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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.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
{
/// <summary>
/// Helpers for setting up scenes.
/// </summary>
public class SceneHelpers
{
/// <summary>
/// We need a scene manager so that test clients can retrieve a scene when performing teleport tests.
/// </summary>
public SceneManager SceneManager { get; private set; }
private AgentCircuitManager m_acm = new AgentCircuitManager();
private ISimulationDataService m_simDataService
= OpenSim.Server.Base.ServerUtils.LoadPlugin<ISimulationDataService>("OpenSim.Tests.Common.dll", null);
private IEstateDataService m_estateDataService = null;
private LocalAssetServicesConnector m_assetService;
private LocalAuthenticationServicesConnector m_authenticationService;
private LocalInventoryServicesConnector m_inventoryService;
private LocalGridServicesConnector m_gridService;
private LocalUserAccountServicesConnector m_userAccountService;
private LocalPresenceServicesConnector m_presenceService;
private CoreAssetCache m_cache;
public SceneHelpers() : this(null) {}
public SceneHelpers(CoreAssetCache cache)
{
SceneManager = new SceneManager();
m_assetService = StartAssetService(cache);
m_authenticationService = StartAuthenticationService();
m_inventoryService = StartInventoryService();
m_gridService = StartGridService();
m_userAccountService = StartUserAccountService();
m_presenceService = StartPresenceService();
m_inventoryService.PostInitialise();
m_assetService.PostInitialise();
m_userAccountService.PostInitialise();
m_presenceService.PostInitialise();
m_cache = cache;
}
/// <summary>
/// Set up a test scene
/// </summary>
/// <remarks>
/// Automatically starts services, as would the normal runtime.
/// </remarks>
/// <returns></returns>
public TestScene SetupScene()
{
return SetupScene("Unit test region", UUID.Random(), 1000, 1000);
}
public TestScene SetupScene(string name, UUID id, uint x, uint y)
{
return SetupScene(name, id, x, y, new IniConfigSource());
}
/// <summary>
/// Set up a scene.
/// </summary>
/// <param name="name">Name of the region</param>
/// <param name="id">ID of the region</param>
/// <param name="x">X co-ordinate of the region</param>
/// <param name="y">Y co-ordinate of the region</param>
/// <param name="configSource"></param>
/// <returns></returns>
public TestScene SetupScene(
string name, UUID id, uint x, uint y, IConfigSource configSource)
{
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();
RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1");
regInfo.RegionName = name;
regInfo.RegionID = id;
SceneCommunicationService scs = new SceneCommunicationService();
TestScene testScene = new TestScene(
regInfo, m_acm, scs, m_simDataService, m_estateDataService, null, false, configSource, null);
IRegionModule godsModule = new GodsModule();
godsModule.Initialise(testScene, new IniConfigSource());
testScene.AddModule(godsModule.Name, godsModule);
// Add scene to services
m_assetService.AddRegion(testScene);
if (m_cache != null)
{
m_cache.AddRegion(testScene);
m_cache.RegionLoaded(testScene);
testScene.AddRegionModule(m_cache.Name, m_cache);
}
m_assetService.RegionLoaded(testScene);
testScene.AddRegionModule(m_assetService.Name, m_assetService);
m_authenticationService.AddRegion(testScene);
m_authenticationService.RegionLoaded(testScene);
testScene.AddRegionModule(m_authenticationService.Name, m_authenticationService);
m_inventoryService.AddRegion(testScene);
m_inventoryService.RegionLoaded(testScene);
testScene.AddRegionModule(m_inventoryService.Name, m_inventoryService);
m_gridService.AddRegion(testScene);
m_gridService.RegionLoaded(testScene);
testScene.AddRegionModule(m_gridService.Name, m_gridService);
m_userAccountService.AddRegion(testScene);
m_userAccountService.RegionLoaded(testScene);
testScene.AddRegionModule(m_userAccountService.Name, m_userAccountService);
m_presenceService.AddRegion(testScene);
m_presenceService.RegionLoaded(testScene);
testScene.AddRegionModule(m_presenceService.Name, m_presenceService);
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.LoginsEnabled = true;
testScene.RegisterRegionWithGrid();
SceneManager.Add(testScene);
return testScene;
}
private static LocalAssetServicesConnector StartAssetService(CoreAssetCache cache)
{
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");
LocalAssetServicesConnector assetService = new LocalAssetServicesConnector();
assetService.Initialise(config);
if (cache != null)
{
IConfigSource cacheConfig = new IniConfigSource();
cacheConfig.AddConfig("Modules");
cacheConfig.Configs["Modules"].Set("AssetCaching", "CoreAssetCache");
cacheConfig.AddConfig("AssetCache");
cache.Initialise(cacheConfig);
}
return assetService;
}
private static LocalAuthenticationServicesConnector StartAuthenticationService()
{
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");
LocalAuthenticationServicesConnector service = new LocalAuthenticationServicesConnector();
service.Initialise(config);
return service;
}
private static LocalInventoryServicesConnector StartInventoryService()
{
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:XInventoryService");
config.Configs["InventoryService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
LocalInventoryServicesConnector inventoryService = new LocalInventoryServicesConnector();
inventoryService.Initialise(config);
return inventoryService;
}
private static LocalGridServicesConnector StartGridService()
{
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);
return gridService;
}
/// <summary>
/// Start a user account service
/// </summary>
/// <param name="testScene"></param>
/// <returns></returns>
private static LocalUserAccountServicesConnector StartUserAccountService()
{
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);
return userAccountService;
}
/// <summary>
/// Start a presence service
/// </summary>
/// <param name="testScene"></param>
private static LocalPresenceServicesConnector StartPresenceService()
{
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);
return presenceService;
}
/// <summary>
/// Setup modules for a scene using their default settings.
/// </summary>
/// <param name="scene"></param>
/// <param name="modules"></param>
public static void SetupSceneModules(Scene scene, params object[] modules)
{
SetupSceneModules(scene, new IniConfigSource(), modules);
}
/// <summary>
/// Setup modules for a scene.
/// </summary>
/// <remarks>
/// If called directly, then all the modules must be shared modules.
/// </remarks>
/// <param name="scenes"></param>
/// <param name="config"></param>
/// <param name="modules"></param>
public static void SetupSceneModules(Scene scene, IConfigSource config, params object[] modules)
{
SetupSceneModules(new Scene[] { scene }, config, modules);
}
/// <summary>
/// Setup modules for a scene using their default settings.
/// </summary>
/// <param name="scenes"></param>
/// <param name="modules"></param>
public static void SetupSceneModules(Scene[] scenes, params object[] modules)
{
SetupSceneModules(scenes, new IniConfigSource(), modules);
}
/// <summary>
/// Setup modules for scenes.
/// </summary>
/// <remarks>
/// If called directly, then all the modules must be shared modules.
/// </remarks>
/// <param name="scenes"></param>
/// <param name="config"></param>
/// <param name="modules"></param>
public static void SetupSceneModules(Scene[] scenes, IConfigSource config, params object[] modules)
{
List<IRegionModuleBase> newModules = new List<IRegionModuleBase>();
foreach (object module in modules)
{
// Console.WriteLine("MODULE RAW {0}", module);
if (module is IRegionModule)
{
IRegionModule m = (IRegionModule)module;
foreach (Scene scene in scenes)
{
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;
// Console.WriteLine("MODULE {0}", m.Name);
m.Initialise(config);
newModules.Add(m);
}
}
foreach (IRegionModuleBase module in newModules)
{
foreach (Scene scene in scenes)
{
module.AddRegion(scene);
scene.AddRegionModule(module.Name, module);
}
}
foreach (IRegionModuleBase module in newModules)
{
if (module is ISharedRegionModule) ((ISharedRegionModule)module).PostInitialise();
}
// RegionLoaded is fired after all modules have been appropriately added to all scenes
foreach (IRegionModuleBase module in newModules)
foreach (Scene scene in scenes)
module.RegionLoaded(scene);
foreach (Scene scene in scenes) { scene.SetModuleInterfaces(); }
}
/// <summary>
/// Generate some standard agent connection data.
/// </summary>
/// <param name="agentId"></param>
/// <returns></returns>
public static AgentCircuitData GenerateAgentData(UUID agentId)
{
AgentCircuitData acd = GenerateCommonAgentData();
acd.AgentID = agentId;
acd.firstname = "testfirstname";
acd.lastname = "testlastname";
acd.ServiceURLs = new Dictionary<string, object>();
return acd;
}
/// <summary>
/// Generate some standard agent connection data.
/// </summary>
/// <param name="agentId"></param>
/// <returns></returns>
public static AgentCircuitData GenerateAgentData(UserAccount ua)
{
AgentCircuitData acd = GenerateCommonAgentData();
acd.AgentID = ua.PrincipalID;
acd.firstname = ua.FirstName;
acd.lastname = ua.LastName;
acd.ServiceURLs = ua.ServiceURLs;
return acd;
}
private static AgentCircuitData GenerateCommonAgentData()
{
AgentCircuitData acd = new AgentCircuitData();
// XXX: Sessions must be unique, otherwise one presence can overwrite another in NullPresenceData.
acd.SessionID = UUID.Random();
acd.SecureSessionID = UUID.Random();
acd.circuitcode = 123;
acd.BaseFolder = UUID.Zero;
acd.InventoryFolder = UUID.Zero;
acd.startpos = Vector3.Zero;
acd.CapsPath = "http://wibble.com";
acd.Appearance = new AvatarAppearance();
return acd;
}
/// <summary>
/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
/// </summary>
/// <remarks>
/// This can be used for tests where there is only one region or where there are multiple non-neighbour regions
/// and teleport doesn't take place.
///
/// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
/// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
/// </remarks>
/// <param name="scene"></param>
/// <param name="agentId"></param>
/// <returns></returns>
public static ScenePresence AddScenePresence(Scene scene, UUID agentId)
{
return AddScenePresence(scene, GenerateAgentData(agentId));
}
/// <summary>
/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
/// </summary>
/// <remarks>
/// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
/// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
/// </remarks>
/// <param name="scene"></param>
/// <param name="agentId"></param>
/// <param name="sceneManager"></param>
/// <returns></returns>
public static ScenePresence AddScenePresence(Scene scene, UUID agentId, SceneManager sceneManager)
{
return AddScenePresence(scene, GenerateAgentData(agentId), sceneManager);
}
/// <summary>
/// Add a root agent.
/// </summary>
/// <param name="scene"></param>
/// <param name="ua"></param>
/// <returns></returns>
public static ScenePresence AddScenePresence(Scene scene, UserAccount ua)
{
return AddScenePresence(scene, GenerateAgentData(ua));
}
/// <summary>
/// Add a root agent.
/// </summary>
/// <remarks>
/// 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
/// </remarks>
/// <param name="scene"></param>
/// <param name="agentData"></param>
/// <returns></returns>
public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData)
{
return AddScenePresence(scene, agentData, null);
}
/// <summary>
/// Add a root agent.
/// </summary>
/// <remarks>
/// 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
/// </remarks>
/// <param name="scene"></param>
/// <param name="agentData"></param>
/// <param name="sceneManager"></param>
/// <returns></returns>
public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData, SceneManager sceneManager)
{
// We emulate the proper login sequence here by doing things in four stages
// Stage 0: login
// We need to punch through to the underlying service because scene will not, correctly, let us call it
// through it's reference to the LPSC
LocalPresenceServicesConnector lpsc = (LocalPresenceServicesConnector)scene.PresenceService;
lpsc.m_PresenceService.LoginAgent(agentData.AgentID.ToString(), agentData.SessionID, agentData.SecureSessionID);
// Stages 1 & 2
ScenePresence sp = IntroduceClientToScene(scene, sceneManager, agentData, TeleportFlags.ViaLogin);
// Stage 3: Complete the entrance into the region. This converts the child agent into a root agent.
sp.CompleteMovement(sp.ControllingClient, true);
return sp;
}
/// <summary>
/// Introduce an agent into the scene by adding a new client.
/// </summary>
/// <returns>The scene presence added</returns>
/// <param name='sceneManager'>
/// Scene manager. Can be null if there is only one region in the test or multiple regions that are not
/// neighbours and where no teleporting takes place.
/// </param>
/// <param name='scene'></param>
/// <param name='sceneManager></param>
/// <param name='agentData'></param>
/// <param name='tf'></param>
private static ScenePresence IntroduceClientToScene(
Scene scene, SceneManager sceneManager, AgentCircuitData agentData, TeleportFlags tf)
{
string reason;
// Stage 1: tell the scene to expect a new user connection
if (!scene.NewUserConnection(agentData, (uint)tf, 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, sceneManager);
scene.AddNewClient(client, PresenceType.User);
return scene.GetScenePresence(agentData.AgentID);
}
public static ScenePresence AddChildScenePresence(Scene scene, UUID agentId)
{
AgentCircuitData acd = GenerateAgentData(agentId);
acd.child = true;
// XXX: ViaLogin may not be correct for child agents
return IntroduceClientToScene(scene, null, acd, TeleportFlags.ViaLogin);
}
/// <summary>
/// Add a test object
/// </summary>
/// <param name="scene"></param>
/// <returns></returns>
public static SceneObjectGroup AddSceneObject(Scene scene)
{
return AddSceneObject(scene, "Test Object", UUID.Zero);
}
/// <summary>
/// Add a test object
/// </summary>
/// <param name="scene"></param>
/// <param name="name"></param>
/// <param name="ownerId"></param>
/// <returns></returns>
public static SceneObjectGroup AddSceneObject(Scene scene, string name, UUID ownerId)
{
SceneObjectGroup so = new SceneObjectGroup(CreateSceneObjectPart(name, UUID.Random(), ownerId));
//part.UpdatePrimFlags(false, false, true);
//part.ObjectFlags |= (uint)PrimFlags.Phantom;
scene.AddNewSceneObject(so, false);
return so;
}
/// <summary>
/// Create a scene object part.
/// </summary>
/// <param name="name"></param>
/// <param name="id"></param>
/// <param name="ownerId"></param>
/// <returns></returns>
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) };
}
/// <summary>
/// Create a scene object but do not add it to the scene.
/// </summary>
/// <remarks>
/// UUID always starts at 00000000-0000-0000-0000-000000000001. For some purposes, (e.g. serializing direct
/// to another object's inventory) we do not need a scene unique ID. So it would be better to add the
/// UUID when we actually add an object to a scene rather than on creation.
/// </remarks>
/// <param name="parts">The number of parts that should be in the scene object</param>
/// <param name="ownerId"></param>
/// <returns></returns>
public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId)
{
return CreateSceneObject(parts, ownerId, 0x1);
}
/// <summary>
/// Create a scene object but do not add it to the scene.
/// </summary>
/// <param name="parts">The number of parts that should be in the scene object</param>
/// <param name="ownerId"></param>
/// <param name="uuidTail">
/// 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.
/// </param>
/// <returns></returns>
public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, int uuidTail)
{
return CreateSceneObject(parts, ownerId, "", uuidTail);
}
/// <summary>
/// Create a scene object but do not add it to the scene.
/// </summary>
/// <param name="parts">
/// The number of parts that should be in the scene object
/// </param>
/// <param name="ownerId"></param>
/// <param name="partNamePrefix">
/// The prefix to be given to part names. This will be suffixed with "Part<part no>"
/// (e.g. mynamePart1 for the root part)
/// </param>
/// <param name="uuidTail">
/// 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.
/// </param>
/// <returns></returns>
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}Part1", partNamePrefix), new UUID(rawSogId), ownerId));
if (parts > 1)
for (int i = 2; 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 - 1)),
ownerId));
return sog;
}
}
}
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