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
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
|
/*
* 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.Agent.Capabilities;
using OpenSim.Region.CoreModules.Avatar.Gods;
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.Services.Interfaces;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Tests.Common.Setup
{
/// <summary>
/// Helpers for setting up scenes.
/// </summary>
public class SceneSetupHelpers
{
// These static variables in order to allow regions to be linked by shared modules and same
// CommunicationsManager.
private static ISharedRegionModule m_assetService = null;
// private static ISharedRegionModule m_authenticationService = null;
private static ISharedRegionModule m_inventoryService = null;
private static ISharedRegionModule m_gridService = null;
private static ISharedRegionModule m_userAccountService = null;
/// <summary>
/// Set up a test scene
/// </summary>
///
/// Automatically starts service threads, as would the normal runtime.
///
/// <returns></returns>
public static TestScene SetupScene()
{
return SetupScene("");
}
/// <summary>
/// Set up a test scene
/// </summary>
///
/// <param name="realServices">Starts real inventory and asset services, as opposed to mock ones, if true</param>
/// <returns></returns>
public static TestScene SetupScene(String realServices)
{
return SetupScene(
"Unit test region", UUID.Random(), 1000, 1000, realServices);
}
// REFACTORING PROBLEM. No idea what the difference is with the previous one
///// <summary>
///// Set up a test scene
///// </summary>
/////
///// <param name="realServices">Starts real inventory and asset services, as opposed to mock ones, if true</param>
///// <param name="cm">This should be the same if simulating two scenes within a standalone</param>
///// <returns></returns>
//public static TestScene SetupScene(String realServices)
//{
// return SetupScene(
// "Unit test region", UUID.Random(), 1000, 1000, "");
//}
/// <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)
{
return SetupScene(name, id, x, y,"");
}
/// <summary>
/// Set up a scene. If it's more then one scene, use the same CommunicationsManager to link regions
/// or a different, to get a brand new scene with new shared region modules.
/// </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="realServices">Starts real inventory and asset services, as opposed to mock ones, if true</param>
/// <returns></returns>
public static TestScene SetupScene(
string name, UUID id, uint x, uint y, String realServices)
{
bool newScene = false;
Console.WriteLine("Setting up test scene {0}", name);
// REFACTORING PROBLEM!
//// If cm is the same as our last commsManager used, this means the tester wants to link
//// regions. In this case, don't use the sameshared region modules and dont initialize them again.
//// Also, no need to start another MainServer and MainConsole instance.
//if (cm == null || cm != commsManager)
//{
// System.Console.WriteLine("Starting a brand new scene");
// newScene = true;
MainConsole.Instance = new MockConsole("TEST PROMPT");
// MainServer.Instance = new BaseHttpServer(980);
// commsManager = cm;
//}
// We must set up a console otherwise setup of some modules may fail
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();
StorageManager sm = new StorageManager("OpenSim.Data.Null.dll", "", "");
IConfigSource configSource = new IniConfigSource();
TestScene testScene = new TestScene(
regInfo, acm, scs, sm, null, false, false, false, configSource, null);
INonSharedRegionModule capsModule = new CapabilitiesModule();
capsModule.Initialise(new IniConfigSource());
testScene.AddRegionModule(capsModule.Name, capsModule);
capsModule.AddRegion(testScene);
IRegionModule godsModule = new GodsModule();
godsModule.Initialise(testScene, new IniConfigSource());
testScene.AddModule(godsModule.Name, godsModule);
realServices = realServices.ToLower();
// IConfigSource config = new IniConfigSource();
// If we have a brand new scene, need to initialize shared region modules
if ((m_assetService == null && m_inventoryService == null) || newScene)
{
if (realServices.Contains("asset"))
StartAssetService(testScene, true);
else
StartAssetService(testScene, false);
// For now, always started a 'real' authenication service
StartAuthenticationService(testScene, true);
if (realServices.Contains("inventory"))
StartInventoryService(testScene, true);
else
StartInventoryService(testScene, false);
if (realServices.Contains("grid"))
StartGridService(testScene, true);
StartUserAccountService(testScene, realServices.Contains("useraccounts"));
}
// If not, make sure the shared module gets references to this new scene
else
{
m_assetService.AddRegion(testScene);
m_assetService.RegionLoaded(testScene);
m_inventoryService.AddRegion(testScene);
m_inventoryService.RegionLoaded(testScene);
m_userAccountService.AddRegion(testScene);
m_userAccountService.RegionLoaded(testScene);
}
m_inventoryService.PostInitialise();
m_assetService.PostInitialise();
m_userAccountService.PostInitialise();
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");
// It's really not a good idea to use static variables as they carry over between tests, leading to
// problems that are extremely hard to debug. Really, these static fields need to be eliminated -
// tests using multiple regions that need to share modules need to find another solution.
m_assetService = null;
m_inventoryService = null;
m_gridService = null;
m_userAccountService = null;
return testScene;
}
private static void StartAssetService(Scene testScene, bool real)
{
ISharedRegionModule assetService = new LocalAssetServicesConnector();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.AddConfig("AssetService");
config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector");
if (real)
config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService");
else
config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Tests.Common.dll:MockAssetService");
config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
assetService.Initialise(config);
assetService.AddRegion(testScene);
assetService.RegionLoaded(testScene);
testScene.AddRegionModule(assetService.Name, assetService);
m_assetService = assetService;
}
private static void StartAuthenticationService(Scene testScene, bool real)
{
ISharedRegionModule service = new LocalAuthenticationServicesConnector();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.AddConfig("AuthenticationService");
config.Configs["Modules"].Set("AuthenticationServices", "LocalAuthenticationServicesConnector");
if (real)
config.Configs["AuthenticationService"].Set(
"LocalServiceModule", "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService");
else
config.Configs["AuthenticationService"].Set(
"LocalServiceModule", "OpenSim.Tests.Common.dll:MockuthenticationService");
config.Configs["AuthenticationService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
service.Initialise(config);
service.AddRegion(testScene);
service.RegionLoaded(testScene);
testScene.AddRegionModule(service.Name, service);
//m_authenticationService = service;
}
private static void StartInventoryService(Scene testScene, bool real)
{
ISharedRegionModule inventoryService = new LocalInventoryServicesConnector();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.AddConfig("InventoryService");
config.Configs["Modules"].Set("InventoryServices", "LocalInventoryServicesConnector");
if (real)
config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Services.InventoryService.dll:InventoryService");
else
config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Tests.Common.dll:MockInventoryService");
config.Configs["InventoryService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
inventoryService.Initialise(config);
inventoryService.AddRegion(testScene);
inventoryService.RegionLoaded(testScene);
testScene.AddRegionModule(inventoryService.Name, inventoryService);
m_inventoryService = inventoryService;
}
private static void StartGridService(Scene testScene, bool real)
{
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");
if (real)
config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService");
if (m_gridService == null)
{
ISharedRegionModule gridService = new LocalGridServicesConnector();
gridService.Initialise(config);
m_gridService = gridService;
}
//else
// config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Tests.Common.dll:TestGridService");
m_gridService.AddRegion(testScene);
m_gridService.RegionLoaded(testScene);
//testScene.AddRegionModule(m_gridService.Name, m_gridService);
}
/// <summary>
/// Start a user account service, whether real or mock
/// </summary>
/// <param name="testScene"></param>
/// <param name="real">Starts a real service if true, a mock service if not</param>
private static void StartUserAccountService(Scene testScene, bool real)
{
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");
if (real)
config.Configs["UserAccountService"].Set(
"LocalServiceModule", "OpenSim.Services.UserAccountService.dll:UserAccountService");
else
config.Configs["UserAccountService"].Set(
"LocalServiceModule", "OpenSim.Tests.Common.dll:MockUserAccountService");
if (m_userAccountService == null)
{
ISharedRegionModule userAccountService = new LocalUserAccountServicesConnector();
userAccountService.Initialise(config);
m_userAccountService = userAccountService;
}
//else
// config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Tests.Common.dll:TestGridService");
m_userAccountService.AddRegion(testScene);
m_userAccountService.RegionLoaded(testScene);
testScene.AddRegionModule(m_userAccountService.Name, m_userAccountService);
}
/// <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>
/// <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);
module.RegionLoaded(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, (uint)TeleportFlags.ViaLogin, 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();
}
}
}
|