diff --git a/OpenSim/Framework/RegionSettings.cs b/OpenSim/Framework/RegionSettings.cs
index db8c53ef95..a895c40cc1 100644
--- a/OpenSim/Framework/RegionSettings.cs
+++ b/OpenSim/Framework/RegionSettings.cs
@@ -482,21 +482,14 @@ namespace OpenSim.Framework
set { m_LoadedCreationID = value; }
}
- // Connected Telehub object
- private UUID m_TelehubObject = UUID.Zero;
- public UUID TelehubObject
- {
- get
- {
- return m_TelehubObject;
- }
- set
- {
- m_TelehubObject = value;
- }
- }
+ ///
+ /// Connected Telehub object
+ ///
+ public UUID TelehubObject { get; set; }
- // Our Connected Telehub's SpawnPoints
+ ///
+ /// Our connected Telehub's SpawnPoints
+ ///
public List l_SpawnPoints = new List();
// Add a SpawnPoint
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs
index 173b603fe5..1659493981 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs
@@ -60,7 +60,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
public void Initialise()
{
- m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName);
+// m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName);
m_module.Scene.AddCommand("Regions", m_module, "set terrain texture",
"set terrain texture [] []",
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 42db1cf475..cf74350441 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -702,7 +702,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
}
}
- public void handleOnEstateManageTelehub(IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1)
+ public void HandleOnEstateManageTelehub(IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1)
{
SceneObjectPart part;
@@ -742,7 +742,9 @@ namespace OpenSim.Region.CoreModules.World.Estate
default:
break;
}
- SendTelehubInfo(client);
+
+ if (client != null)
+ SendTelehubInfo(client);
}
private void SendSimulatorBlueBoxMessage(
@@ -1207,7 +1209,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
client.OnEstateRestartSimRequest += handleEstateRestartSimRequest;
client.OnEstateChangeCovenantRequest += handleChangeEstateCovenantRequest;
client.OnEstateChangeInfo += handleEstateChangeInfo;
- client.OnEstateManageTelehub += handleOnEstateManageTelehub;
+ client.OnEstateManageTelehub += HandleOnEstateManageTelehub;
client.OnUpdateEstateAccessDeltaRequest += handleEstateAccessDeltaRequest;
client.OnSimulatorBlueBoxMessageRequest += SendSimulatorBlueBoxMessage;
client.OnEstateBlueBoxMessageRequest += SendEstateBlueBoxMessage;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 7772f9476b..420c0b58be 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -3946,32 +3946,52 @@ namespace OpenSim.Region.Framework.Scenes
}
}
+// m_log.DebugFormat(
+// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
+// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
+
// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
RegionInfo.EstateSettings.AllowDirectTeleport == false &&
!viahome && !godlike)
{
SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
- // Can have multiple SpawnPoints
- List spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
- if (spawnpoints.Count > 1)
+
+ if (telehub != null)
{
- // We have multiple SpawnPoints, Route the agent to a random or sequential one
- if (SpawnPointRouting == "random")
- acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
- telehub.AbsolutePosition,
- telehub.GroupRotation
- );
+ // Can have multiple SpawnPoints
+ List spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
+ if (spawnpoints.Count > 1)
+ {
+ // We have multiple SpawnPoints, Route the agent to a random or sequential one
+ if (SpawnPointRouting == "random")
+ acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
+ telehub.AbsolutePosition,
+ telehub.GroupRotation
+ );
+ else
+ acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
+ telehub.AbsolutePosition,
+ telehub.GroupRotation
+ );
+ }
+ else if (spawnpoints.Count == 1)
+ {
+ // We have a single SpawnPoint and will route the agent to it
+ acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
+ }
else
- acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
- telehub.AbsolutePosition,
- telehub.GroupRotation
- );
+ {
+ m_log.DebugFormat(
+ "[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.",
+ RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
+ }
}
else
{
- // We have a single SpawnPoint and will route the agent to it
- acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
+ m_log.DebugFormat(
+ "[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.",
+ RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
}
return true;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs
new file mode 100644
index 0000000000..9a97acc176
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs
@@ -0,0 +1,119 @@
+/*
+ * 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 Nini.Config;
+using NUnit.Framework;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Region.CoreModules.World.Estate;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Services.Interfaces;
+using OpenSim.Tests.Common;
+using OpenSim.Tests.Common.Mock;
+
+namespace OpenSim.Region.Framework.Scenes.Tests
+{
+ ///
+ /// Scene telehub tests
+ ///
+ ///
+ /// TODO: Tests which run through normal functionality. Currently, the only test is one that checks behaviour
+ /// in the case of an error condition
+ ///
+ [TestFixture]
+ public class SceneTelehubTests : OpenSimTestCase
+ {
+ ///
+ /// Test for desired behaviour when a telehub has no spawn points
+ ///
+ [Test]
+ public void TestNoTelehubSpawnPoints()
+ {
+ TestHelpers.InMethod();
+// TestHelpers.EnableLogging();
+
+ EstateManagementModule emm = new EstateManagementModule();
+
+ SceneHelpers sh = new SceneHelpers();
+ Scene scene = sh.SetupScene();
+ SceneHelpers.SetupSceneModules(scene, emm);
+
+ UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
+
+ SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
+
+ emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
+ scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
+
+ // Must still be possible to successfully log in
+ UUID loggingInUserId = TestHelpers.ParseTail(0x2);
+
+ UserAccount ua
+ = UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
+
+ SceneHelpers.AddScenePresence(scene, ua);
+
+ Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
+ }
+
+ ///
+ /// Test for desired behaviour when the scene object nominated as a telehub object does not exist.
+ ///
+ [Test]
+ public void TestNoTelehubSceneObject()
+ {
+ TestHelpers.InMethod();
+// TestHelpers.EnableLogging();
+
+ EstateManagementModule emm = new EstateManagementModule();
+
+ SceneHelpers sh = new SceneHelpers();
+ Scene scene = sh.SetupScene();
+ SceneHelpers.SetupSceneModules(scene, emm);
+
+ UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
+
+ SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
+ SceneObjectGroup spawnPointSo = SceneHelpers.AddSceneObject(scene, "spawnpointObject", telehubSceneObjectOwner);
+
+ emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
+ emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "spawnpoint add", spawnPointSo.LocalId);
+ scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
+
+ scene.DeleteSceneObject(telehubSo, false);
+
+ // Must still be possible to successfully log in
+ UUID loggingInUserId = TestHelpers.ParseTail(0x2);
+
+ UserAccount ua
+ = UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
+
+ SceneHelpers.AddScenePresence(scene, ua);
+
+ Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
+ }
+ }
+}
\ No newline at end of file
diff --git a/OpenSim/Tests/Common/Mock/TestClient.cs b/OpenSim/Tests/Common/Mock/TestClient.cs
index 937010285f..a4247e303a 100644
--- a/OpenSim/Tests/Common/Mock/TestClient.cs
+++ b/OpenSim/Tests/Common/Mock/TestClient.cs
@@ -788,11 +788,6 @@ namespace OpenSim.Tests.Common.Mock
{
OnRegionHandShakeReply(this);
}
-
- if (OnCompleteMovementToRegion != null)
- {
- OnCompleteMovementToRegion(this, true);
- }
}
public void SendAssetUploadCompleteMessage(sbyte AssetType, bool Success, UUID AssetFullID)
diff --git a/OpenSim/Tests/Common/TestHelpers.cs b/OpenSim/Tests/Common/TestHelpers.cs
index a684d72e7f..6bf23f8e67 100644
--- a/OpenSim/Tests/Common/TestHelpers.cs
+++ b/OpenSim/Tests/Common/TestHelpers.cs
@@ -117,8 +117,6 @@ namespace OpenSim.Tests.Common
/// Parse a UUID stem into a full UUID.
///
///
- /// Yes, this is completely inconsistent with ParseTail but this is probably a better way to do it,
- /// UUIDs are conceptually not hexadecmial numbers.
/// The fragment will come at the start of the UUID. The rest will be 0s
///
///
@@ -143,5 +141,24 @@ namespace OpenSim.Tests.Common
{
return new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", tail));
}
+
+ ///
+ /// Parse a UUID tail section into a full UUID.
+ ///
+ ///
+ /// The fragment will come at the end of the UUID. The rest will be 0s
+ ///
+ ///
+ ///
+ /// A UUID fragment that will be parsed into a full UUID. Therefore, it can only contain
+ /// cahracters which are valid in a UUID, except for "-" which is currently only allowed if a full UUID is
+ /// given as the 'fragment'.
+ ///
+ public static UUID ParseTail(string stem)
+ {
+ string rawUuid = stem.PadLeft(32, '0');
+
+ return UUID.Parse(rawUuid);
+ }
}
}