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/*
* 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.Collections.Generic;
using log4net.Config;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.CoreModules.Avatar.Chat;
using OpenSim.Region.CoreModules.Framework;
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.CoreModules.Avatar.Chat.Tests
{
[TestFixture]
public class ChatModuleTests : OpenSimTestCase
{
[TestFixtureSetUp]
public void FixtureInit()
{
// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
// We must do this here so that child agent positions are updated in a predictable manner.
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;
}
/// <summary>
/// Tests chat between neighbour regions on the east-west axis
/// </summary>
/// <remarks>
/// Really, this is a combination of a child agent position update test and a chat range test. These need
/// to be separated later on.
/// </remarks>
[Test]
public void TestInterRegionChatDistanceEastWest()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID sp1Uuid = TestHelpers.ParseTail(0x11);
UUID sp2Uuid = TestHelpers.ParseTail(0x12);
Vector3 sp1Position = new Vector3(6, 128, 20);
Vector3 sp2Position = new Vector3(250, 128, 20);
// XXX: HTTP server is not (and should not be) necessary for this test, though it's absence makes the
// CapabilitiesModule complain when it can't set up HTTP endpoints.
// BaseHttpServer httpServer = new BaseHttpServer(99999);
// MainServer.AddHttpServer(httpServer);
// MainServer.Instance = httpServer;
// We need entity transfer modules so that when sp2 logs into the east region, the region calls
// EntityTransferModuleto set up a child agent on the west region.
// XXX: However, this is not an entity transfer so is misleading.
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
config.AddConfig("Chat");
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmA.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
SceneHelpers sh = new SceneHelpers();
TestScene sceneWest = sh.SetupScene("sceneWest", TestHelpers.ParseTail(0x1), 1000, 1000);
TestScene sceneEast = sh.SetupScene("sceneEast", TestHelpers.ParseTail(0x2), 1001, 1000);
SceneHelpers.SetupSceneModules(new Scene[] { sceneWest, sceneEast }, config, lscm);
SceneHelpers.SetupSceneModules(sceneWest, config, new CapabilitiesModule(), etmA, new ChatModule());
SceneHelpers.SetupSceneModules(sceneEast, config, new CapabilitiesModule(), etmB, new ChatModule());
ScenePresence sp1 = SceneHelpers.AddScenePresence(sceneEast, sp1Uuid);
TestClient sp1Client = (TestClient)sp1.ControllingClient;
// If we don't set agents to flying, test will go wrong as they instantly fall to z = 0.
// TODO: May need to create special complete no-op test physics module rather than basic physics, since
// physics is irrelevant to this test.
sp1.Flying = true;
// When sp1 logs in to sceneEast, it sets up a child agent in sceneWest and informs the sp2 client to
// make the connection. For this test, will simplify this chain by making the connection directly.
ScenePresence sp1Child = SceneHelpers.AddChildScenePresence(sceneWest, sp1Uuid);
TestClient sp1ChildClient = (TestClient)sp1Child.ControllingClient;
sp1.AbsolutePosition = sp1Position;
ScenePresence sp2 = SceneHelpers.AddScenePresence(sceneWest, sp2Uuid);
TestClient sp2Client = (TestClient)sp2.ControllingClient;
sp2.Flying = true;
ScenePresence sp2Child = SceneHelpers.AddChildScenePresence(sceneEast, sp2Uuid);
TestClient sp2ChildClient = (TestClient)sp2Child.ControllingClient;
sp2.AbsolutePosition = sp2Position;
// We must update the scenes in order to make the root new root agents trigger position updates in their
// children.
sceneWest.Update(1);
sceneEast.Update(1);
// Check child positions are correct.
Assert.AreEqual(
new Vector3(sp1Position.X + sceneEast.RegionInfo.RegionSizeX, sp1Position.Y, sp1Position.Z),
sp1ChildClient.SceneAgent.AbsolutePosition);
Assert.AreEqual(
new Vector3(sp2Position.X - sceneWest.RegionInfo.RegionSizeX, sp2Position.Y, sp2Position.Z),
sp2ChildClient.SceneAgent.AbsolutePosition);
// Check chat from sp1
{
string receivedChatMessage = "";
sp2ChildClient.OnReceivedChatMessage
+= (message, type, fromPos, fromName, fromAgentID, ownerID, source, audible) => receivedChatMessage = message;
string testMessage = "'ello darling";
sp1Client.Chat(0, ChatTypeEnum.Say, testMessage);
}
// Check chat from sp2
{
string receivedChatMessage = "";
sp1ChildClient.OnReceivedChatMessage
+= (message, type, fromPos, fromName, fromAgentID, ownerID, source, audible) => receivedChatMessage = message;
string testMessage = "fantastic cats";
sp2Client.Chat(0, ChatTypeEnum.Say, testMessage);
Assert.AreEqual(testMessage, receivedChatMessage);
}
}
}
}
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