Merge branch 'master' into careminster
commit
34f20b7fe3
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@ -433,11 +433,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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string reason;
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string version;
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if (!m_aScene.SimulationService.QueryAccess(finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason))
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if (!m_aScene.SimulationService.QueryAccess(
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finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason))
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{
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sp.ControllingClient.SendTeleportFailed("Teleport failed: " + reason);
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sp.ControllingClient.SendTeleportFailed(reason);
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ResetFromTransit(sp.UUID);
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}",
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sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
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return;
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}
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@ -480,10 +485,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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bool logout = false;
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if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout))
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{
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sp.ControllingClient.SendTeleportFailed(
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String.Format("Teleport refused: {0}", reason));
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sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason));
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ResetFromTransit(sp.UUID);
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}",
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sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
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return;
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}
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@ -450,19 +450,17 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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}
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/// <summary>
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/// Is the given user an administrator (in other words, a god)?
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/// Is the user regarded as an administrator?
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/// </summary>
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/// <param name="user"></param>
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/// <returns></returns>
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protected bool IsAdministrator(UUID user)
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{
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if (user == UUID.Zero) return false;
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if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero)
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{
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if (m_scene.RegionInfo.EstateSettings.EstateOwner == user && m_RegionOwnerIsGod)
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return true;
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}
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if (user == UUID.Zero)
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return false;
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if (m_scene.RegionInfo.EstateSettings.EstateOwner == user && m_RegionOwnerIsGod)
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return true;
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if (IsEstateManager(user) && m_RegionManagerIsGod)
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return true;
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@ -4139,35 +4139,6 @@ namespace OpenSim.Region.Framework.Scenes
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switch (m_scene.SpawnPointRouting)
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{
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case "closest":
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float distance = 9999;
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int closest = -1;
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for (int i = 0; i < spawnPoints.Length; i++)
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{
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Vector3 spawnPosition = spawnPoints[i].GetLocation(
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telehub.AbsolutePosition,
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telehub.GroupRotation
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);
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Vector3 offset = spawnPosition - pos;
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float d = Vector3.Mag(offset);
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if (d >= distance)
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continue;
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ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
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if (land == null)
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continue;
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if (land.IsEitherBannedOrRestricted(UUID))
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continue;
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distance = d;
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closest = i;
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}
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if (closest == -1)
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return;
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pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
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return;
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case "random":
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do
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@ -4219,7 +4190,35 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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default:
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case "closest":
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float distance = 9999;
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int closest = -1;
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for (int i = 0; i < spawnPoints.Length; i++)
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{
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Vector3 spawnPosition = spawnPoints[i].GetLocation(
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telehub.AbsolutePosition,
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telehub.GroupRotation
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);
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Vector3 offset = spawnPosition - pos;
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float d = Vector3.Mag(offset);
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if (d >= distance)
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continue;
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ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
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if (land == null)
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continue;
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if (land.IsEitherBannedOrRestricted(UUID))
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continue;
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distance = d;
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closest = i;
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}
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if (closest == -1)
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return;
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pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
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return;
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}
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}
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}
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@ -37,6 +37,7 @@ using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.CoreModules.Framework;
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using OpenSim.Region.CoreModules.Framework.EntityTransfer;
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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.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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using System.IO;
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@ -161,6 +162,148 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
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}
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/// <summary>
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/// Test teleport procedures when the target simulator returns false when queried about access.
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/// </summary>
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[Test]
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public void TestSameSimulatorSeparatedRegionsQueryAccessFails()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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UUID userId = TestHelpers.ParseTail(0x1);
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Vector3 preTeleportPosition = new Vector3(30, 31, 32);
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EntityTransferModule etm = new EntityTransferModule();
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LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.Configs["Modules"].Set("EntityTransferModule", etm.Name);
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config.Configs["Modules"].Set("SimulationServices", lscm.Name);
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config.AddConfig("EntityTransfer");
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// In order to run a single threaded regression test we do not want the entity transfer module waiting
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// for a callback from the destination scene before removing its avatar data.
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config.Configs["EntityTransfer"].Set("wait_for_callback", false);
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config.AddConfig("Startup");
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config.Configs["Startup"].Set("serverside_object_permissions", true);
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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), 1002, 1000);
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// We need to set up the permisions module on scene B so that our later use of agent limit to deny
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// QueryAccess won't succeed anyway because administrators are always allowed in and the default
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// IsAdministrator if no permissions module is present is true.
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SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new PermissionsModule() });
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// Shared scene modules
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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, etm, lscm);
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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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sp.AbsolutePosition = preTeleportPosition;
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// Make sceneB return false on query access
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sceneB.RegionInfo.RegionSettings.AgentLimit = 0;
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sceneA.RequestTeleportLocation(
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sp.ControllingClient,
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sceneB.RegionInfo.RegionHandle,
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teleportPosition,
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teleportLookAt,
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(uint)TeleportFlags.ViaLocation);
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// ((TestClient)sp.ControllingClient).CompleteTeleportClientSide();
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Assert.That(sceneB.GetScenePresence(userId), Is.Null);
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ScenePresence sceneASp = sceneA.GetScenePresence(userId);
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Assert.That(sceneASp, Is.Not.Null);
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Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
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Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
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// TODO: Add assertions to check correct circuit details in both scenes.
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// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
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// position instead).
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// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
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// TestHelpers.DisableLogging();
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}
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/// <summary>
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/// Test teleport procedures when the target simulator create agent step is refused.
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/// </summary>
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[Test]
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public void TestSameSimulatorSeparatedRegionsCreateAgentFails()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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UUID userId = TestHelpers.ParseTail(0x1);
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Vector3 preTeleportPosition = new Vector3(30, 31, 32);
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EntityTransferModule etm = new EntityTransferModule();
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LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.Configs["Modules"].Set("EntityTransferModule", etm.Name);
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config.Configs["Modules"].Set("SimulationServices", lscm.Name);
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config.AddConfig("EntityTransfer");
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// In order to run a single threaded regression test we do not want the entity transfer module waiting
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// for a callback from the destination scene before removing its avatar data.
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config.Configs["EntityTransfer"].Set("wait_for_callback", false);
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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), 1002, 1000);
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// Shared scene modules
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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, etm, lscm);
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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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sp.AbsolutePosition = preTeleportPosition;
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// Make sceneB refuse CreateAgent
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sceneB.LoginsDisabled = true;
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sceneA.RequestTeleportLocation(
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sp.ControllingClient,
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sceneB.RegionInfo.RegionHandle,
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teleportPosition,
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teleportLookAt,
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(uint)TeleportFlags.ViaLocation);
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// ((TestClient)sp.ControllingClient).CompleteTeleportClientSide();
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Assert.That(sceneB.GetScenePresence(userId), Is.Null);
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ScenePresence sceneASp = sceneA.GetScenePresence(userId);
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Assert.That(sceneASp, Is.Not.Null);
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Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
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Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
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// TODO: Add assertions to check correct circuit details in both scenes.
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// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
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// position instead).
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// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
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// TestHelpers.DisableLogging();
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}
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[Test]
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public void TestSameSimulatorNeighbouringRegionsTeleport()
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{
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@ -61,7 +61,7 @@ namespace OpenSim.Tests.Common
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private static Stream DisableLoggingConfigStream
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= new MemoryStream(
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Encoding.UTF8.GetBytes(
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// "<?xml version=\"1.0\" encoding=\"utf-8\" ?><configuration><log4net><root><level value=\"OFF\"/><appender-ref ref=\"A1\"/></root></log4net></configuration>")));
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// "<?xml version=\"1.0\" encoding=\"utf-8\" ?><configuration><log4net><root><level value=\"OFF\"/><appender-ref ref=\"A1\"/></root></log4net></configuration>"));
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//"<?xml version=\"1.0\" encoding=\"utf-8\" ?><configuration><log4net><root><level value=\"OFF\"/></root></log4net></configuration>")));
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// "<configuration><log4net><root><level value=\"OFF\"/></root></log4net></configuration>"));
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// "<configuration><log4net><root></root></log4net></configuration>")));
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@ -100,6 +100,12 @@ namespace OpenSim.Tests.Common
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/// <summary>
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/// Disable logging whilst running the tests.
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/// </summary>
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/// <remarks>
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/// Remember, if a regression test throws an exception before completing this will not be invoked if it's at
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/// the end of the test.
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/// TODO: Always invoke this after every test - probably need to make all test cases inherit from a common
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/// TestCase class where this can be done.
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/// </remarks>
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public static void DisableLogging()
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{
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log4net.Config.XmlConfigurator.Configure(DisableLoggingConfigStream);
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@ -241,12 +241,12 @@
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;; server to send mail through.
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; emailmodule = DefaultEmailModule
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;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequential} closest
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;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
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;; SpawnPointRouting adjusts the landing for incoming avatars.
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;; "closest" will place the avatar at the SpawnPoint located in the closest
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;; available spot to the destination (typically map click/landmark).
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;; "random" will place the avatar on a randomly selected spawnpoint;
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;; "sequential" will place the avatar on the next sequential SpawnPoint
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;; "sequence" will place the avatar on the next sequential SpawnPoint
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; SpawnPointRouting = closest
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[Estates]
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