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using System;
using System.Net;
using System.Collections.Generic;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
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.Agent.Capabilities;
using OpenSim.Region.CoreModules.Avatar.Gods;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory;
using OpenSim.Services.Interfaces;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Tests.Common.Setup
{
///
/// Helpers for setting up scenes.
///
public class SceneSetupHelpers
{
// These static variables in order to allow regions to be linked by shared modules and same
// CommunicationsManager.
private static ISharedRegionModule m_assetService = null;
private static ISharedRegionModule m_inventoryService = null;
private static TestCommunicationsManager commsManager = null;
///
/// Set up a test scene
///
///
/// Automatically starts service threads, as would the normal runtime.
///
///
public static TestScene SetupScene()
{
return SetupScene("");
}
///
/// Set up a test scene
///
///
/// Starts real inventory and asset services, as opposed to mock ones, if true
///
public static TestScene SetupScene(String realServices)
{
return SetupScene(
"Unit test region", UUID.Random(), 1000, 1000, new TestCommunicationsManager(), realServices);
}
///
/// Set up a test scene
///
///
/// Starts real inventory and asset services, as opposed to mock ones, if true
/// This should be the same if simulating two scenes within a standalone
///
public static TestScene SetupScene(TestCommunicationsManager cm, String realServices)
{
return SetupScene(
"Unit test region", UUID.Random(), 1000, 1000, cm, "");
}
///
/// Set up a test scene
///
/// 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, TestCommunicationsManager cm)
{
return SetupScene(name, id, x, y, cm, "");
}
///
/// 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
/// Starts real inventory and asset services, as opposed to mock ones, if true
///
public static TestScene SetupScene(
string name, UUID id, uint x, uint y, TestCommunicationsManager cm, String realServices)
{
bool newScene= false;
Console.WriteLine("Setting up test scene {0}", name);
// If cm is the same as our last commsManager used, this means the tester wants to link
// regions. In this case, don't use the sameshared region modules and dont initialize them again.
// Also, no need to start another MainServer and MainConsole instance.
if (cm == null || cm != commsManager)
{
System.Console.WriteLine("Starting a brand new scene");
newScene = true;
MainConsole.Instance = new LocalConsole("TEST PROMPT");
MainServer.Instance = new BaseHttpServer(980);
commsManager = cm;
}
// We must set up a console otherwise setup of some modules may fail
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(cm);
StorageManager sm = new StorageManager("OpenSim.Data.Null.dll", "", "");
IConfigSource configSource = new IniConfigSource();
TestScene testScene = new TestScene(
regInfo, acm, cm, scs, sm, null, false, false, false, configSource, null);
INonSharedRegionModule capsModule = new CapabilitiesModule();
capsModule.Initialise(new IniConfigSource());
testScene.AddRegionModule(capsModule.Name, capsModule);
capsModule.AddRegion(testScene);
IRegionModule godsModule = new GodsModule();
godsModule.Initialise(testScene, new IniConfigSource());
testScene.AddModule(godsModule.Name, godsModule);
realServices = realServices.ToLower();
// IConfigSource config = new IniConfigSource();
// If we have a brand new scene, need to initialize shared region modules
if ((m_assetService == null && m_inventoryService == null) || newScene)
{
if (realServices.Contains("asset"))
StartAssetService(testScene, true);
else
StartAssetService(testScene, false);
if (realServices.Contains("inventory"))
StartInventoryService(testScene, true);
else
StartInventoryService(testScene, false);
}
// If not, make sure the shared module gets references to this new scene
else
{
m_assetService.AddRegion(testScene);
m_assetService.RegionLoaded(testScene);
m_inventoryService.AddRegion(testScene);
m_inventoryService.RegionLoaded(testScene);
}
m_inventoryService.PostInitialise();
m_assetService.PostInitialise();
testScene.CommsManager.UserService.SetInventoryService(testScene.InventoryService);
testScene.SetModuleInterfaces();
testScene.LandChannel = new TestLandChannel();
testScene.LoadWorldMap();
PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager();
physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll");
testScene.PhysicsScene
= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test");
return testScene;
}
private static void StartAssetService(Scene testScene, bool real)
{
ISharedRegionModule assetService = new LocalAssetServicesConnector();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.AddConfig("AssetService");
config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector");
if (real)
config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService");
else
config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Tests.Common.dll:TestAssetService");
config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
assetService.Initialise(config);
assetService.AddRegion(testScene);
assetService.RegionLoaded(testScene);
testScene.AddRegionModule(assetService.Name, assetService);
m_assetService = assetService;
}
private static void StartInventoryService(Scene testScene, bool real)
{
ISharedRegionModule inventoryService = new LocalInventoryServicesConnector();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.AddConfig("InventoryService");
config.Configs["Modules"].Set("InventoryServices", "LocalInventoryServicesConnector");
if (real)
config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Services.InventoryService.dll:InventoryService");
else
config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Tests.Common.dll:TestInventoryService");
config.Configs["InventoryService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
inventoryService.Initialise(config);
inventoryService.AddRegion(testScene);
inventoryService.RegionLoaded(testScene);
testScene.AddRegionModule(inventoryService.Name, inventoryService);
m_inventoryService = inventoryService;
}
///
/// 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);
module.RegionLoaded(scene);
scene.AddRegionModule(module.Name, module);
}
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";
return agentData;
}
///
/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
///
///
///
///
public static TestClient AddRootAgent(Scene scene, UUID agentId)
{
return AddRootAgent(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 TestClient AddRootAgent(Scene scene, AgentCircuitData agentData)
{
string reason;
// 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(agentData, out reason);
// Stage 2: add the new client as a child agent to the scene
TestClient client = new TestClient(agentData, scene);
scene.AddNewClient(client);
// Stage 3: Invoke agent crossing, which converts the child agent into a root agent (with appearance,
// inventory, etc.)
//scene.AgentCrossing(agentData.AgentID, new Vector3(90, 90, 90), false); OBSOLETE
ScenePresence scp = scene.GetScenePresence(agentData.AgentID);
scp.MakeRootAgent(new Vector3(90,90,90), true);
return client;
}
///
/// 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
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
part.Name = name;
//part.UpdatePrimFlags(false, false, true);
//part.ObjectFlags |= (uint)PrimFlags.Phantom;
scene.AddNewSceneObject(new SceneObjectGroup(part), 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();
}
}
}