From 2cb2f1d7e30fa583a9f43ddd6b420deb8e9b56bd Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 9 May 2013 18:02:19 +0100 Subject: Fix issue where objects removed via llDie() would not disappear for users looking in from neighbouring sims. This was because this particular code path (unlike user delete) only sent kills to root presences, for no apparent good reason. Added regression test for this case. This fixes http://opensimulator.org/mantis/view.php?id=6627 --- .../Attachments/Tests/AttachmentsModuleTests.cs | 4 +- .../Region/Framework/Scenes/SceneObjectGroup.cs | 14 ++-- .../Scenes/Tests/SceneObjectDeRezTests.cs | 78 +++++++++++++++++++++- .../Scenes/Tests/ScenePresenceCrossingTests.cs | 4 +- .../Scenes/Tests/ScenePresenceTeleportTests.cs | 14 ++-- .../Tests/Common/Helpers/EntityTransferHelpers.cs | 2 +- OpenSim/Tests/Common/Helpers/SceneHelpers.cs | 54 +-------------- OpenSim/Tests/Common/Mock/TestClient.cs | 20 ++---- 8 files changed, 102 insertions(+), 88 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs index 25444e5..508743c 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -833,11 +833,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(sceneA, 0x1); AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID); - TestClient tc = new TestClient(acd, sceneA, sh.SceneManager); + TestClient tc = new TestClient(acd, sceneA); List destinationTestClients = new List(); EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients); - ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager); + ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32); InventoryItemBase attItem = CreateAttachmentItem(sceneA, ua1.PrincipalID, "att", 0x10, 0x20); diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 9e7a986..3b2f537 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1221,11 +1221,11 @@ namespace OpenSim.Region.Framework.Scenes /// /// Delete this group from its scene. /// - /// + /// /// This only handles the in-world consequences of deletion (e.g. any avatars sitting on it are forcibly stood /// up and all avatars receive notification of its removal. Removal of the scene object from database backup /// must be handled by the caller. - /// + /// /// If true then deletion is not broadcast to clients public void DeleteGroupFromScene(bool silent) { @@ -1234,10 +1234,10 @@ namespace OpenSim.Region.Framework.Scenes { SceneObjectPart part = parts[i]; - Scene.ForEachRootScenePresence(delegate(ScenePresence avatar) + Scene.ForEachScenePresence(sp => { - if (avatar.ParentID == LocalId) - avatar.StandUp(); + if (!sp.IsChildAgent && sp.ParentID == LocalId) + sp.StandUp(); if (!silent) { @@ -1245,9 +1245,9 @@ namespace OpenSim.Region.Framework.Scenes if (part == m_rootPart) { if (!IsAttachment - || AttachedAvatar == avatar.ControllingClient.AgentId + || AttachedAvatar == sp.UUID || !HasPrivateAttachmentPoint) - avatar.ControllingClient.SendKillObject(m_regionHandle, new List { part.LocalId }); + sp.ControllingClient.SendKillObject(m_regionHandle, new List { part.LocalId }); } } }); diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs index bde15cd..f738ff1 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs @@ -33,7 +33,9 @@ using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; +using OpenSim.Region.CoreModules.Framework.EntityTransfer; using OpenSim.Region.CoreModules.Framework.InventoryAccess; +using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; using OpenSim.Region.CoreModules.World.Permissions; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; @@ -52,6 +54,24 @@ namespace OpenSim.Region.Framework.Scenes.Tests [TestFixture] public class SceneObjectDeRezTests : OpenSimTestCase { + [TestFixtureSetUp] + public void FixtureInit() + { + // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. + // This facility was added after the original async delete tests were written, so it may be possible now + // to not bother explicitly disabling their async (since everything will be running sync). + 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 deleting an object from a scene. /// @@ -63,7 +83,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); TestScene scene = new SceneHelpers().SetupScene(); - SceneHelpers.SetupSceneModules(scene, new object[] { new PermissionsModule() }); + SceneHelpers.SetupSceneModules(scene, new PermissionsModule()); IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient; // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. @@ -87,7 +107,59 @@ namespace OpenSim.Region.Framework.Scenes.Tests sogd.InventoryDeQueueAndDelete(); SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId); - Assert.That(retrievedPart2, Is.Null); + Assert.That(retrievedPart2, Is.Null); + } + + /// + /// Test that child and root agents correctly receive KillObject notifications. + /// + [Test] + public void TestDeRezSceneObjectToAgents() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + SceneHelpers sh = new SceneHelpers(); + TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); + TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999); + + // We need this so that the creation of the root client for userB in sceneB can trigger the creation of a child client in sceneA + LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); + EntityTransferModule etmB = new EntityTransferModule(); + IConfigSource config = new IniConfigSource(); + IConfig modulesConfig = config.AddConfig("Modules"); + modulesConfig.Set("EntityTransferModule", etmB.Name); + modulesConfig.Set("SimulationServices", lscm.Name); + SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); + SceneHelpers.SetupSceneModules(sceneB, config, etmB); + + // We need this for derez + SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule()); + + UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, ""); + UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, ""); + + TestClient clientA = (TestClient)SceneHelpers.AddScenePresence(sceneA, uaA).ControllingClient; + + // This is the more long-winded route we have to take to get a child client created for userB in sceneA + // rather than just calling AddScenePresence() as for userA + AgentCircuitData acd = SceneHelpers.GenerateAgentData(uaB); + TestClient clientB = new TestClient(acd, sceneB); + List childClientsB = new List(); + EntityTransferHelpers.SetUpInformClientOfNeighbour(clientB, childClientsB); + + SceneHelpers.AddScenePresence(sceneB, clientB, acd); + + SceneObjectGroup so = SceneHelpers.AddSceneObject(sceneA); + uint soLocalId = so.LocalId; + + sceneA.DeleteSceneObject(so, false); + + Assert.That(clientA.ReceivedKills.Count, Is.EqualTo(1)); + Assert.That(clientA.ReceivedKills[0], Is.EqualTo(soLocalId)); + + Assert.That(childClientsB[0].ReceivedKills.Count, Is.EqualTo(1)); + Assert.That(childClientsB[0].ReceivedKills[0], Is.EqualTo(soLocalId)); } /// @@ -106,7 +178,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001"); TestScene scene = new SceneHelpers().SetupScene(); - SceneHelpers.SetupSceneModules(scene, new object[] { new PermissionsModule() }); + SceneHelpers.SetupSceneModules(scene, new PermissionsModule()); IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient; // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs index 8775949..5a72239 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs @@ -95,11 +95,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); - TestClient tc = new TestClient(acd, sceneA, sh.SceneManager); + TestClient tc = new TestClient(acd, sceneA); List destinationTestClients = new List(); EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients); - ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager); + ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); originalSp.AbsolutePosition = new Vector3(128, 32, 10); // originalSp.Flying = true; diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs index de4458d..297c66b 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs @@ -139,7 +139,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); - ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager); + ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId); sp.AbsolutePosition = new Vector3(30, 31, 32); List destinationTestClients = new List(); @@ -224,7 +224,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); - ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager); + ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId); sp.AbsolutePosition = preTeleportPosition; // Make sceneB return false on query access @@ -300,7 +300,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); - ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager); + ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId); sp.AbsolutePosition = preTeleportPosition; // Make sceneB refuse CreateAgent @@ -389,7 +389,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); - ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager); + ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId); sp.AbsolutePosition = preTeleportPosition; sceneA.RequestTeleportLocation( @@ -428,7 +428,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests public void TestSameSimulatorNeighbouringRegions() { TestHelpers.InMethod(); - TestHelpers.EnableLogging(); +// TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); @@ -458,11 +458,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests Vector3 teleportLookAt = new Vector3(20, 21, 22); AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); - TestClient tc = new TestClient(acd, sceneA, sh.SceneManager); + TestClient tc = new TestClient(acd, sceneA); List destinationTestClients = new List(); EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients); - ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager); + ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd); beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32); Assert.That(beforeSceneASp, Is.Not.Null); diff --git a/OpenSim/Tests/Common/Helpers/EntityTransferHelpers.cs b/OpenSim/Tests/Common/Helpers/EntityTransferHelpers.cs index 6cc7ff2..1b960b1 100644 --- a/OpenSim/Tests/Common/Helpers/EntityTransferHelpers.cs +++ b/OpenSim/Tests/Common/Helpers/EntityTransferHelpers.cs @@ -82,7 +82,7 @@ namespace OpenSim.Tests.Common Scene neighbourScene; SceneManager.Instance.TryGetScene(x, y, out neighbourScene); - TestClient neighbourTc = new TestClient(newAgent, neighbourScene, SceneManager.Instance); + TestClient neighbourTc = new TestClient(newAgent, neighbourScene); neighbourTcs.Add(neighbourTc); neighbourScene.AddNewClient(neighbourTc, PresenceType.User); }; diff --git a/OpenSim/Tests/Common/Helpers/SceneHelpers.cs b/OpenSim/Tests/Common/Helpers/SceneHelpers.cs index bdd9093..d9bb85e 100644 --- a/OpenSim/Tests/Common/Helpers/SceneHelpers.cs +++ b/OpenSim/Tests/Common/Helpers/SceneHelpers.cs @@ -447,9 +447,6 @@ namespace OpenSim.Tests.Common /// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test /// /// - /// This can be used for tests where there is only one region or where there are multiple non-neighbour regions - /// and teleport doesn't take place. - /// /// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will /// make the agent circuit data (e.g. first, lastname) consistent with the user account data. /// @@ -462,22 +459,6 @@ namespace OpenSim.Tests.Common } /// - /// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test - /// - /// - /// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will - /// make the agent circuit data (e.g. first, lastname) consistent with the user account data. - /// - /// - /// - /// - /// - public static ScenePresence AddScenePresence(Scene scene, UUID agentId, SceneManager sceneManager) - { - return AddScenePresence(scene, GenerateAgentData(agentId), sceneManager); - } - - /// /// Add a root agent. /// /// @@ -508,31 +489,7 @@ namespace OpenSim.Tests.Common /// public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData) { - return AddScenePresence(scene, agentData, null); - } - - /// - /// Add a root agent. - /// - /// - /// This function - /// - /// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the - /// userserver if grid) would give initial login data back to the client and separately tell the scene that the - /// agent was coming. - /// - /// 2) Connects the agent with the scene - /// - /// This function performs actions equivalent with notifying the scene that an agent is - /// coming and then actually connecting the agent to the scene. The one step missed out is the very first - /// - /// - /// - /// - /// - public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData, SceneManager sceneManager) - { - return AddScenePresence(scene, new TestClient(agentData, scene, sceneManager), agentData, sceneManager); + return AddScenePresence(scene, new TestClient(agentData, scene), agentData); } /// @@ -552,10 +509,9 @@ namespace OpenSim.Tests.Common /// /// /// - /// /// public static ScenePresence AddScenePresence( - Scene scene, IClientAPI client, AgentCircuitData agentData, SceneManager sceneManager) + Scene scene, IClientAPI client, AgentCircuitData agentData) { // We emulate the proper login sequence here by doing things in four stages @@ -578,10 +534,6 @@ namespace OpenSim.Tests.Common /// Introduce an agent into the scene by adding a new client. /// /// The scene presence added - /// - /// Scene manager. Can be null if there is only one region in the test or multiple regions that are not - /// neighbours and where no teleporting takes place. - /// /// /// /// @@ -607,7 +559,7 @@ namespace OpenSim.Tests.Common acd.child = true; // XXX: ViaLogin may not be correct for child agents - TestClient client = new TestClient(acd, scene, null); + TestClient client = new TestClient(acd, scene); return IntroduceClientToScene(scene, client, acd, TeleportFlags.ViaLogin); } diff --git a/OpenSim/Tests/Common/Mock/TestClient.cs b/OpenSim/Tests/Common/Mock/TestClient.cs index 664ecb6..3f9690f 100644 --- a/OpenSim/Tests/Common/Mock/TestClient.cs +++ b/OpenSim/Tests/Common/Mock/TestClient.cs @@ -47,9 +47,9 @@ namespace OpenSim.Tests.Common.Mock EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing"); private Scene m_scene; - private SceneManager m_sceneManager; // Properties so that we can get at received data for test purposes + public List ReceivedKills { get; private set; } public List ReceivedOfflineNotifications { get; private set; } public List ReceivedOnlineNotifications { get; private set; } public List ReceivedFriendshipTerminations { get; private set; } @@ -434,33 +434,21 @@ namespace OpenSim.Tests.Common.Mock /// /// Constructor /// - /// - /// Can be used for a test where there is only one region or where there are multiple regions that are not - /// neighbours and where no teleporting takes place. In other situations, the constructor that takes in a - /// scene manager should be used. - /// - /// - /// - public TestClient(AgentCircuitData agentData, Scene scene) : this(agentData, scene, null) {} - - /// - /// Constructor - /// /// /// /// - public TestClient(AgentCircuitData agentData, Scene scene, SceneManager sceneManager) + public TestClient(AgentCircuitData agentData, Scene scene) { m_agentId = agentData.AgentID; m_firstName = agentData.firstname; m_lastName = agentData.lastname; m_circuitCode = agentData.circuitcode; m_scene = scene; - m_sceneManager = sceneManager; SessionId = agentData.SessionID; SecureSessionId = agentData.SecureSessionID; CapsSeedUrl = agentData.CapsPath; + ReceivedKills = new List(); ReceivedOfflineNotifications = new List(); ReceivedOnlineNotifications = new List(); ReceivedFriendshipTerminations = new List(); @@ -534,11 +522,13 @@ namespace OpenSim.Tests.Common.Mock public virtual void SendKillObject(ulong regionHandle, List localID) { + ReceivedKills.AddRange(localID); } public virtual void SetChildAgentThrottle(byte[] throttle) { } + public byte[] GetThrottlesPacked(float multiplier) { return new byte[0]; -- cgit v1.1