Temporarily remove ScenePresenceAgentTests since getting them operational in this branch may require considerable changes
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Text;
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using System.Threading;
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using System.Timers;
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using Timer=System.Timers.Timer;
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using Nini.Config;
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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.Framework.Scenes;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.CoreModules.Framework.EntityTransfer;
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using OpenSim.Region.CoreModules.World.Serialiser;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Region.Framework.Scenes.Tests
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{
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/// <summary>
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/// Scene presence tests
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/// </summary>
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[TestFixture]
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public class ScenePresenceAgentTests
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{
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public Scene scene, scene2, scene3;
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public UUID agent1, agent2, agent3;
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public static Random random;
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public ulong region1,region2,region3;
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public AgentCircuitData acd1;
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public SceneObjectGroup sog1, sog2, sog3;
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public TestClient testclient;
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[TestFixtureSetUp]
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public void Init()
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{
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TestHelpers.InMethod();
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scene = SceneHelpers.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
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scene2 = SceneHelpers.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
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scene3 = SceneHelpers.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);
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ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
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interregionComms.Initialise(new IniConfigSource());
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interregionComms.PostInitialise();
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SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
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SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
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SceneHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms);
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agent1 = UUID.Random();
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agent2 = UUID.Random();
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agent3 = UUID.Random();
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random = new Random();
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sog1 = SceneHelpers.CreateSceneObject(1, agent1);
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scene.AddSceneObject(sog1);
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sog2 = SceneHelpers.CreateSceneObject(1, agent1);
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scene.AddSceneObject(sog2);
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sog3 = SceneHelpers.CreateSceneObject(1, agent1);
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scene.AddSceneObject(sog3);
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region1 = scene.RegionInfo.RegionHandle;
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region2 = scene2.RegionInfo.RegionHandle;
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region3 = scene3.RegionInfo.RegionHandle;
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}
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[Test]
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public void TestCloseAgent()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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TestScene scene = SceneHelpers.SetupScene();
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
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Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Not.Null);
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scene.IncomingCloseAgent(sp.UUID);
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Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
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Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null);
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}
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/// <summary>
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/// Test that if a root agent logs into a region, a child agent is also established in the neighbouring region
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/// </summary>
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/// <remarks>
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/// Please note that unlike the other tests here, this doesn't rely on structures
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/// </remarks>
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[Test]
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public void TestChildAgentEstablished()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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// UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001");
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TestScene myScene1 = SceneHelpers.SetupScene("Neighbour y", UUID.Random(), 1000, 1000);
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// TestScene myScene2 = SceneHelpers.SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000);
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IConfigSource configSource = new IniConfigSource();
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configSource.AddConfig("Modules").Set("EntityTransferModule", "BasicEntityTransferModule");
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EntityTransferModule etm = new EntityTransferModule();
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SceneHelpers.SetupSceneModules(myScene1, configSource, etm);
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SceneHelpers.AddScenePresence(myScene1, agent1Id);
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// ScenePresence childPresence = myScene2.GetScenePresence(agent1);
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// TODO: Need to do a fair amount of work to allow synchronous establishment of child agents
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// Assert.That(childPresence, Is.Not.Null);
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// Assert.That(childPresence.IsChildAgent, Is.True);
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}
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// /// <summary>
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// /// Test adding a root agent to a scene. Doesn't yet actually complete crossing the agent into the scene.
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// /// </summary>
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// [Test]
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// public void T010_TestAddRootAgent()
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// {
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// TestHelpers.InMethod();
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//
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// string firstName = "testfirstname";
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//
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// AgentCircuitData agent = new AgentCircuitData();
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// agent.AgentID = agent1;
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// agent.firstname = firstName;
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// agent.lastname = "testlastname";
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// agent.SessionID = UUID.Random();
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// agent.SecureSessionID = UUID.Random();
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// agent.circuitcode = 123;
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// agent.BaseFolder = UUID.Zero;
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// agent.InventoryFolder = UUID.Zero;
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// agent.startpos = Vector3.Zero;
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// agent.CapsPath = GetRandomCapsObjectPath();
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// agent.ChildrenCapSeeds = new Dictionary<ulong, string>();
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// agent.child = true;
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//
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// scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID);
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//
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// string reason;
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// scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
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// testclient = new TestClient(agent, scene);
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// scene.AddNewClient(testclient);
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//
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// ScenePresence presence = scene.GetScenePresence(agent1);
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//
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// Assert.That(presence, Is.Not.Null, "presence is null");
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// Assert.That(presence.Firstname, Is.EqualTo(firstName), "First name not same");
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// acd1 = agent;
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// }
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//
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// /// <summary>
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// /// Test removing an uncrossed root agent from a scene.
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// /// </summary>
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// [Test]
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// public void T011_TestRemoveRootAgent()
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// {
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// TestHelpers.InMethod();
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//
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// scene.RemoveClient(agent1);
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//
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// ScenePresence presence = scene.GetScenePresence(agent1);
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//
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// Assert.That(presence, Is.Null, "presence is not null");
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// }
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[Test]
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public void T012_TestAddNeighbourRegion()
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{
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TestHelpers.InMethod();
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string reason;
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if (acd1 == null)
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fixNullPresence();
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scene.NewUserConnection(acd1, 0, out reason);
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if (testclient == null)
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testclient = new TestClient(acd1, scene);
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scene.AddNewClient(testclient, PresenceType.User);
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ScenePresence presence = scene.GetScenePresence(agent1);
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presence.MakeRootAgent(new Vector3(90,90,90),false);
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string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
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presence.AddNeighbourRegion(region2, cap);
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presence.AddNeighbourRegion(region3, cap);
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List<ulong> neighbours = presence.GetKnownRegionList();
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Assert.That(neighbours.Count, Is.EqualTo(2));
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}
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[Test]
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public void T013_TestRemoveNeighbourRegion()
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{
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TestHelpers.InMethod();
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ScenePresence presence = scene.GetScenePresence(agent1);
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presence.RemoveNeighbourRegion(region3);
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List<ulong> neighbours = presence.GetKnownRegionList();
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Assert.That(neighbours.Count,Is.EqualTo(1));
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/*
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presence.MakeChildAgent;
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presence.MakeRootAgent;
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CompleteAvatarMovement
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*/
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}
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// I'm commenting this test because it does not represent
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// crossings. The Thread.Sleep's in here are not meaningful mocks,
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// and they sometimes fail in panda.
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// We need to talk in order to develop a test
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// that really tests region crossings. There are 3 async components,
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// but things are synchronous among them. So there should be
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// 3 threads in here.
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//[Test]
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public void T021_TestCrossToNewRegion()
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{
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TestHelpers.InMethod();
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scene.RegisterRegionWithGrid();
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scene2.RegisterRegionWithGrid();
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// Adding child agent to region 1001
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string reason;
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scene2.NewUserConnection(acd1,0, out reason);
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scene2.AddNewClient(testclient, PresenceType.User);
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ScenePresence presence = scene.GetScenePresence(agent1);
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presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true);
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ScenePresence presence2 = scene2.GetScenePresence(agent1);
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// Adding neighbour region caps info to presence2
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string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
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presence2.AddNeighbourRegion(region1, cap);
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Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region.");
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Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region.");
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// Cross to x+1
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presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100);
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presence.Update();
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EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
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// Mimicking communication between client and server, by waiting OK from client
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// sent by TestClient.CrossRegion call. Originally, this is network comm.
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if (!wh.WaitOne(5000,false))
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{
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presence.Update();
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if (!wh.WaitOne(8000,false))
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throw new ArgumentException("1 - Timeout waiting for signal/variable.");
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}
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// This is a TestClient specific method that fires OnCompleteMovementToRegion event, which
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// would normally be fired after receiving the reply packet from comm. done on the last line.
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testclient.CompleteMovement();
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// Crossings are asynchronous
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int timer = 10;
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// Make sure cross hasn't already finished
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if (!presence.IsInTransit && !presence.IsChildAgent)
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{
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// If not and not in transit yet, give it some more time
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Thread.Sleep(5000);
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}
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// Enough time, should at least be in transit by now.
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while (presence.IsInTransit && timer > 0)
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{
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Thread.Sleep(1000);
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timer-=1;
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}
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Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1.");
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Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected.");
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Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent.");
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// Cross Back
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presence2.AbsolutePosition = new Vector3(-10, 3, 100);
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presence2.Update();
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if (!wh.WaitOne(5000,false))
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{
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presence2.Update();
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if (!wh.WaitOne(8000,false))
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throw new ArgumentException("2 - Timeout waiting for signal/variable.");
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}
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testclient.CompleteMovement();
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if (!presence2.IsInTransit && !presence2.IsChildAgent)
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{
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// If not and not in transit yet, give it some more time
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Thread.Sleep(5000);
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}
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// Enough time, should at least be in transit by now.
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while (presence2.IsInTransit && timer > 0)
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{
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Thread.Sleep(1000);
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timer-=1;
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}
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Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2.");
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Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
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Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");
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}
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public void fixNullPresence()
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{
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string firstName = "testfirstname";
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AgentCircuitData agent = new AgentCircuitData();
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agent.AgentID = agent1;
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agent.firstname = firstName;
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agent.lastname = "testlastname";
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agent.SessionID = UUID.Zero;
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agent.SecureSessionID = UUID.Zero;
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agent.circuitcode = 123;
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agent.BaseFolder = UUID.Zero;
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agent.InventoryFolder = UUID.Zero;
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agent.startpos = Vector3.Zero;
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agent.CapsPath = GetRandomCapsObjectPath();
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agent.Appearance = new AvatarAppearance();
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acd1 = agent;
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}
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public static string GetRandomCapsObjectPath()
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{
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UUID caps = UUID.Random();
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string capsPath = caps.ToString();
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capsPath = capsPath.Remove(capsPath.Length - 4, 4);
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return capsPath;
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}
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}
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}
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