Add basic TestCreateRootScenePresence() regression test
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6dda7c65ae
commit
c0ab406e2e
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@ -53,48 +53,60 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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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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public class ScenePresenceAgentTests : OpenSimTestCase
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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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// 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 TestClient testclient;
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[TestFixtureSetUp]
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public void Init()
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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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////
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//// SceneHelpers sh = new SceneHelpers();
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////
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//// scene = sh.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
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//// scene2 = sh.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
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//// scene3 = sh.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);
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////
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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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//
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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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//
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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 TestCreateRootScenePresence()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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SceneHelpers sh = new SceneHelpers();
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UUID spUuid = TestHelpers.ParseTail(0x1);
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scene = sh.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
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scene2 = sh.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
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scene3 = sh.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);
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TestScene scene = new SceneHelpers().SetupScene();
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SceneHelpers.AddScenePresence(scene, spUuid);
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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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Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
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Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
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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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ScenePresence sp = scene.GetScenePresence(spUuid);
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Assert.That(sp, Is.Not.Null);
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Assert.That(sp.IsChildAgent, Is.False);
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Assert.That(sp.UUID, Is.EqualTo(spUuid));
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}
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[Test]
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@ -106,9 +118,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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TestScene scene = new 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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Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
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scene.IncomingCloseAgent(sp.UUID);
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Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
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@ -266,99 +275,99 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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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 T021_TestCrossToNewRegion()
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// {
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// TestHelpers.InMethod();
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//
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// scene.RegisterRegionWithGrid();
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// scene2.RegisterRegionWithGrid();
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//
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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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//
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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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//
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// ScenePresence presence2 = scene2.GetScenePresence(agent1);
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//
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// // Adding neighbour region caps info to presence2
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//
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// string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
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// presence2.AddNeighbourRegion(region1, cap);
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//
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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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//
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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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//
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// EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
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//
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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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//
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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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//
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// // Crossings are asynchronous
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// int timer = 10;
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//
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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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//
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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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//
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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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//
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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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//
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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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//
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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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//
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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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//
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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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}
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}
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