Add regression test for teleporting between neighbouring regions on the same simulator
This adds a non-advertised wait_for_callback option in [EntityTransfer]. Default is always true. Teleport tests disable the wait for callback from the destination region in order to run within a single thread.0.7.4.1
parent
5786521103
commit
9d2e1c67a8
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@ -79,7 +79,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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J2KDecoderModule j2kdm = new J2KDecoderModule();
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scene = new SceneHelpers().SetupScene();
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SceneHelpers sceneHelpers = new SceneHelpers();
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scene = sceneHelpers.SetupScene();
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SceneHelpers.SetupSceneModules(scene, j2kdm);
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tc = new TestClient(SceneHelpers.GenerateAgentData(userId), scene);
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@ -52,12 +52,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public const int DefaultMaxTransferDistance = 4095;
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public const bool EnableWaitForCallbackFromTeleportDestDefault = true;
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/// <summary>
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/// The maximum distance, in standard region units (256m) that an agent is allowed to transfer.
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/// </summary>
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public int MaxTransferDistance { get; set; }
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/// <summary>
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/// If true then on a teleport, the source region waits for a callback from the destination region. If
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/// a callback fails to arrive within a set time then the user is pulled back into the source region.
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/// </summary>
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public bool EnableWaitForCallbackFromTeleportDest { get; set; }
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protected bool m_Enabled = false;
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protected Scene m_aScene;
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protected List<Scene> m_Scenes = new List<Scene>();
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@ -99,9 +107,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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IConfig transferConfig = source.Configs["EntityTransfer"];
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if (transferConfig != null)
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{
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EnableWaitForCallbackFromTeleportDest
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= transferConfig.GetBoolean("wait_for_callback", EnableWaitForCallbackFromTeleportDestDefault);
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MaxTransferDistance = transferConfig.GetInt("max_distance", DefaultMaxTransferDistance);
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}
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else
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{
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MaxTransferDistance = DefaultMaxTransferDistance;
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}
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m_agentsInTransit = new List<UUID>();
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m_Enabled = true;
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@ -499,6 +514,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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else
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{
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ICapabilitiesModule capModule = sp.Scene.CapsModule;
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ulong regionHandle = reg.RegionHandle;
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capModule.GetChildSeed(UUID.Zero, regionHandle);
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agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
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capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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}
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@ -527,7 +545,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest");
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, sp.UUID);
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"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
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capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
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if (eq != null)
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{
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@ -546,7 +565,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
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// trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
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// that the client contacted the destination before we close things here.
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if (!WaitForCallback(sp.UUID))
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if (EnableWaitForCallbackFromTeleportDest && !WaitForCallback(sp.UUID))
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{
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m_log.WarnFormat(
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"[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} failed due to no callback from destination region. Returning avatar to source region.",
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@ -1286,7 +1305,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
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{
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AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
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AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
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agent.BaseFolder = UUID.Zero;
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@ -1311,7 +1329,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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seeds.Add(neighbour.RegionHandle, agent.CapsPath);
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}
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else
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{
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agent.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, neighbour.RegionHandle);
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}
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cagents.Add(agent);
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}
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@ -1934,6 +1954,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return true;
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else
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return false;
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return true;
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}
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protected void SetInTransit(UUID id)
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@ -65,7 +65,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
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config.AddConfig("Modules");
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config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
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m_scene = new SceneHelpers().SetupScene();
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SceneHelpers sceneHelpers = new SceneHelpers();
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m_scene = sceneHelpers.SetupScene();
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SceneHelpers.SetupSceneModules(m_scene, config, m_iam);
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// Create user
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@ -128,7 +128,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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IConfig config = configSource.AddConfig("Modules");
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config.Set("SimulationServices", "LocalSimulationConnectorModule");
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TestScene scene = new SceneHelpers().SetupScene();
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SceneHelpers sceneHelpers = new SceneHelpers();
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TestScene scene = sceneHelpers.SetupScene();
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SceneHelpers.SetupSceneModules(scene, configSource, lsc);
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UUID agentId = TestHelpers.ParseTail(0x01);
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@ -33,8 +33,9 @@ using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Servers;
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using OpenSim.Region.CoreModules.Framework.EntityTransfer;
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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.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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@ -49,6 +50,22 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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[TestFixture]
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public class ScenePresenceTeleportTests
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{
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[TestFixtureSetUp]
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public void FixtureInit()
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{
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// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
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Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
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}
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[TestFixtureTearDown]
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public void TearDown()
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{
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// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
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// threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
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// tests really shouldn't).
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Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
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}
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[Test]
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public void TestSameRegionTeleport()
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{
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@ -96,10 +113,14 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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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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// Not strictly necessary since FriendsModule assumes it is the default (!)
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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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IConfig modulesConfig = config.AddConfig("Modules");
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modulesConfig.Set("EntityTransferModule", etm.Name);
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modulesConfig.Set("SimulationServices", lscm.Name);
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IConfig entityTransferConfig = 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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entityTransferConfig.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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@ -110,12 +131,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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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);
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ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
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sp.AbsolutePosition = new Vector3(30, 31, 32);
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// XXX: A very nasty hack to tell the client about the destination scene without having to crank the whole
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// UDP stack (?)
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((TestClient)sp.ControllingClient).TeleportTargetScene = sceneB;
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// ((TestClient)sp.ControllingClient).TeleportTargetScene = sceneB;
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sceneA.RequestTeleportLocation(
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sp.ControllingClient,
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@ -124,6 +145,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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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(sceneA.GetScenePresence(userId), Is.Null);
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ScenePresence sceneBSp = sceneB.GetScenePresence(userId);
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@ -137,5 +160,80 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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// position instead).
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// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
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}
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[Test]
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public void TestSameSimulatorNeighbouringRegionsTeleport()
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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 etm = 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", etm.Name);
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modulesConfig.Set("SimulationServices", lscm.Name);
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IConfig entityTransferConfig = 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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entityTransferConfig.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), 1001, 1000);
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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, etm, lscm);
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SceneHelpers.SetupSceneModules(sceneA, new CapabilitiesModule());
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SceneHelpers.SetupSceneModules(sceneB, new CapabilitiesModule());
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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 originalSp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
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originalSp.AbsolutePosition = new Vector3(30, 31, 32);
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ScenePresence beforeSceneASp = sceneA.GetScenePresence(userId);
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Assert.That(beforeSceneASp, Is.Not.Null);
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Assert.That(beforeSceneASp.IsChildAgent, Is.False);
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ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId);
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Assert.That(beforeSceneBSp, Is.Not.Null);
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Assert.That(beforeSceneBSp.IsChildAgent, Is.True);
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// XXX: A very nasty hack to tell the client about the destination scene without having to crank the whole
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// UDP stack (?)
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// ((TestClient)beforeSceneASp.ControllingClient).TeleportTargetScene = sceneB;
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sceneA.RequestTeleportLocation(
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beforeSceneASp.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)beforeSceneASp.ControllingClient).CompleteTeleportClientSide();
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ScenePresence afterSceneASp = sceneA.GetScenePresence(userId);
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Assert.That(afterSceneASp, Is.Not.Null);
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Assert.That(afterSceneASp.IsChildAgent, Is.True);
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ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId);
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Assert.That(afterSceneBSp, Is.Not.Null);
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Assert.That(afterSceneBSp.IsChildAgent, Is.False);
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Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
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Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
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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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}
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}
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@ -58,6 +58,11 @@ namespace OpenSim.Tests.Common
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/// </summary>
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public class SceneHelpers
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{
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/// <summary>
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/// We need a scene manager so that test clients can retrieve a scene when performing teleport tests.
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/// </summary>
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public SceneManager SceneManager { get; private set; }
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private AgentCircuitManager m_acm = new AgentCircuitManager();
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private ISimulationDataService m_simDataService
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= OpenSim.Server.Base.ServerUtils.LoadPlugin<ISimulationDataService>("OpenSim.Tests.Common.dll", null);
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public SceneHelpers(CoreAssetCache cache)
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{
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SceneManager = new SceneManager();
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m_assetService = StartAssetService(cache);
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m_authenticationService = StartAuthenticationService();
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m_inventoryService = StartInventoryService();
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testScene.LoginsDisabled = false;
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testScene.RegisterRegionWithGrid();
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SceneManager.Add(testScene);
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return testScene;
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}
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@ -350,6 +359,7 @@ namespace OpenSim.Tests.Common
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List<IRegionModuleBase> newModules = new List<IRegionModuleBase>();
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foreach (object module in modules)
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{
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// Console.WriteLine("MODULE RAW {0}", module);
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if (module is IRegionModule)
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{
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IRegionModule m = (IRegionModule)module;
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// for the new system, everything has to be initialised first,
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// shared modules have to be post-initialised, then all get an AddRegion with the scene
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IRegionModuleBase m = (IRegionModuleBase)module;
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// Console.WriteLine("MODULE {0}", m.Name);
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m.Initialise(config);
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newModules.Add(m);
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}
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/// <summary>
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/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
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/// </summary>
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/// <remarks>
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/// This can be used for tests where there is only one region or where there are multiple non-neighbour regions
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/// and teleport doesn't take place.
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/// </remarks>
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/// <param name="scene"></param>
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/// <param name="agentId"></param>
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/// <returns></returns>
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return AddScenePresence(scene, GenerateAgentData(agentId));
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}
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/// <summary>
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/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="agentId"></param>
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/// <param name="sceneManager"></param>
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/// <returns></returns>
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public static ScenePresence AddScenePresence(Scene scene, UUID agentId, SceneManager sceneManager)
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{
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return AddScenePresence(scene, GenerateAgentData(agentId), sceneManager);
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}
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/// <summary>
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/// Add a root agent.
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/// </summary>
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/// <param name="agentData"></param>
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/// <returns></returns>
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public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData)
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{
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return AddScenePresence(scene, agentData, null);
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}
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/// <summary>
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/// Add a root agent.
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/// </summary>
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/// <remarks>
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/// This function
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///
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/// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the
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/// userserver if grid) would give initial login data back to the client and separately tell the scene that the
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/// agent was coming.
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///
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/// 2) Connects the agent with the scene
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///
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/// This function performs actions equivalent with notifying the scene that an agent is
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/// coming and then actually connecting the agent to the scene. The one step missed out is the very first
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/// </remarks>
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/// <param name="scene"></param>
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/// <param name="agentData"></param>
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/// <param name="sceneManager"></param>
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/// <returns></returns>
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public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData, SceneManager sceneManager)
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{
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// We emulate the proper login sequence here by doing things in four stages
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@ -463,7 +514,7 @@ namespace OpenSim.Tests.Common
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lpsc.m_PresenceService.LoginAgent(agentData.AgentID.ToString(), agentData.SessionID, agentData.SecureSessionID);
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// Stages 1 & 2
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ScenePresence sp = IntroduceClientToScene(scene, agentData, TeleportFlags.ViaLogin);
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ScenePresence sp = IntroduceClientToScene(scene, sceneManager, agentData, TeleportFlags.ViaLogin);
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// Stage 3: Complete the entrance into the region. This converts the child agent into a root agent.
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sp.CompleteMovement(sp.ControllingClient, true);
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@ -471,7 +522,20 @@ namespace OpenSim.Tests.Common
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return sp;
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}
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private static ScenePresence IntroduceClientToScene(Scene scene, AgentCircuitData agentData, TeleportFlags tf)
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/// <summary>
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/// Introduce an agent into the scene by adding a new client.
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/// </summary>
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/// <returns>The scene presence added</returns>
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/// <param name='sceneManager'>
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/// Scene manager. Can be null if there is only one region in the test or multiple regions that are not
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/// neighbours and where no teleporting takes place.
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/// </param>
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/// <param name='scene'></param>
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/// <param name='sceneManager></param>
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/// <param name='agentData'></param>
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/// <param name='tf'></param>
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private static ScenePresence IntroduceClientToScene(
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Scene scene, SceneManager sceneManager, AgentCircuitData agentData, TeleportFlags tf)
|
||||
{
|
||||
string reason;
|
||||
|
||||
|
@ -480,7 +544,7 @@ namespace OpenSim.Tests.Common
|
|||
Console.WriteLine("NewUserConnection failed: " + reason);
|
||||
|
||||
// Stage 2: add the new client as a child agent to the scene
|
||||
TestClient client = new TestClient(agentData, scene);
|
||||
TestClient client = new TestClient(agentData, scene, sceneManager);
|
||||
scene.AddNewClient(client, PresenceType.User);
|
||||
|
||||
return scene.GetScenePresence(agentData.AgentID);
|
||||
|
@ -492,7 +556,7 @@ namespace OpenSim.Tests.Common
|
|||
acd.child = true;
|
||||
|
||||
// XXX: ViaLogin may not be correct for child agents
|
||||
return IntroduceClientToScene(scene, acd, TeleportFlags.ViaLogin);
|
||||
return IntroduceClientToScene(scene, null, acd, TeleportFlags.ViaLogin);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -46,12 +46,10 @@ namespace OpenSim.Tests.Common.Mock
|
|||
|
||||
EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
|
||||
|
||||
// TODO: This is a really nasty (and temporary) means of telling the test client which scene to invoke setup
|
||||
// methods on when a teleport is requested
|
||||
public Scene TeleportTargetScene;
|
||||
private TestClient TeleportSceneClient;
|
||||
|
||||
private Scene m_scene;
|
||||
private SceneManager m_sceneManager;
|
||||
|
||||
// Properties so that we can get at received data for test purposes
|
||||
public List<UUID> ReceivedOfflineNotifications { get; private set; }
|
||||
|
@ -432,15 +430,29 @@ namespace OpenSim.Tests.Common.Mock
|
|||
/// <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)
|
||||
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)
|
||||
{
|
||||
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;
|
||||
|
@ -590,8 +602,16 @@ namespace OpenSim.Tests.Common.Mock
|
|||
AgentCircuitData newAgent = RequestClientInfo();
|
||||
|
||||
// Stage 2: add the new client as a child agent to the scene
|
||||
TeleportSceneClient = new TestClient(newAgent, TeleportTargetScene);
|
||||
TeleportTargetScene.AddNewClient(TeleportSceneClient, PresenceType.User);
|
||||
uint x, y;
|
||||
Utils.LongToUInts(neighbourHandle, out x, out y);
|
||||
x /= Constants.RegionSize;
|
||||
y /= Constants.RegionSize;
|
||||
|
||||
Scene neighbourScene;
|
||||
m_sceneManager.TryGetScene(x, y, out neighbourScene);
|
||||
|
||||
TeleportSceneClient = new TestClient(newAgent, neighbourScene, m_sceneManager);
|
||||
neighbourScene.AddNewClient(TeleportSceneClient, PresenceType.User);
|
||||
}
|
||||
|
||||
public virtual void SendRegionTeleport(ulong regionHandle, byte simAccess, IPEndPoint regionExternalEndPoint,
|
||||
|
@ -601,6 +621,13 @@ namespace OpenSim.Tests.Common.Mock
|
|||
|
||||
CapsSeedUrl = capsURL;
|
||||
|
||||
// We don't do this here so that the source region can complete processing first in a single-threaded
|
||||
// regression test scenario. The test itself will have to call CompleteTeleportClientSide() after a teleport
|
||||
// CompleteTeleportClientSide();
|
||||
}
|
||||
|
||||
public void CompleteTeleportClientSide()
|
||||
{
|
||||
TeleportSceneClient.CompleteMovement();
|
||||
//TeleportTargetScene.AgentCrossing(newAgent.AgentID, new Vector3(90, 90, 90), false);
|
||||
}
|
||||
|
|
|
@ -46,7 +46,8 @@ namespace OpenSim.Tests.Common
|
|||
<!-- A1 uses PatternLayout -->
|
||||
<layout type=""log4net.Layout.PatternLayout"">
|
||||
<!-- Print the date in ISO 8601 format -->
|
||||
<conversionPattern value=""%date [%thread] %-5level %logger %ndc - %message%newline"" />
|
||||
<!-- <conversionPattern value=""%date [%thread] %-5level %logger %ndc - %message%newline"" /> -->
|
||||
<conversionPattern value=""%date %message%newline"" />
|
||||
</layout>
|
||||
</appender>
|
||||
|
||||
|
@ -62,9 +63,9 @@ namespace OpenSim.Tests.Common
|
|||
Encoding.UTF8.GetBytes(
|
||||
// "<?xml version=\"1.0\" encoding=\"utf-8\" ?><configuration><log4net><root><level value=\"OFF\"/><appender-ref ref=\"A1\"/></root></log4net></configuration>")));
|
||||
//"<?xml version=\"1.0\" encoding=\"utf-8\" ?><configuration><log4net><root><level value=\"OFF\"/></root></log4net></configuration>")));
|
||||
//"<configuration><log4net><root><level value=\"OFF\"/></root></log4net></configuration>")));
|
||||
// "<configuration><log4net><root><level value=\"OFF\"/></root></log4net></configuration>"));
|
||||
// "<configuration><log4net><root></root></log4net></configuration>")));
|
||||
//"<configuration><log4net><root/></log4net></configuration>")));
|
||||
// "<configuration><log4net><root/></log4net></configuration>"));
|
||||
"<log4net><root/></log4net>"));
|
||||
|
||||
public static bool AssertThisDelegateCausesArgumentException(TestDelegate d)
|
||||
|
|
Loading…
Reference in New Issue