Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim

user_profiles
Melanie 2013-05-11 01:29:30 +01:00
commit 55c9bc15e5
24 changed files with 191 additions and 134 deletions

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@ -1768,7 +1768,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController
m_log.Info("[RADMIN]: Received Estate Reload Request");
Hashtable responseData = (Hashtable)response.Value;
Hashtable requestData = (Hashtable)request.Params[0];
// Hashtable requestData = (Hashtable)request.Params[0];
m_application.SceneManager.ForEachScene(s =>
s.RegionInfo.EstateSettings = m_application.EstateDataService.LoadEstateSettings(s.RegionInfo.RegionID, false)

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@ -420,6 +420,21 @@ namespace OpenSim.Framework.Console
SetCursorLeft(0);
m_cursorYPosition = SetCursorTop(m_cursorYPosition);
if (m_echo)
System.Console.Write("{0}{1} ", prompt, m_commandLine);
else
System.Console.Write("{0}", prompt);
break;
case ConsoleKey.Delete:
if (m_cursorXPosition == m_commandLine.Length)
break;
m_commandLine.Remove(m_cursorXPosition, 1);
SetCursorLeft(0);
m_cursorYPosition = SetCursorTop(m_cursorYPosition);
if (m_echo)
System.Console.Write("{0}{1} ", prompt, m_commandLine);
else

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@ -1097,9 +1097,8 @@ namespace OpenSim.Framework
/// <summary>
/// Tell the client that an object has been deleted
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="localID"></param>
void SendKillObject(ulong regionHandle, List<uint> localID);
void SendKillObject(List<uint> localID);
void SendAnimations(UUID[] animID, int[] seqs, UUID sourceAgentId, UUID[] objectIDs);
void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args);

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@ -1588,7 +1588,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(pc, ThrottleOutPacketType.Unknown);
}
public void SendKillObject(ulong regionHandle, List<uint> localIDs)
public void SendKillObject(List<uint> localIDs)
{
// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle);
@ -11555,8 +11555,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (part == null)
{
// It's a ghost! tell the client to delete it from view.
simClient.SendKillObject(Scene.RegionInfo.RegionHandle,
new List<uint> { localId });
simClient.SendKillObject(new List<uint> { localId });
}
else
{

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@ -776,7 +776,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
m_scene.ForEachClient(
client =>
{ if (client.AgentId != so.AttachedAvatar)
client.SendKillObject(m_scene.RegionInfo.RegionHandle, new List<uint>() { so.LocalId });
client.SendKillObject(new List<uint>() { so.LocalId });
});
}

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@ -833,11 +833,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(sceneA, 0x1);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID);
TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
TestClient tc = new TestClient(acd, sceneA);
List<TestClient> destinationTestClients = new List<TestClient>();
EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32);
InventoryItemBase attItem = CreateAttachmentItem(sceneA, ua1.PrincipalID, "att", 0x10, 0x20);

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@ -104,14 +104,8 @@ namespace OpenSim.Region.Framework.Scenes
// better than losing the object for now.
if (permissionToDelete)
{
List<uint> killIDs = new List<uint>();
foreach (SceneObjectGroup g in objectGroups)
{ killIDs.Add(g.LocalId);
g.DeleteGroupFromScene(true);
}
m_scene.SendKillObject(killIDs);
g.DeleteGroupFromScene(false);
}
}
@ -160,7 +154,7 @@ namespace OpenSim.Region.Framework.Scenes
if (x.permissionToDelete)
{
foreach (SceneObjectGroup g in x.objectGroups)
m_scene.DeleteSceneObject(g, false);
m_scene.DeleteSceneObject(g, true);
}
}
catch (Exception e)

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@ -490,7 +490,10 @@ namespace OpenSim.Region.Framework.Scenes
item.SaleType = itemUpd.SaleType;
InventoryService.UpdateItem(item);
remoteClient.SendBulkUpdateInventory(item);
// We cannot send out a bulk update here, since this will cause editing of clothing to start
// failing frequently. Possibly this is a race with a separate transaction that uploads the asset.
// remoteClient.SendBulkUpdateInventory(item);
}
if (UUID.Zero != transactionID)

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@ -3480,7 +3480,7 @@ namespace OpenSim.Region.Framework.Scenes
delegate(IClientAPI client)
{
//We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
try { client.SendKillObject(avatar.RegionHandle, new List<uint> { avatar.LocalId }); }
try { client.SendKillObject(new List<uint> { avatar.LocalId }); }
catch (NullReferenceException) { }
});
}
@ -3560,7 +3560,8 @@ namespace OpenSim.Region.Framework.Scenes
}
deleteIDs.Add(localID);
}
ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
ForEachClient(c => c.SendKillObject(deleteIDs));
}
#endregion

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@ -1221,11 +1221,11 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Delete this group from its scene.
/// </summary>
///
/// <remarks>
/// This only handles the in-world consequences of deletion (e.g. any avatars sitting on it are forcibly stood
/// up and all avatars receive notification of its removal. Removal of the scene object from database backup
/// must be handled by the caller.
///
/// </remarks>
/// <param name="silent">If true then deletion is not broadcast to clients</param>
public void DeleteGroupFromScene(bool silent)
{
@ -1234,10 +1234,10 @@ namespace OpenSim.Region.Framework.Scenes
{
SceneObjectPart part = parts[i];
Scene.ForEachRootScenePresence(delegate(ScenePresence avatar)
Scene.ForEachScenePresence(sp =>
{
if (avatar.ParentID == LocalId)
avatar.StandUp();
if (!sp.IsChildAgent && sp.ParentID == LocalId)
sp.StandUp();
if (!silent)
{
@ -1245,9 +1245,9 @@ namespace OpenSim.Region.Framework.Scenes
if (part == m_rootPart)
{
if (!IsAttachment
|| AttachedAvatar == avatar.ControllingClient.AgentId
|| AttachedAvatar == sp.UUID
|| !HasPrivateAttachmentPoint)
avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId });
sp.ControllingClient.SendKillObject(new List<uint> { part.LocalId });
}
}
});

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@ -33,7 +33,9 @@ using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
using OpenSim.Region.CoreModules.Framework.InventoryAccess;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Region.CoreModules.World.Permissions;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
@ -52,6 +54,24 @@ namespace OpenSim.Region.Framework.Scenes.Tests
[TestFixture]
public class SceneObjectDeRezTests : OpenSimTestCase
{
[TestFixtureSetUp]
public void FixtureInit()
{
// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
// This facility was added after the original async delete tests were written, so it may be possible now
// to not bother explicitly disabling their async (since everything will be running sync).
Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
}
[TestFixtureTearDown]
public void TearDown()
{
// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
// threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
// tests really shouldn't).
Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
}
/// <summary>
/// Test deleting an object from a scene.
/// </summary>
@ -59,46 +79,96 @@ namespace OpenSim.Region.Framework.Scenes.Tests
public void TestDeRezSceneObject()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
TestScene scene = new SceneHelpers().SetupScene();
IConfigSource configSource = new IniConfigSource();
IConfig config = configSource.AddConfig("Startup");
config.Set("serverside_object_permissions", true);
SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() });
IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
SceneHelpers.SetupSceneModules(scene, new PermissionsModule());
TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
sogd.Enabled = false;
SceneObjectPart part
= new SceneObjectPart(userId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
part.Name = "obj1";
scene.AddNewSceneObject(new SceneObjectGroup(part), false);
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", userId);
uint soLocalId = so.LocalId;
List<uint> localIds = new List<uint>();
localIds.Add(part.LocalId);
localIds.Add(so.LocalId);
scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.Delete, UUID.Zero);
// Check that object isn't deleted until we crank the sogd handle.
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart, Is.Not.Null);
Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
sogd.InventoryDeQueueAndDelete();
SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId);
Assert.That(retrievedPart2, Is.Null);
SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart2, Is.Null);
Assert.That(client.ReceivedKills.Count, Is.EqualTo(1));
Assert.That(client.ReceivedKills[0], Is.EqualTo(soLocalId));
}
/// <summary>
/// Test that child and root agents correctly receive KillObject notifications.
/// </summary>
[Test]
public void TestDeRezSceneObjectToAgents()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
// 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
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
EntityTransferModule etmB = new EntityTransferModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmB.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
SceneHelpers.SetupSceneModules(sceneB, config, etmB);
// We need this for derez
SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule());
UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, "");
UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, "");
TestClient clientA = (TestClient)SceneHelpers.AddScenePresence(sceneA, uaA).ControllingClient;
// This is the more long-winded route we have to take to get a child client created for userB in sceneA
// rather than just calling AddScenePresence() as for userA
AgentCircuitData acd = SceneHelpers.GenerateAgentData(uaB);
TestClient clientB = new TestClient(acd, sceneB);
List<TestClient> childClientsB = new List<TestClient>();
EntityTransferHelpers.SetUpInformClientOfNeighbour(clientB, childClientsB);
SceneHelpers.AddScenePresence(sceneB, clientB, acd);
SceneObjectGroup so = SceneHelpers.AddSceneObject(sceneA);
uint soLocalId = so.LocalId;
sceneA.DeleteSceneObject(so, false);
Assert.That(clientA.ReceivedKills.Count, Is.EqualTo(1));
Assert.That(clientA.ReceivedKills[0], Is.EqualTo(soLocalId));
Assert.That(childClientsB[0].ReceivedKills.Count, Is.EqualTo(1));
Assert.That(childClientsB[0].ReceivedKills[0], Is.EqualTo(soLocalId));
}
/// <summary>
/// Test deleting an object from a scene where the deleter is not the owner
/// </summary>
///
/// <remarks>
/// This test assumes that the deleter is not a god.
/// </remarks>
[Test]
public void TestDeRezSceneObjectNotOwner()
{
@ -109,10 +179,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001");
TestScene scene = new SceneHelpers().SetupScene();
IConfigSource configSource = new IniConfigSource();
IConfig config = configSource.AddConfig("Startup");
config.Set("serverside_object_permissions", true);
SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() });
SceneHelpers.SetupSceneModules(scene, new PermissionsModule());
IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
// 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
SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
TestClient tc = new TestClient(acd, sceneA);
List<TestClient> destinationTestClients = new List<TestClient>();
EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
originalSp.AbsolutePosition = new Vector3(128, 32, 10);
// originalSp.Flying = true;

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@ -139,7 +139,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = new Vector3(30, 31, 32);
List<TestClient> destinationTestClients = new List<TestClient>();
@ -224,7 +224,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = preTeleportPosition;
// Make sceneB return false on query access
@ -300,7 +300,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = preTeleportPosition;
// Make sceneB refuse CreateAgent
@ -389,7 +389,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = preTeleportPosition;
sceneA.RequestTeleportLocation(
@ -428,7 +428,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
public void TestSameSimulatorNeighbouringRegions()
{
TestHelpers.InMethod();
TestHelpers.EnableLogging();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
@ -458,11 +458,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Vector3 teleportLookAt = new Vector3(20, 21, 22);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
TestClient tc = new TestClient(acd, sceneA);
List<TestClient> destinationTestClients = new List<TestClient>();
EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32);
Assert.That(beforeSceneASp, Is.Not.Null);

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@ -950,7 +950,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
}
public void SendKillObject(ulong regionHandle, List<uint> localID)
public void SendKillObject(List<uint> localID)
{
}

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@ -592,7 +592,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
}
public virtual void SendKillObject(ulong regionHandle, List<uint> localID)
public virtual void SendKillObject(List<uint> localID)
{
}

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@ -368,9 +368,10 @@ public class BSShapeMesh : BSShape
// Check to see if mesh was created (might require an asset).
newShape = VerifyMeshCreated(physicsScene, newShape, prim);
if (!newShape.isNativeShape)
if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
{
// If a mesh was what was created, remember the built shape for later sharing.
// Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh.
Meshes.Add(newMeshKey, retMesh);
}
@ -481,8 +482,11 @@ public class BSShapeMesh : BSShape
}
else
{
// Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh.
prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}",
LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name);
physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey);
}
}
newShape.shapeKey = newMeshKey;
@ -521,7 +525,7 @@ public class BSShapeHull : BSShape
// Check to see if hull was created (might require an asset).
newShape = VerifyMeshCreated(physicsScene, newShape, prim);
if (!newShape.isNativeShape)
if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
{
// If a mesh was what was created, remember the built shape for later sharing.
Hulls.Add(newHullKey, retHull);

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@ -227,7 +227,7 @@ namespace OpenSim.Services.LLLoginService
GridRegion destination, List<InventoryFolderBase> invSkel, FriendInfo[] friendsList, ILibraryService libService,
string where, string startlocation, Vector3 position, Vector3 lookAt, List<InventoryItemBase> gestures, string message,
GridRegion home, IPEndPoint clientIP, string mapTileURL, string profileURL, string openIDURL, string searchURL, string currency,
string DSTZone)
string DSTZone, string destinationsURL, string avatarsURL)
: this()
{
FillOutInventoryData(invSkel, libService);
@ -246,6 +246,8 @@ namespace OpenSim.Services.LLLoginService
MapTileURL = mapTileURL;
ProfileURL = profileURL;
OpenIDURL = openIDURL;
DestinationsURL = destinationsURL;
AvatarsURL = avatarsURL;
SearchURL = searchURL;
Currency = currency;
@ -533,6 +535,12 @@ namespace OpenSim.Services.LLLoginService
if (profileURL != String.Empty)
responseData["profile-server-url"] = profileURL;
if (DestinationsURL != String.Empty)
responseData["destination_guide_url"] = DestinationsURL;
if (AvatarsURL != String.Empty)
responseData["avatar_picker_url"] = AvatarsURL;
// We need to send an openid_token back in the response too
if (openIDURL != String.Empty)
responseData["openid_url"] = openIDURL;
@ -1056,6 +1064,16 @@ namespace OpenSim.Services.LLLoginService
set { currency = value; }
}
public string DestinationsURL
{
get; set;
}
public string AvatarsURL
{
get; set;
}
#endregion
public class UserInfo

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@ -78,6 +78,8 @@ namespace OpenSim.Services.LLLoginService
protected string m_OpenIDURL;
protected string m_SearchURL;
protected string m_Currency;
protected string m_DestinationGuide;
protected string m_AvatarPicker;
protected string m_AllowedClients;
protected string m_DeniedClients;
@ -117,6 +119,8 @@ namespace OpenSim.Services.LLLoginService
m_OpenIDURL = m_LoginServerConfig.GetString("OpenIDServerURL", String.Empty);
m_SearchURL = m_LoginServerConfig.GetString("SearchURL", string.Empty);
m_Currency = m_LoginServerConfig.GetString("Currency", string.Empty);
m_DestinationGuide = m_LoginServerConfig.GetString ("DestinationGuide", string.Empty);
m_AvatarPicker = m_LoginServerConfig.GetString ("AvatarPicker", string.Empty);
m_AllowedClients = m_LoginServerConfig.GetString("AllowedClients", string.Empty);
m_DeniedClients = m_LoginServerConfig.GetString("DeniedClients", string.Empty);
@ -453,7 +457,8 @@ namespace OpenSim.Services.LLLoginService
= new LLLoginResponse(
account, aCircuit, guinfo, destination, inventorySkel, friendsList, m_LibraryService,
where, startLocation, position, lookAt, gestures, m_WelcomeMessage, home, clientIP,
m_MapTileURL, m_ProfileURL, m_OpenIDURL, m_SearchURL, m_Currency, m_DSTZone);
m_MapTileURL, m_ProfileURL, m_OpenIDURL, m_SearchURL, m_Currency, m_DSTZone,
m_DestinationGuide, m_AvatarPicker);
m_log.DebugFormat("[LLOGIN SERVICE]: All clear. Sending login response to {0} {1}", firstName, lastName);

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@ -82,7 +82,7 @@ namespace OpenSim.Tests.Common
Scene neighbourScene;
SceneManager.Instance.TryGetScene(x, y, out neighbourScene);
TestClient neighbourTc = new TestClient(newAgent, neighbourScene, SceneManager.Instance);
TestClient neighbourTc = new TestClient(newAgent, neighbourScene);
neighbourTcs.Add(neighbourTc);
neighbourScene.AddNewClient(neighbourTc, PresenceType.User);
};

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@ -447,9 +447,6 @@ namespace OpenSim.Tests.Common
/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
/// </summary>
/// <remarks>
/// This can be used for tests where there is only one region or where there are multiple non-neighbour regions
/// and teleport doesn't take place.
///
/// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
/// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
/// </remarks>
@ -461,22 +458,6 @@ namespace OpenSim.Tests.Common
return AddScenePresence(scene, GenerateAgentData(agentId));
}
/// <summary>
/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
/// </summary>
/// <remarks>
/// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
/// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
/// </remarks>
/// <param name="scene"></param>
/// <param name="agentId"></param>
/// <param name="sceneManager"></param>
/// <returns></returns>
public static ScenePresence AddScenePresence(Scene scene, UUID agentId, SceneManager sceneManager)
{
return AddScenePresence(scene, GenerateAgentData(agentId), sceneManager);
}
/// <summary>
/// Add a root agent.
/// </summary>
@ -508,7 +489,7 @@ namespace OpenSim.Tests.Common
/// <returns></returns>
public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData)
{
return AddScenePresence(scene, agentData, null);
return AddScenePresence(scene, new TestClient(agentData, scene), agentData);
}
/// <summary>
@ -528,34 +509,9 @@ namespace OpenSim.Tests.Common
/// </remarks>
/// <param name="scene"></param>
/// <param name="agentData"></param>
/// <param name="sceneManager"></param>
/// <returns></returns>
public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData, SceneManager sceneManager)
{
return AddScenePresence(scene, new TestClient(agentData, scene, sceneManager), agentData, sceneManager);
}
/// <summary>
/// Add a root agent.
/// </summary>
/// <remarks>
/// 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
/// </remarks>
/// <param name="scene"></param>
/// <param name="agentData"></param>
/// <param name="sceneManager"></param>
/// <returns></returns>
public static ScenePresence AddScenePresence(
Scene scene, IClientAPI client, AgentCircuitData agentData, SceneManager sceneManager)
Scene scene, IClientAPI client, AgentCircuitData agentData)
{
// We emulate the proper login sequence here by doing things in four stages
@ -578,10 +534,6 @@ namespace OpenSim.Tests.Common
/// Introduce an agent into the scene by adding a new client.
/// </summary>
/// <returns>The scene presence added</returns>
/// <param name='sceneManager'>
/// Scene manager. Can be null if there is only one region in the test or multiple regions that are not
/// neighbours and where no teleporting takes place.
/// </param>
/// <param name='scene'></param>
/// <param name='testClient'></param>
/// <param name='agentData'></param>
@ -607,7 +559,7 @@ namespace OpenSim.Tests.Common
acd.child = true;
// XXX: ViaLogin may not be correct for child agents
TestClient client = new TestClient(acd, scene, null);
TestClient client = new TestClient(acd, scene);
return IntroduceClientToScene(scene, client, acd, TeleportFlags.ViaLogin);
}

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@ -47,9 +47,9 @@ namespace OpenSim.Tests.Common.Mock
EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
private Scene m_scene;
private SceneManager m_sceneManager;
// Properties so that we can get at received data for test purposes
public List<uint> ReceivedKills { get; private set; }
public List<UUID> ReceivedOfflineNotifications { get; private set; }
public List<UUID> ReceivedOnlineNotifications { get; private set; }
public List<UUID> ReceivedFriendshipTerminations { get; private set; }
@ -431,36 +431,24 @@ namespace OpenSim.Tests.Common.Mock
get { return new IPEndPoint(IPAddress.Loopback, (ushort)m_circuitCode); }
}
/// <summary>
/// Constructor
/// </summary>
/// <remarks>
/// Can be used for a test where there is only one region or where there are multiple regions that are not
/// neighbours and where no teleporting takes place. In other situations, the constructor that takes in a
/// scene manager should be used.
/// </remarks>
/// <param name="agentData"></param>
/// <param name="scene"></param>
public TestClient(AgentCircuitData agentData, Scene scene) : this(agentData, scene, null) {}
/// <summary>
/// Constructor
/// </summary>
/// <param name="agentData"></param>
/// <param name="scene"></param>
/// <param name="sceneManager"></param>
public TestClient(AgentCircuitData agentData, Scene scene, SceneManager sceneManager)
public TestClient(AgentCircuitData agentData, Scene scene)
{
m_agentId = agentData.AgentID;
m_firstName = agentData.firstname;
m_lastName = agentData.lastname;
m_circuitCode = agentData.circuitcode;
m_scene = scene;
m_sceneManager = sceneManager;
SessionId = agentData.SessionID;
SecureSessionId = agentData.SecureSessionID;
CapsSeedUrl = agentData.CapsPath;
ReceivedKills = new List<uint>();
ReceivedOfflineNotifications = new List<UUID>();
ReceivedOnlineNotifications = new List<UUID>();
ReceivedFriendshipTerminations = new List<UUID>();
@ -529,22 +517,22 @@ namespace OpenSim.Tests.Common.Mock
public virtual void SendAgentDataUpdate(UUID agentid, UUID activegroupid, string firstname, string lastname, ulong grouppowers, string groupname, string grouptitle)
{
}
public virtual void SendKillObject(ulong regionHandle, List<uint> localID)
public virtual void SendKillObject(List<uint> localID)
{
ReceivedKills.AddRange(localID);
}
public virtual void SetChildAgentThrottle(byte[] throttle)
{
}
public byte[] GetThrottlesPacked(float multiplier)
{
return new byte[0];
}
public virtual void SendAnimations(UUID[] animations, int[] seqs, UUID sourceAgentId, UUID[] objectIDs)
{
}

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@ -118,8 +118,8 @@ namespace OpenSim.Tests.Common.Mock
folder.parentFolderID = new UUID(newParent);
XInventoryFolder[] newParentFolders
= GetFolders(new string[] { "folderID" }, new string[] { folder.parentFolderID.ToString() });
// XInventoryFolder[] newParentFolders
// = GetFolders(new string[] { "folderID" }, new string[] { folder.parentFolderID.ToString() });
// Console.WriteLine(
// "Moved folder {0} {1}, to {2} {3}",

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@ -325,6 +325,12 @@ HGAssetServiceConnector = "HGAssetService@8002/OpenSim.Server.Handlers.dll:Asset
; For V2/V3 webapp authentication SSO
; OpenIDServerURL = "http://127.0.0.1/openid/openidserver/"
; For V3 destination guide
; DestinationGuide = "http://127.0.0.1/guide"
; For V3 avatar picker (( work in progress ))
; AvatarPicker = "http://127.0.0.1/avatars"
; If you run this login server behind a proxy, set this to true
; HasProxy = false

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@ -288,6 +288,12 @@ MapGetServiceConnector = "8002/OpenSim.Server.Handlers.dll:MapGetServiceConnecto
; For V2/V3 webapp authentication SSO
; OpenIDServerURL = "http://127.0.0.1/openid/openidserver/"
; For V3 destination guide
; DestinationGuide = "http://127.0.0.1/guide"
; For V3 avatar picker (( work in progress ))
; AvatarPicker = "http://127.0.0.1/avatars"
; If you run this login server behind a proxy, set this to true
; HasProxy = false