/* * 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 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.Servers; 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.Tests.Common.Mock; namespace OpenSim.Tests.Common.Setup { /// /// Helpers for setting up scenes. /// public class SceneSetupHelpers { /// /// Set up a test scene /// /// public static TestScene SetupScene() { return SetupScene("Unit test region", UUID.Random(), 1000, 1000, new TestCommunicationsManager()); } /// /// 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, CommunicationsManager cm) { Console.WriteLine("Setting up test scene {0}", name); 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); IRegionModule capsModule = new CapabilitiesModule(); capsModule.Initialise(testScene, new IniConfigSource()); testScene.AddModule(capsModule.Name, capsModule); IRegionModule godsModule = new GodsModule(); godsModule.Initialise(testScene, new IniConfigSource()); testScene.AddModule(godsModule.Name, godsModule); 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", configSource, "test"); return testScene; } /// /// Setup modules for a scene using their default settings. /// /// /// public static void SetupSceneModules(Scene scene, params object[] modules) { SetupSceneModules(scene, null, 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); } 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); } 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) { // 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); // 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(); } } }