Extend TestAddClient() to check that the first packet received is an ack packet

0.7.2-post-fixes
Justin Clark-Casey (justincc) 2011-12-08 21:45:02 +00:00
parent 9dc1000c27
commit 7ca688f5c5
3 changed files with 118 additions and 95 deletions

View File

@ -328,7 +328,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// The method to call if the packet is not acked by the client. If null, then a standard
/// resend of the packet is done.
/// </param>
public void SendPacket(
public virtual void SendPacket(
LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method)
{
// CoarseLocationUpdate packets cannot be split in an automated way
@ -928,6 +928,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
}
/// <summary>
/// Send an ack immediately to the given endpoint.
/// </summary>
/// <remarks>
/// FIXME: Might be possible to use SendPacketData() like everything else, but this will require refactoring so
/// that we can obtain the UDPClient easily at this point.
/// </remarks>
/// <param name="remoteEndpoint"></param>
/// <param name="sequenceNumber"></param>
private void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber)
{
PacketAckPacket ack = new PacketAckPacket();
@ -936,6 +945,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
ack.Packets[0] = new PacketAckPacket.PacketsBlock();
ack.Packets[0].ID = sequenceNumber;
SendAckImmediate(remoteEndpoint, ack);
}
public virtual void SendAckImmediate(IPEndPoint remoteEndpoint, PacketAckPacket ack)
{
byte[] packetData = ack.ToBytes();
int length = packetData.Length;

View File

@ -37,7 +37,7 @@ using OpenSim.Region.Framework.Scenes;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.ClientStack.LindenUDP
namespace OpenSim.Region.ClientStack.LindenUDP.Tests
{
/// <summary>
/// This will contain basic tests for the LindenUDP client stack
@ -167,8 +167,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
uint port = 0;
AgentCircuitManager acm = scene.AuthenticateHandler;
LLUDPServer llUdpServer
= new LLUDPServer(IPAddress.Any, ref port, 0, false, new IniConfigSource(), acm);
TestLLUDPServer llUdpServer
= new TestLLUDPServer(IPAddress.Any, ref port, 0, false, new IniConfigSource(), acm);
llUdpServer.AddScene(scene);
UseCircuitCodePacket uccp = new UseCircuitCodePacket();
@ -201,6 +201,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Should succeed now
ScenePresence sp = scene.GetScenePresence(myAgentUuid);
Assert.That(sp.UUID, Is.EqualTo(myAgentUuid));
// FIXME: We're still replying to an ack when the client is not authorized, which is not correct behaviour.
Assert.That(llUdpServer.PacketsSent.Count, Is.EqualTo(2));
Packet packet = llUdpServer.PacketsSent[1];
Assert.That(packet, Is.InstanceOf(typeof(PacketAckPacket)));
PacketAckPacket ackPacket = packet as PacketAckPacket;
Assert.That(ackPacket.Packets.Length, Is.EqualTo(1));
Assert.That(ackPacket.Packets[0].ID, Is.EqualTo(0));
}
// /// <summary>

View File

@ -36,107 +36,106 @@ using OpenSim.Framework;
namespace OpenSim.Region.ClientStack.LindenUDP.Tests
{
/// <summary>
/// This class enables synchronous testing of the LLUDPServer by allowing us to load our own data into the end
/// receive event
/// This class enables regression testing of the LLUDPServer by allowing us to intercept outgoing data.
/// </summary>
public class TestLLUDPServer : LLUDPServer
{
public List<Packet> PacketsSent { get; private set; }
public TestLLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
: base(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager)
{}
{
PacketsSent = new List<Packet>();
}
/// <summary>
/// The chunks of data to pass to the LLUDPServer when it calls EndReceive
/// </summary>
protected Queue<ChunkSenderTuple> m_chunksToLoad = new Queue<ChunkSenderTuple>();
// protected override void BeginReceive()
// {
// if (m_chunksToLoad.Count > 0 && m_chunksToLoad.Peek().BeginReceiveException)
// {
// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
// reusedEpSender = tuple.Sender;
// throw new SocketException();
// }
// }
// protected override bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
// {
// numBytes = 0;
//
// //m_log.Debug("Queue size " + m_chunksToLoad.Count);
//
// if (m_chunksToLoad.Count <= 0)
// return false;
//
// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
// RecvBuffer = tuple.Data;
// numBytes = tuple.Data.Length;
// epSender = tuple.Sender;
//
// return true;
// }
// public override void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
// {
// // Don't do anything just yet
// }
/// <summary>
/// Signal that this chunk should throw an exception on Socket.BeginReceive()
/// </summary>
/// <param name="epSender"></param>
public void LoadReceiveWithBeginException(EndPoint epSender)
public override void SendAckImmediate(IPEndPoint remoteEndpoint, PacketAckPacket ack)
{
ChunkSenderTuple tuple = new ChunkSenderTuple(epSender);
tuple.BeginReceiveException = true;
m_chunksToLoad.Enqueue(tuple);
PacketsSent.Add(ack);
}
/// <summary>
/// Load some data to be received by the LLUDPServer on the next receive call
/// </summary>
/// <param name="data"></param>
/// <param name="epSender"></param>
public void LoadReceive(byte[] data, EndPoint epSender)
{
m_chunksToLoad.Enqueue(new ChunkSenderTuple(data, epSender));
}
/// <summary>
/// Load a packet to be received by the LLUDPServer on the next receive call
/// </summary>
/// <param name="packet"></param>
public void LoadReceive(Packet packet, EndPoint epSender)
{
LoadReceive(packet.ToBytes(), epSender);
}
/// <summary>
/// Calls the protected asynchronous result method. This fires out all data chunks currently queued for send
/// </summary>
/// <param name="result"></param>
public void ReceiveData(IAsyncResult result)
{
// Doesn't work the same way anymore
// while (m_chunksToLoad.Count > 0)
// OnReceivedData(result);
}
/// <summary>
/// Has a circuit with the given code been established?
/// </summary>
/// <param name="circuitCode"></param>
/// <returns></returns>
public bool HasCircuit(uint circuitCode)
{
// lock (clientCircuits_reverse)
// {
// return clientCircuits_reverse.ContainsKey(circuitCode);
// }
return true;
public override void SendPacket(
LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method)
{
PacketsSent.Add(packet);
}
//// /// <summary>
//// /// The chunks of data to pass to the LLUDPServer when it calls EndReceive
//// /// </summary>
//// protected Queue<ChunkSenderTuple> m_chunksToLoad = new Queue<ChunkSenderTuple>();
//
//// protected override void BeginReceive()
//// {
//// if (m_chunksToLoad.Count > 0 && m_chunksToLoad.Peek().BeginReceiveException)
//// {
//// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
//// reusedEpSender = tuple.Sender;
//// throw new SocketException();
//// }
//// }
//
//// protected override bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
//// {
//// numBytes = 0;
////
//// //m_log.Debug("Queue size " + m_chunksToLoad.Count);
////
//// if (m_chunksToLoad.Count <= 0)
//// return false;
////
//// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
//// RecvBuffer = tuple.Data;
//// numBytes = tuple.Data.Length;
//// epSender = tuple.Sender;
////
//// return true;
//// }
//
//// public override void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
//// {
//// // Don't do anything just yet
//// }
//
// /// <summary>
// /// Signal that this chunk should throw an exception on Socket.BeginReceive()
// /// </summary>
// /// <param name="epSender"></param>
// public void LoadReceiveWithBeginException(EndPoint epSender)
// {
// ChunkSenderTuple tuple = new ChunkSenderTuple(epSender);
// tuple.BeginReceiveException = true;
// m_chunksToLoad.Enqueue(tuple);
// }
//
// /// <summary>
// /// Load some data to be received by the LLUDPServer on the next receive call
// /// </summary>
// /// <param name="data"></param>
// /// <param name="epSender"></param>
// public void LoadReceive(byte[] data, EndPoint epSender)
// {
// m_chunksToLoad.Enqueue(new ChunkSenderTuple(data, epSender));
// }
//
// /// <summary>
// /// Load a packet to be received by the LLUDPServer on the next receive call
// /// </summary>
// /// <param name="packet"></param>
// public void LoadReceive(Packet packet, EndPoint epSender)
// {
// LoadReceive(packet.ToBytes(), epSender);
// }
//
// /// <summary>
// /// Calls the protected asynchronous result method. This fires out all data chunks currently queued for send
// /// </summary>
// /// <param name="result"></param>
// public void ReceiveData(IAsyncResult result)
// {
// // Doesn't work the same way anymore
//// while (m_chunksToLoad.Count > 0)
//// OnReceivedData(result);
// }
}
/// <summary>