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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 Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Framework;
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Region.CoreModules.World.Land;
using OpenSim.Region.OptionalModules;
using OpenSim.Tests.Common;
using System.Threading;
namespace OpenSim.Region.Framework.Scenes.Tests
{
public class SceneObjectCrossingTests : OpenSimTestCase
{
[TestFixtureSetUp]
public void FixtureInit()
{
// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
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>
/// Test cross with no prim limit module.
/// </summary>
[Test]
public void TestCrossOnSameSimulator()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
int sceneObjectIdTail = 0x2;
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmA.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
SceneHelpers.SetupSceneModules(sceneA, config, etmA);
SceneHelpers.SetupSceneModules(sceneB, config, etmB);
SceneObjectGroup so1 = SceneHelpers.AddSceneObject(sceneA, 1, userId, "", sceneObjectIdTail);
UUID so1Id = so1.UUID;
so1.AbsolutePosition = new Vector3(128, 10, 20);
// Cross with a negative value
so1.AbsolutePosition = new Vector3(128, -10, 20);
// crossing is async
Thread.Sleep(500);
Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id));
Assert.NotNull(sceneB.GetSceneObjectGroup(so1Id));
}
/// <summary>
/// Test cross with no prim limit module.
/// </summary>
/// <remarks>
/// Possibly this should belong in ScenePresenceCrossingTests, though here it is the object that is being moved
/// where the avatar is just a passenger.
/// </remarks>
[Test]
public void TestCrossOnSameSimulatorWithSittingAvatar()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
int sceneObjectIdTail = 0x2;
Vector3 so1StartPos = new Vector3(128, 10, 20);
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmA.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
// In order to run a single threaded regression test we do not want the entity transfer module waiting
// for a callback from the destination scene before removing its avatar data.
entityTransferConfig.Set("wait_for_callback", false);
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
SceneObjectGroup so1 = SceneHelpers.AddSceneObject(sceneA, 1, userId, "", sceneObjectIdTail);
UUID so1Id = so1.UUID;
so1.AbsolutePosition = so1StartPos;
AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
TestClient tc = new TestClient(acd, sceneA);
List<TestClient> destinationTestClients = new List<TestClient>();
EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);
ScenePresence sp1SceneA = SceneHelpers.AddScenePresence(sceneA, tc, acd);
sp1SceneA.AbsolutePosition = so1StartPos;
sp1SceneA.HandleAgentRequestSit(sp1SceneA.ControllingClient, sp1SceneA.UUID, so1.UUID, Vector3.Zero);
// Cross
sceneA.SceneGraph.UpdatePrimGroupPosition(
so1.LocalId, new Vector3(so1StartPos.X, so1StartPos.Y - 20, so1StartPos.Z), userId);
// crossing is async
Thread.Sleep(500);
SceneObjectGroup so1PostCross;
{
ScenePresence sp1SceneAPostCross = sceneA.GetScenePresence(userId);
Assert.IsTrue(sp1SceneAPostCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly false");
ScenePresence sp1SceneBPostCross = sceneB.GetScenePresence(userId);
TestClient sceneBTc = ((TestClient)sp1SceneBPostCross.ControllingClient);
sceneBTc.CompleteMovement();
Assert.IsFalse(sp1SceneBPostCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly true");
Assert.IsTrue(sp1SceneBPostCross.IsSatOnObject);
Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id), "uck");
so1PostCross = sceneB.GetSceneObjectGroup(so1Id);
Assert.NotNull(so1PostCross);
Assert.AreEqual(1, so1PostCross.GetSittingAvatarsCount());
}
Vector3 so1PostCrossPos = so1PostCross.AbsolutePosition;
// Console.WriteLine("CRISSCROSS");
// Recross
sceneB.SceneGraph.UpdatePrimGroupPosition(
so1PostCross.LocalId, new Vector3(so1PostCrossPos.X, so1PostCrossPos.Y + 20, so1PostCrossPos.Z), userId);
// crossing is async
Thread.Sleep(500);
{
ScenePresence sp1SceneBPostReCross = sceneB.GetScenePresence(userId);
Assert.IsTrue(sp1SceneBPostReCross.IsChildAgent, "sp1SceneBPostReCross.IsChildAgent unexpectedly false");
ScenePresence sp1SceneAPostReCross = sceneA.GetScenePresence(userId);
TestClient sceneATc = ((TestClient)sp1SceneAPostReCross.ControllingClient);
sceneATc.CompleteMovement();
Assert.IsFalse(sp1SceneAPostReCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly true");
Assert.IsTrue(sp1SceneAPostReCross.IsSatOnObject);
Assert.IsNull(sceneB.GetSceneObjectGroup(so1Id), "uck2");
SceneObjectGroup so1PostReCross = sceneA.GetSceneObjectGroup(so1Id);
Assert.NotNull(so1PostReCross);
Assert.AreEqual(1, so1PostReCross.GetSittingAvatarsCount());
}
}
/// <summary>
/// Test cross with no prim limit module.
/// </summary>
/// <remarks>
/// XXX: This test may FCbe better off in a specific PrimLimitsModuleTest class in optional module tests in the
/// future (though it is configured as active by default, so not really optional).
/// </remarks>
[Test]
public void TestCrossOnSameSimulatorPrimLimitsOkay()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
int sceneObjectIdTail = 0x2;
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
LandManagementModule lmmA = new LandManagementModule();
LandManagementModule lmmB = new LandManagementModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmA.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
IConfig permissionsConfig = config.AddConfig("Permissions");
permissionsConfig.Set("permissionmodules", "PrimLimitsModule");
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
SceneHelpers.SetupSceneModules(
sceneA, config, etmA, lmmA, new PrimLimitsModule(), new PrimCountModule());
SceneHelpers.SetupSceneModules(
sceneB, config, etmB, lmmB, new PrimLimitsModule(), new PrimCountModule());
// We must set up the parcel for this to work. Normally this is taken care of by OpenSimulator startup
// code which is not yet easily invoked by tests.
lmmA.EventManagerOnNoLandDataFromStorage();
lmmB.EventManagerOnNoLandDataFromStorage();
SceneObjectGroup so1 = SceneHelpers.AddSceneObject(sceneA, 1, userId, "", sceneObjectIdTail);
UUID so1Id = so1.UUID;
so1.AbsolutePosition = new Vector3(128, 10, 20);
// Cross with a negative value. We must make this call rather than setting AbsolutePosition directly
// because only this will execute permission checks in the source region.
sceneA.SceneGraph.UpdatePrimGroupPosition(so1.LocalId, new Vector3(128, -10, 20), userId);
// crossing is async
Thread.Sleep(500);
Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id));
Assert.NotNull(sceneB.GetSceneObjectGroup(so1Id));
}
}
}
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