Fix issue where objects removed via llDie() would not disappear for users looking in from neighbouring sims.
This was because this particular code path (unlike user delete) only sent kills to root presences, for no apparent good reason. Added regression test for this case. This fixes http://opensimulator.org/mantis/view.php?id=6627user_profiles
parent
2b0b9f3e6c
commit
2cb2f1d7e3
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@ -833,11 +833,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(sceneA, 0x1);
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AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID);
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TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
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TestClient tc = new TestClient(acd, sceneA);
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List<TestClient> destinationTestClients = new List<TestClient>();
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EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
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ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
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ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
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beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32);
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InventoryItemBase attItem = CreateAttachmentItem(sceneA, ua1.PrincipalID, "att", 0x10, 0x20);
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@ -1221,11 +1221,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Delete this group from its scene.
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/// </summary>
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///
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/// <remarks>
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/// This only handles the in-world consequences of deletion (e.g. any avatars sitting on it are forcibly stood
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/// up and all avatars receive notification of its removal. Removal of the scene object from database backup
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/// must be handled by the caller.
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///
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/// </remarks>
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/// <param name="silent">If true then deletion is not broadcast to clients</param>
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public void DeleteGroupFromScene(bool silent)
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{
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@ -1234,10 +1234,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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SceneObjectPart part = parts[i];
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Scene.ForEachRootScenePresence(delegate(ScenePresence avatar)
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Scene.ForEachScenePresence(sp =>
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{
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if (avatar.ParentID == LocalId)
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avatar.StandUp();
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if (!sp.IsChildAgent && sp.ParentID == LocalId)
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sp.StandUp();
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if (!silent)
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{
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@ -1245,9 +1245,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (part == m_rootPart)
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{
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if (!IsAttachment
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|| AttachedAvatar == avatar.ControllingClient.AgentId
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|| AttachedAvatar == sp.UUID
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|| !HasPrivateAttachmentPoint)
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avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId });
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sp.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId });
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}
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}
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});
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@ -33,7 +33,9 @@ using NUnit.Framework;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Region.CoreModules.Framework.EntityTransfer;
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using OpenSim.Region.CoreModules.Framework.InventoryAccess;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
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using OpenSim.Region.CoreModules.World.Permissions;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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@ -52,6 +54,24 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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[TestFixture]
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public class SceneObjectDeRezTests : OpenSimTestCase
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{
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[TestFixtureSetUp]
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public void FixtureInit()
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{
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// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
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// This facility was added after the original async delete tests were written, so it may be possible now
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// to not bother explicitly disabling their async (since everything will be running sync).
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Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
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}
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[TestFixtureTearDown]
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public void TearDown()
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{
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// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
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// threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
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// tests really shouldn't).
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Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
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}
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/// <summary>
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/// Test deleting an object from a scene.
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/// </summary>
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@ -63,7 +83,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
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TestScene scene = new SceneHelpers().SetupScene();
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SceneHelpers.SetupSceneModules(scene, new object[] { new PermissionsModule() });
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SceneHelpers.SetupSceneModules(scene, new PermissionsModule());
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IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
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// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
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@ -87,7 +107,59 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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sogd.InventoryDeQueueAndDelete();
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SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId);
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Assert.That(retrievedPart2, Is.Null);
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Assert.That(retrievedPart2, Is.Null);
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}
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/// <summary>
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/// Test that child and root agents correctly receive KillObject notifications.
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/// </summary>
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[Test]
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public void TestDeRezSceneObjectToAgents()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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SceneHelpers sh = new SceneHelpers();
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TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
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TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
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// We need this so that the creation of the root client for userB in sceneB can trigger the creation of a child client in sceneA
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LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
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EntityTransferModule etmB = new EntityTransferModule();
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IConfigSource config = new IniConfigSource();
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IConfig modulesConfig = config.AddConfig("Modules");
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modulesConfig.Set("EntityTransferModule", etmB.Name);
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modulesConfig.Set("SimulationServices", lscm.Name);
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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
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SceneHelpers.SetupSceneModules(sceneB, config, etmB);
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// We need this for derez
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SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule());
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UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, "");
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UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, "");
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TestClient clientA = (TestClient)SceneHelpers.AddScenePresence(sceneA, uaA).ControllingClient;
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// This is the more long-winded route we have to take to get a child client created for userB in sceneA
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// rather than just calling AddScenePresence() as for userA
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AgentCircuitData acd = SceneHelpers.GenerateAgentData(uaB);
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TestClient clientB = new TestClient(acd, sceneB);
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List<TestClient> childClientsB = new List<TestClient>();
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EntityTransferHelpers.SetUpInformClientOfNeighbour(clientB, childClientsB);
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SceneHelpers.AddScenePresence(sceneB, clientB, acd);
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SceneObjectGroup so = SceneHelpers.AddSceneObject(sceneA);
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uint soLocalId = so.LocalId;
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sceneA.DeleteSceneObject(so, false);
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Assert.That(clientA.ReceivedKills.Count, Is.EqualTo(1));
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Assert.That(clientA.ReceivedKills[0], Is.EqualTo(soLocalId));
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Assert.That(childClientsB[0].ReceivedKills.Count, Is.EqualTo(1));
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Assert.That(childClientsB[0].ReceivedKills[0], Is.EqualTo(soLocalId));
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}
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/// <summary>
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@ -106,7 +178,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001");
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TestScene scene = new SceneHelpers().SetupScene();
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SceneHelpers.SetupSceneModules(scene, new object[] { new PermissionsModule() });
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SceneHelpers.SetupSceneModules(scene, new PermissionsModule());
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IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
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// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
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@ -95,11 +95,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
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AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
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TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
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TestClient tc = new TestClient(acd, sceneA);
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List<TestClient> destinationTestClients = new List<TestClient>();
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EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
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ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
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ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
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originalSp.AbsolutePosition = new Vector3(128, 32, 10);
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// originalSp.Flying = true;
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@ -139,7 +139,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Vector3 teleportPosition = new Vector3(10, 11, 12);
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Vector3 teleportLookAt = new Vector3(20, 21, 22);
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ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
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ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
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sp.AbsolutePosition = new Vector3(30, 31, 32);
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List<TestClient> destinationTestClients = new List<TestClient>();
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@ -224,7 +224,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Vector3 teleportPosition = new Vector3(10, 11, 12);
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Vector3 teleportLookAt = new Vector3(20, 21, 22);
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ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
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ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
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sp.AbsolutePosition = preTeleportPosition;
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// Make sceneB return false on query access
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@ -300,7 +300,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Vector3 teleportPosition = new Vector3(10, 11, 12);
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Vector3 teleportLookAt = new Vector3(20, 21, 22);
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ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
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ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
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sp.AbsolutePosition = preTeleportPosition;
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// Make sceneB refuse CreateAgent
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Vector3 teleportPosition = new Vector3(10, 11, 12);
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Vector3 teleportLookAt = new Vector3(20, 21, 22);
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ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
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ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
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sp.AbsolutePosition = preTeleportPosition;
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sceneA.RequestTeleportLocation(
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public void TestSameSimulatorNeighbouringRegions()
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{
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TestHelpers.InMethod();
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TestHelpers.EnableLogging();
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// TestHelpers.EnableLogging();
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UUID userId = TestHelpers.ParseTail(0x1);
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@ -458,11 +458,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Vector3 teleportLookAt = new Vector3(20, 21, 22);
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AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
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TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
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TestClient tc = new TestClient(acd, sceneA);
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List<TestClient> destinationTestClients = new List<TestClient>();
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EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
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ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
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ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
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beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32);
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Assert.That(beforeSceneASp, Is.Not.Null);
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@ -82,7 +82,7 @@ namespace OpenSim.Tests.Common
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Scene neighbourScene;
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SceneManager.Instance.TryGetScene(x, y, out neighbourScene);
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TestClient neighbourTc = new TestClient(newAgent, neighbourScene, SceneManager.Instance);
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TestClient neighbourTc = new TestClient(newAgent, neighbourScene);
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neighbourTcs.Add(neighbourTc);
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neighbourScene.AddNewClient(neighbourTc, PresenceType.User);
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};
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/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
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/// </summary>
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/// <remarks>
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/// This can be used for tests where there is only one region or where there are multiple non-neighbour regions
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/// and teleport doesn't take place.
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///
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/// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
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/// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
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/// </remarks>
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@ -461,22 +458,6 @@ namespace OpenSim.Tests.Common
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return AddScenePresence(scene, GenerateAgentData(agentId));
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}
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/// <summary>
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/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
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/// </summary>
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/// <remarks>
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/// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
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/// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
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/// </remarks>
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/// <param name="scene"></param>
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/// <param name="agentId"></param>
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/// <param name="sceneManager"></param>
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/// <returns></returns>
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public static ScenePresence AddScenePresence(Scene scene, UUID agentId, SceneManager sceneManager)
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{
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return AddScenePresence(scene, GenerateAgentData(agentId), sceneManager);
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}
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/// <summary>
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/// Add a root agent.
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/// </summary>
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/// <returns></returns>
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public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData)
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{
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return AddScenePresence(scene, agentData, null);
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return AddScenePresence(scene, new TestClient(agentData, scene), agentData);
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}
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/// <summary>
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@ -528,34 +509,9 @@ namespace OpenSim.Tests.Common
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/// </remarks>
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/// <param name="scene"></param>
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/// <param name="agentData"></param>
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/// <param name="sceneManager"></param>
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/// <returns></returns>
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public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData, SceneManager sceneManager)
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{
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return AddScenePresence(scene, new TestClient(agentData, scene, sceneManager), agentData, sceneManager);
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}
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/// <summary>
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/// Add a root agent.
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/// </summary>
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/// <remarks>
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/// This function
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///
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/// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the
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/// userserver if grid) would give initial login data back to the client and separately tell the scene that the
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/// agent was coming.
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///
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/// 2) Connects the agent with the scene
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///
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/// This function performs actions equivalent with notifying the scene that an agent is
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/// coming and then actually connecting the agent to the scene. The one step missed out is the very first
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/// </remarks>
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/// <param name="scene"></param>
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/// <param name="agentData"></param>
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/// <param name="sceneManager"></param>
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/// <returns></returns>
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public static ScenePresence AddScenePresence(
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Scene scene, IClientAPI client, AgentCircuitData agentData, SceneManager sceneManager)
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Scene scene, IClientAPI client, AgentCircuitData agentData)
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{
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// We emulate the proper login sequence here by doing things in four stages
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/// Introduce an agent into the scene by adding a new client.
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/// </summary>
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/// <returns>The scene presence added</returns>
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/// <param name='sceneManager'>
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/// Scene manager. Can be null if there is only one region in the test or multiple regions that are not
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/// neighbours and where no teleporting takes place.
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/// </param>
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/// <param name='scene'></param>
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/// <param name='testClient'></param>
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/// <param name='agentData'></param>
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acd.child = true;
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// XXX: ViaLogin may not be correct for child agents
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TestClient client = new TestClient(acd, scene, null);
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TestClient client = new TestClient(acd, scene);
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return IntroduceClientToScene(scene, client, acd, TeleportFlags.ViaLogin);
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}
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@ -47,9 +47,9 @@ namespace OpenSim.Tests.Common.Mock
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EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
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private Scene m_scene;
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private SceneManager m_sceneManager;
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// Properties so that we can get at received data for test purposes
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public List<uint> ReceivedKills { get; private set; }
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public List<UUID> ReceivedOfflineNotifications { get; private set; }
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public List<UUID> ReceivedOnlineNotifications { get; private set; }
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public List<UUID> ReceivedFriendshipTerminations { get; private set; }
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@ -431,36 +431,24 @@ namespace OpenSim.Tests.Common.Mock
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get { return new IPEndPoint(IPAddress.Loopback, (ushort)m_circuitCode); }
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}
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/// <summary>
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/// Constructor
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/// </summary>
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/// <remarks>
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/// Can be used for a test where there is only one region or where there are multiple regions that are not
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/// neighbours and where no teleporting takes place. In other situations, the constructor that takes in a
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/// scene manager should be used.
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/// </remarks>
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/// <param name="agentData"></param>
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/// <param name="scene"></param>
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public TestClient(AgentCircuitData agentData, Scene scene) : this(agentData, scene, null) {}
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="agentData"></param>
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/// <param name="scene"></param>
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/// <param name="sceneManager"></param>
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public TestClient(AgentCircuitData agentData, Scene scene, SceneManager sceneManager)
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public TestClient(AgentCircuitData agentData, Scene scene)
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{
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m_agentId = agentData.AgentID;
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m_firstName = agentData.firstname;
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m_lastName = agentData.lastname;
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m_circuitCode = agentData.circuitcode;
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m_scene = scene;
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m_sceneManager = sceneManager;
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SessionId = agentData.SessionID;
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SecureSessionId = agentData.SecureSessionID;
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CapsSeedUrl = agentData.CapsPath;
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ReceivedKills = new List<uint>();
|
||||
ReceivedOfflineNotifications = new List<UUID>();
|
||||
ReceivedOnlineNotifications = new List<UUID>();
|
||||
ReceivedFriendshipTerminations = new List<UUID>();
|
||||
|
@ -534,11 +522,13 @@ namespace OpenSim.Tests.Common.Mock
|
|||
|
||||
public virtual void SendKillObject(ulong regionHandle, List<uint> localID)
|
||||
{
|
||||
ReceivedKills.AddRange(localID);
|
||||
}
|
||||
|
||||
public virtual void SetChildAgentThrottle(byte[] throttle)
|
||||
{
|
||||
}
|
||||
|
||||
public byte[] GetThrottlesPacked(float multiplier)
|
||||
{
|
||||
return new byte[0];
|
||||
|
|
Loading…
Reference in New Issue