/* * 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 System.Collections.Generic; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Console; using OpenSim.Framework.Servers; using OpenSim.Framework.Servers.HttpServer; using OpenSim.Region.Physics.Manager; using OpenSim.Region.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.CoreModules.Avatar.Gods; using OpenSim.Region.CoreModules.Asset; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Authentication; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid; using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence; using OpenSim.Services.Interfaces; using OpenSim.Tests.Common.Mock; using GridRegion = OpenSim.Services.Interfaces.GridRegion; namespace OpenSim.Tests.Common { /// /// Helpers for setting up scenes. /// public class SceneHelpers { public static TestScene SetupScene() { return SetupScene(null); } /// /// Set up a test scene /// /// /// Automatically starts service threads, as would the normal runtime. /// /// public static TestScene SetupScene(CoreAssetCache cache) { return SetupScene("Unit test region", UUID.Random(), 1000, 1000, cache); } public static TestScene SetupScene(string name, UUID id, uint x, uint y) { return SetupScene(name, id, x, y, null); } /// /// Set up a scene. If it's more then one scene, use the same CommunicationsManager to link regions /// or a different, to get a brand new scene with new shared region modules. /// /// Name of the region /// ID of the region /// X co-ordinate of the region /// Y co-ordinate of the region /// This should be the same if simulating two scenes within a standalone /// public static TestScene SetupScene(string name, UUID id, uint x, uint y, CoreAssetCache cache) { Console.WriteLine("Setting up test scene {0}", name); // We must set up a console otherwise setup of some modules may fail MainConsole.Instance = new MockConsole("TEST PROMPT"); RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1"); regInfo.RegionName = name; regInfo.RegionID = id; AgentCircuitManager acm = new AgentCircuitManager(); SceneCommunicationService scs = new SceneCommunicationService(); ISimulationDataService simDataService = OpenSim.Server.Base.ServerUtils.LoadPlugin("OpenSim.Tests.Common.dll", null); IEstateDataService estateDataService = null; IConfigSource configSource = new IniConfigSource(); TestScene testScene = new TestScene( regInfo, acm, scs, simDataService, estateDataService, null, false, configSource, null); IRegionModule godsModule = new GodsModule(); godsModule.Initialise(testScene, new IniConfigSource()); testScene.AddModule(godsModule.Name, godsModule); LocalAssetServicesConnector assetService = StartAssetService(testScene, cache); StartAuthenticationService(testScene); LocalInventoryServicesConnector inventoryService = StartInventoryService(testScene); StartGridService(testScene); LocalUserAccountServicesConnector userAccountService = StartUserAccountService(testScene); LocalPresenceServicesConnector presenceService = StartPresenceService(testScene); inventoryService.PostInitialise(); assetService.PostInitialise(); userAccountService.PostInitialise(); presenceService.PostInitialise(); testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random(); testScene.SetModuleInterfaces(); testScene.LandChannel = new TestLandChannel(testScene); testScene.LoadWorldMap(); PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager(); physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll"); testScene.PhysicsScene = physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test"); testScene.RegionInfo.EstateSettings = new EstateSettings(); testScene.LoginsDisabled = false; testScene.RegisterRegionWithGrid(); return testScene; } private static LocalAssetServicesConnector StartAssetService(Scene testScene, CoreAssetCache cache) { LocalAssetServicesConnector assetService = new LocalAssetServicesConnector(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); config.AddConfig("AssetService"); config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); assetService.Initialise(config); assetService.AddRegion(testScene); if (cache != null) { IConfigSource cacheConfig = new IniConfigSource(); cacheConfig.AddConfig("Modules"); cacheConfig.Configs["Modules"].Set("AssetCaching", "CoreAssetCache"); cacheConfig.AddConfig("AssetCache"); cache.Initialise(cacheConfig); cache.AddRegion(testScene); cache.RegionLoaded(testScene); testScene.AddRegionModule(cache.Name, cache); } assetService.RegionLoaded(testScene); testScene.AddRegionModule(assetService.Name, assetService); return assetService; } private static void StartAuthenticationService(Scene testScene) { ISharedRegionModule service = new LocalAuthenticationServicesConnector(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.AddConfig("AuthenticationService"); config.Configs["Modules"].Set("AuthenticationServices", "LocalAuthenticationServicesConnector"); config.Configs["AuthenticationService"].Set( "LocalServiceModule", "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService"); config.Configs["AuthenticationService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); service.Initialise(config); service.AddRegion(testScene); service.RegionLoaded(testScene); testScene.AddRegionModule(service.Name, service); //m_authenticationService = service; } private static LocalInventoryServicesConnector StartInventoryService(Scene testScene) { LocalInventoryServicesConnector inventoryService = new LocalInventoryServicesConnector(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.AddConfig("InventoryService"); config.Configs["Modules"].Set("InventoryServices", "LocalInventoryServicesConnector"); config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Services.InventoryService.dll:InventoryService"); config.Configs["InventoryService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); inventoryService.Initialise(config); inventoryService.AddRegion(testScene); inventoryService.RegionLoaded(testScene); testScene.AddRegionModule(inventoryService.Name, inventoryService); return inventoryService; } private static LocalGridServicesConnector StartGridService(Scene testScene) { IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.AddConfig("GridService"); config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector"); config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll:NullRegionData"); config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService"); config.Configs["GridService"].Set("ConnectionString", "!static"); LocalGridServicesConnector gridService = new LocalGridServicesConnector(); gridService.Initialise(config); gridService.AddRegion(testScene); gridService.RegionLoaded(testScene); return gridService; } /// /// Start a user account service /// /// /// private static LocalUserAccountServicesConnector StartUserAccountService(Scene testScene) { IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.AddConfig("UserAccountService"); config.Configs["Modules"].Set("UserAccountServices", "LocalUserAccountServicesConnector"); config.Configs["UserAccountService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); config.Configs["UserAccountService"].Set( "LocalServiceModule", "OpenSim.Services.UserAccountService.dll:UserAccountService"); LocalUserAccountServicesConnector userAccountService = new LocalUserAccountServicesConnector(); userAccountService.Initialise(config); userAccountService.AddRegion(testScene); userAccountService.RegionLoaded(testScene); testScene.AddRegionModule(userAccountService.Name, userAccountService); return userAccountService; } /// /// Start a presence service /// /// private static LocalPresenceServicesConnector StartPresenceService(Scene testScene) { IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.AddConfig("PresenceService"); config.Configs["Modules"].Set("PresenceServices", "LocalPresenceServicesConnector"); config.Configs["PresenceService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); config.Configs["PresenceService"].Set( "LocalServiceModule", "OpenSim.Services.PresenceService.dll:PresenceService"); LocalPresenceServicesConnector presenceService = new LocalPresenceServicesConnector(); presenceService.Initialise(config); presenceService.AddRegion(testScene); presenceService.RegionLoaded(testScene); testScene.AddRegionModule(presenceService.Name, presenceService); return presenceService; } /// /// Setup modules for a scene using their default settings. /// /// /// public static void SetupSceneModules(Scene scene, params object[] modules) { SetupSceneModules(scene, new IniConfigSource(), modules); } /// /// Setup modules for a scene. /// /// /// /// public static void SetupSceneModules(Scene scene, IConfigSource config, params object[] modules) { List newModules = new List(); foreach (object module in modules) { if (module is IRegionModule) { IRegionModule m = (IRegionModule)module; m.Initialise(scene, config); scene.AddModule(m.Name, m); m.PostInitialise(); } else if (module is IRegionModuleBase) { // for the new system, everything has to be initialised first, // shared modules have to be post-initialised, then all get an AddRegion with the scene IRegionModuleBase m = (IRegionModuleBase)module; m.Initialise(config); newModules.Add(m); } } foreach (IRegionModuleBase module in newModules) { if (module is ISharedRegionModule) ((ISharedRegionModule)module).PostInitialise(); } foreach (IRegionModuleBase module in newModules) { module.AddRegion(scene); scene.AddRegionModule(module.Name, module); } // RegionLoaded is fired after all modules have been appropriately added to all scenes foreach (IRegionModuleBase module in newModules) module.RegionLoaded(scene); scene.SetModuleInterfaces(); } /// /// Generate some standard agent connection data. /// /// /// public static AgentCircuitData GenerateAgentData(UUID agentId) { string firstName = "testfirstname"; AgentCircuitData agentData = new AgentCircuitData(); agentData.AgentID = agentId; agentData.firstname = firstName; agentData.lastname = "testlastname"; agentData.SessionID = UUID.Zero; agentData.SecureSessionID = UUID.Zero; agentData.circuitcode = 123; agentData.BaseFolder = UUID.Zero; agentData.InventoryFolder = UUID.Zero; agentData.startpos = Vector3.Zero; agentData.CapsPath = "http://wibble.com"; agentData.ServiceURLs = new Dictionary(); agentData.Appearance = new AvatarAppearance(); return agentData; } /// /// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test /// /// /// /// public static ScenePresence AddScenePresence(Scene scene, UUID agentId) { return AddScenePresence(scene, GenerateAgentData(agentId)); } /// /// 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) { string reason; // We emulate the proper login sequence here by doing things in four stages // Stage 0: log the presence scene.PresenceService.LoginAgent(agentData.AgentID.ToString(), agentData.SessionID, agentData.SecureSessionID); // Stage 1: simulate login by telling the scene to expect a new user connection if (!scene.NewUserConnection(agentData, (uint)TeleportFlags.ViaLogin, out reason)) Console.WriteLine("NewUserConnection failed: " + reason); // Stage 2: add the new client as a child agent to the scene TestClient client = new TestClient(agentData, scene); scene.AddNewClient(client, PresenceType.User); // Stage 3: Complete the entrance into the region. This converts the child agent into a root agent. ScenePresence scp = scene.GetScenePresence(agentData.AgentID); scp.CompleteMovement(client, true); //scp.MakeRootAgent(new Vector3(90, 90, 90), true); return scp; } /// /// Add a test object /// /// /// public static SceneObjectPart AddSceneObject(Scene scene) { return AddSceneObject(scene, "Test Object"); } /// /// Add a test object /// /// /// /// public static SceneObjectPart AddSceneObject(Scene scene, string name) { SceneObjectPart part = CreateSceneObjectPart(name, UUID.Random(), UUID.Zero); //part.UpdatePrimFlags(false, false, true); //part.ObjectFlags |= (uint)PrimFlags.Phantom; scene.AddNewSceneObject(new SceneObjectGroup(part), false); return part; } /// /// Create a scene object part. /// /// /// /// /// public static SceneObjectPart CreateSceneObjectPart(string name, UUID id, UUID ownerId) { return new SceneObjectPart( ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) { Name = name, UUID = id, Scale = new Vector3(1, 1, 1) }; } /// /// Create a scene object but do not add it to the scene. /// /// /// UUID always starts at 00000000-0000-0000-0000-000000000001 /// /// The number of parts that should be in the scene object /// /// public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId) { return CreateSceneObject(parts, ownerId, "", 0x1); } /// /// Create a scene object but do not add it to the scene. /// /// /// The number of parts that should be in the scene object /// /// /// /// The prefix to be given to part names. This will be suffixed with "Part" /// (e.g. mynamePart0 for the root part) /// /// /// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}" /// will be given to the root part, and incremented for each part thereafter. /// /// public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, string partNamePrefix, int uuidTail) { string rawSogId = string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail); SceneObjectGroup sog = new SceneObjectGroup( CreateSceneObjectPart(string.Format("{0}Part0", partNamePrefix), new UUID(rawSogId), ownerId)); if (parts > 1) for (int i = 1; i < parts; i++) sog.AddPart( CreateSceneObjectPart( string.Format("{0}Part{1}", partNamePrefix, i), new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail + i)), ownerId)); return sog; } } }