1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
|
/*
* 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.Region.CoreModules.ServiceConnectors.Asset;
using OpenSim.Services.Interfaces;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Tests.Common.Setup
{
/// <summary>
/// Helpers for setting up scenes.
/// </summary>
public class SceneSetupHelpers
{
/// <summary>
/// Set up a test scene
/// </summary>
///
/// Automatically starts service threads, as would the normal runtime.
///
/// <returns></returns>
public static TestScene SetupScene()
{
return SetupScene(true);
}
/// <summary>
/// Set up a test scene
/// </summary>
///
/// <param name="startServices">Start associated service threads for the scene</param>
/// <returns></returns>
public static TestScene SetupScene(bool startServices)
{
return SetupScene(
"Unit test region", UUID.Random(), 1000, 1000, new TestCommunicationsManager(), startServices);
}
/// <summary>
/// Set up a test 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="cm">This should be the same if simulating two scenes within a standalone</param>
/// <returns></returns>
public static TestScene SetupScene(string name, UUID id, uint x, uint y, TestCommunicationsManager cm)
{
return SetupScene(name, id, x, y, cm, true);
}
/// <summary>
/// Set up a test 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="cm">This should be the same if simulating two scenes within a standalone</param>
/// <param name="startServices">Start associated threads for the services used by the scene</param>
/// <returns></returns>
public static TestScene SetupScene(
string name, UUID id, uint x, uint y, TestCommunicationsManager cm, bool startServices)
{
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);
ISharedRegionModule assetService = new LocalAssetServicesConnector();
IniConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.AddConfig("AssetService");
config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector");
config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService");
config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
assetService.Initialise(config);
assetService.AddRegion(testScene);
assetService.RegionLoaded(testScene);
testScene.AddRegionModule(assetService.Name, assetService);
assetService.PostInitialise();
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;
}
/// <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, null, modules);
}
/// <summary>
/// Setup modules for a scene.
/// </summary>
/// <param name="scene"></param>
/// <param name="config"></param>
/// <param name="modules"></param>
public static void SetupSceneModules(Scene scene, IConfigSource config, params object[] modules)
{
List<IRegionModuleBase> newModules = new List<IRegionModuleBase>();
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);
scene.AddRegionModule(module.Name, module);
}
scene.SetModuleInterfaces();
}
/// <summary>
/// Generate some standard agent connection data.
/// </summary>
/// <param name="agentId"></param>
/// <returns></returns>
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;
}
/// <summary>
/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
/// </summary>
/// <param name="scene"></param>
/// <param name="agentId"></param>
/// <returns></returns>
public static TestClient AddRootAgent(Scene scene, UUID agentId)
{
return AddRootAgent(scene, GenerateAgentData(agentId));
}
/// <summary>
/// Add a root agent.
/// </summary>
///
/// 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
///
/// <param name="scene"></param>
/// <param name="agentData"></param>
/// <returns></returns>
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;
}
/// <summary>
/// Add a test object
/// </summary>
/// <param name="scene"></param>
/// <returns></returns>
public static SceneObjectPart AddSceneObject(Scene scene)
{
return AddSceneObject(scene, "Test Object");
}
/// <summary>
/// Add a test object
/// </summary>
/// <param name="scene"></param>
/// <param name="name"></param>
/// <returns></returns>
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;
}
/// <summary>
/// Delete a scene object asynchronously
/// </summary>
/// <param name="scene"></param>
/// <param name="part"></param>
/// <param name="action"></param>
/// <param name="destinationId"></param>
/// <param name="client"></param>
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();
}
}
}
|