/* * 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 OpenSim 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 Nini.Config; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Servers; using OpenSim.Region.Physics.Manager; using OpenSim.Region.Environment.Scenes; using OpenSim.Tests.Common.Mock; namespace OpenSim.Region.Environment.Scenes.Tests { /// /// Utilities for constructing and performing operations upon scenes. /// public class SceneTestUtils { /// /// Set up a test scene /// /// public static TestScene SetupScene() { RegionInfo regInfo = new RegionInfo(1000, 1000, null, null); regInfo.RegionName = "Unit test region"; regInfo.ExternalHostName = "1.2.3.4"; AgentCircuitManager acm = new AgentCircuitManager(); CommunicationsManager cm = new TestCommunicationsManager(); SceneCommunicationService scs = new SceneCommunicationService(cm); SQLAssetServer assetService = new SQLAssetServer(new TestAssetDataPlugin()); AssetCache ac = new AssetCache(assetService); StorageManager sm = new OpenSim.Region.Environment.StorageManager("OpenSim.Data.Null.dll", "", ""); BaseHttpServer httpServer = new BaseHttpServer(666); IConfigSource configSource = new IniConfigSource(); TestScene testScene = new TestScene( regInfo, acm, cm, scs, ac, sm, httpServer, null, false, false, false, configSource, null); testScene.LandChannel = new TestLandChannel(); testScene.LoadWorldMap(); PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager(); physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll"); testScene.PhysicsScene = physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", configSource); return testScene; } /// /// Add a root agent /// /// /// /// public static IClientAPI AddRootAgent(Scene scene, UUID agentId) { string firstName = "testfirstname"; AgentCircuitData agent = new AgentCircuitData(); agent.AgentID = agentId; agent.firstname = firstName; agent.lastname = "testlastname"; agent.SessionID = UUID.Zero; agent.SecureSessionID = UUID.Zero; agent.circuitcode = 123; agent.BaseFolder = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = Vector3.Zero; agent.CapsPath = "http://wibble.com"; // We emulate the proper login sequence here by doing things in three stages // Stage 1: simulate login by telling the scene to expect a new user connection scene.NewUserConnection(agent); // Stage 2: add the new client as a child agent to the scene IClientAPI client = new TestClient(agent); scene.AddNewClient(client); // Stage 3: Invoke agent crossing, which converts the child agent into a root agent (with appearance, // inventory, etc.) scene.AgentCrossing(agent.AgentID, new Vector3(90, 90, 90), false); return client; } /// /// Add a test object /// /// /// public static SceneObjectPart AddSceneObject(Scene scene) { return AddSceneObject(scene, null); } /// /// Add a test object /// /// /// /// public static SceneObjectPart AddSceneObject(Scene scene, string name) { SceneObjectGroup sceneObject = new SceneObjectGroup(); SceneObjectPart part = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero); if (name != null) part.Name = name; //part.UpdatePrimFlags(false, false, true); part.ObjectFlags |= (uint)PrimFlags.Phantom; sceneObject.SetRootPart(part); scene.AddNewSceneObject(sceneObject, false); return part; } /// /// Delete a scene object asynchronously /// /// /// /// /// /// public static void DeleteSceneObjectAsync( TestScene scene, SceneObjectPart part, DeRezAction action, UUID destinationId, IClientAPI client) { // Turn off the timer on the async sog deleter - we'll crank it by hand within a unit test AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; sogd.Enabled = false; scene.DeRezObject(client, part.LocalId, UUID.Zero, action, destinationId); sogd.InventoryDeQueueAndDelete(); } } }