Create regression TestCrossOnSameSimulatorNoRootDestPerm() to check that avatars are not allowed to cross into a neighbour where they are not authorized, even if a child agent was allowed.
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@ -731,6 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_config = config;
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m_config = config;
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MinFrameTime = 0.089f;
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MinFrameTime = 0.089f;
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MinMaintenanceTime = 1;
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MinMaintenanceTime = 1;
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SeeIntoRegion = true;
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Random random = new Random();
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Random random = new Random();
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@ -841,7 +842,7 @@ namespace OpenSim.Region.Framework.Scenes
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//Animation states
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//Animation states
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m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
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m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
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SeeIntoRegion = startupConfig.GetBoolean("see_into_region", true);
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SeeIntoRegion = startupConfig.GetBoolean("see_into_region", SeeIntoRegion);
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MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
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MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
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@ -38,6 +38,7 @@ using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.CoreModules.Framework;
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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.Framework.EntityTransfer;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
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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;
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using OpenSim.Tests.Common.Mock;
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using OpenSim.Tests.Common.Mock;
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@ -159,5 +160,90 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(agentMovementCompleteReceived, Is.EqualTo(1));
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Assert.That(agentMovementCompleteReceived, Is.EqualTo(1));
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Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False);
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Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False);
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}
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}
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/// <summary>
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/// Test a cross attempt where the user can see into the neighbour but does not have permission to become
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/// root there.
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/// </summary>
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[Test]
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public void TestCrossOnSameSimulatorNoRootDestPerm()
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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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EntityTransferModule etmA = new EntityTransferModule();
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EntityTransferModule etmB = new EntityTransferModule();
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LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
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IConfigSource config = new IniConfigSource();
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IConfig modulesConfig = config.AddConfig("Modules");
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modulesConfig.Set("EntityTransferModule", etmA.Name);
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modulesConfig.Set("SimulationServices", lscm.Name);
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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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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
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SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
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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 CapabilitiesModule(), new PermissionsModule(), etmB);
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AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
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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.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);
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// Make sure sceneB will not accept this avatar.
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sceneB.RegionInfo.EstateSettings.PublicAccess = false;
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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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AgentUpdateArgs moveArgs = new AgentUpdateArgs();
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//moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero);
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moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2)));
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moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
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moveArgs.SessionID = acd.SessionID;
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originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs);
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sceneA.Update(1);
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// Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition);
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// FIXME: This is a sufficient number of updates to for the presence to reach the northern border.
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// But really we want to do this in a more robust way.
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for (int i = 0; i < 100; i++)
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{
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sceneA.Update(1);
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// Console.WriteLine("Pos {0}", originalSp.AbsolutePosition);
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}
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// sceneA agent should still be root
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ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID);
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Assert.That(spAfterCrossSceneA.IsChildAgent, Is.False);
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ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID);
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// sceneB agent should also still be root
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Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
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// sceneB should ignore unauthorized attempt to upgrade agent to root
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TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient);
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int agentMovementCompleteReceived = 0;
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sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++;
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sceneBTc.CompleteMovement();
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Assert.That(agentMovementCompleteReceived, Is.EqualTo(0));
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Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
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}
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}
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}
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}
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}
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