||
90 | |||
91 | SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); | ||
92 | SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); | ||
93 | // SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, eqmA); | ||
94 | SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); | ||
95 | |||
96 | AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); | ||
97 | TestClient tc = new TestClient(acd, sceneA); | ||
98 | List<TestClient> destinationTestClients = new List<TestClient>(); | ||
99 | EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); | ||
100 | |||
101 | ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); | ||
102 | originalSp.AbsolutePosition = new Vector3(128, 32, 10); | ||
103 | |||
104 | // originalSp.Flying = true; | ||
105 | |||
106 | // Console.WriteLine("First pos {0}", originalSp.AbsolutePosition); | ||
107 | |||
108 | // eqmA.ClearEvents(); | ||
109 | |||
110 | AgentUpdateArgs moveArgs = new AgentUpdateArgs(); | ||
111 | //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); | ||
112 | moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); | ||
113 | moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; | ||
114 | moveArgs.SessionID = acd.SessionID; | ||
115 | |||
116 | originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs); | ||
117 | |||
118 | sceneA.Update(1); | ||
119 | |||
120 | // Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition); | ||
121 | |||
122 | // FIXME: This is a sufficient number of updates to for the presence to reach the northern border. | ||
123 | // But really we want to do this in a more robust way. | ||
124 | for (int i = 0; i < 100; i++) | ||
125 | { | ||
126 | sceneA.Update(1); | ||
127 | // Console.WriteLine("Pos {0}", originalSp.AbsolutePosition); | ||
128 | } | ||
129 | |||
130 | // Need to sort processing of EnableSimulator message on adding scene presences before we can test eqm | ||
131 | // messages | ||
132 | // Dictionary<UUID, List<TestEventQueueGetModule.Event>> eqmEvents = eqmA.Events; | ||
133 | // | ||
134 | // Assert.That(eqmEvents.Count, Is.EqualTo(1)); | ||
135 | // Assert.That(eqmEvents.ContainsKey(originalSp.UUID), Is.True); | ||
136 | // | ||
137 | // List<TestEventQueueGetModule.Event> spEqmEvents = eqmEvents[originalSp.UUID]; | ||
138 | // | ||
139 | // Assert.That(spEqmEvents.Count, Is.EqualTo(1)); | ||
140 | // Assert.That(spEqmEvents[0].Name, Is.EqualTo("CrossRegion")); | ||
141 | |||
142 | // sceneA should now only have a child agent | ||
143 | ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID); | ||
144 | Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True); | ||
145 | |||
146 | ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID); | ||
147 | |||
148 | // Agent remains a child until the client triggers complete movement | ||
149 | Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); | ||
150 | |||
151 | TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient); | ||
152 | |||
153 | int agentMovementCompleteReceived = 0; | ||
154 | sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++; | ||
155 | |||
156 | sceneBTc.CompleteMovement(); | ||
157 | |||
158 | Assert.That(agentMovementCompleteReceived, Is.EqualTo(1)); | ||
159 | Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False); | ||
160 | } | ||
161 | |||
162 | /// <summary> | ||
163 | /// Test a cross attempt where the user can see into the neighbour but does not have permission to become | ||
164 | /// root there. | ||
165 | /// </summary> | ||
166 | [Test] | ||
167 | public void TestCrossOnSameSimulatorNoRootDestPerm() | ||
168 | { | ||
169 | TestHelpers.InMethod(); | ||
170 | // TestHelpers.EnableLogging(); | ||
171 | |||
172 | UUID userId = TestHelpers.ParseTail(0x1); | ||
173 | |||
174 | EntityTransferModule etmA = new EntityTransferModule(); | ||
175 | EntityTransferModule etmB = new EntityTransferModule(); | ||
176 | LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); | ||
177 | |||
178 | IConfigSource config = new IniConfigSource(); | ||
179 | IConfig modulesConfig = config.AddConfig("Modules"); | ||
180 | modulesConfig.Set("EntityTransferModule", etmA.Name); | ||
181 | modulesConfig.Set("SimulationServices", lscm.Name); | ||
182 | |||
183 | SceneHelpers sh = new SceneHelpers(); | ||
184 | TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); | ||
185 | TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999); | ||
186 | |||
187 | SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); | ||
188 | SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); | ||
189 | |||
190 | // We need to set up the permisions module on scene B so that our later use of agent limit to deny | ||
191 | // QueryAccess won't succeed anyway because administrators are always allowed in and the default | ||
192 | // IsAdministrator if no permissions module is present is true. | ||
193 | SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new PermissionsModule(), etmB); | ||
194 | |||
195 | AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); | ||
196 | TestClient tc = new TestClient(acd, sceneA); | ||
197 | List<TestClient> destinationTestClients = new List<TestClient>(); | ||
198 | EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); | ||
199 | |||
200 | // Make sure sceneB will not accept this avatar. | ||
201 | sceneB.RegionInfo.EstateSettings.PublicAccess = false; | ||
202 | |||
203 | ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); | ||
204 | originalSp.AbsolutePosition = new Vector3(128, 32, 10); | ||
205 | |||
206 | AgentUpdateArgs moveArgs = new AgentUpdateArgs(); | ||
207 | //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); | ||
208 | moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); | ||
209 | moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; | ||
210 | moveArgs.SessionID = acd.SessionID; | ||
211 | |||
212 | originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs); | ||
213 | |||
214 | sceneA.Update(1); | ||
215 | |||
216 | // Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition); | ||
217 | |||
218 | // FIXME: This is a sufficient number of updates to for the presence to reach the northern border. | ||
219 | // But really we want to do this in a more robust way. | ||
220 | for (int i = 0; i < 100; i++) | ||
221 | { | ||
222 | sceneA.Update(1); | ||
223 | // Console.WriteLine("Pos {0}", originalSp.AbsolutePosition); | ||
224 | } | ||
225 | |||
226 | // sceneA agent should still be root | ||
227 | ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID); | ||
228 | Assert.That(spAfterCrossSceneA.IsChildAgent, Is.False); | ||
229 | |||
230 | ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID); | ||
231 | |||
232 | // sceneB agent should also still be root | ||
233 | Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); | ||
234 | |||
235 | // sceneB should ignore unauthorized attempt to upgrade agent to root | ||
236 | TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient); | ||
237 | |||
238 | int agentMovementCompleteReceived = 0; | ||
239 | sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++; | ||
240 | |||
241 | sceneBTc.CompleteMovement(); | ||
242 | |||
243 | Assert.That(agentMovementCompleteReceived, Is.EqualTo(0)); | ||
244 | Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); | ||
245 | } | ||
246 | } | ||
247 | } \ No newline at end of file | ||