Fix bug where crossing to a neighbouring region and back again would trigger an exception, and a second recross would stop the user moving until relog

Also fixes an issue where sitting avatar counts became inaccurate after any cross.
Part of the problem was due to cloning code using MemberwiseClone() but not resetting certain collection structures.
Adds regression test for this case.
In relation to http://opensimulator.org/mantis/view.php?id=7050
0.8.0.3
Justin Clark-Casey (justincc) 2014-04-03 00:19:53 +01:00
parent 2051535ce1
commit e6d0dcd4e8
4 changed files with 138 additions and 8 deletions

View File

@ -552,12 +552,29 @@ namespace OpenSim.Region.Framework.Scenes
av.IsInTransit = true;
CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
// A temporary measure to allow regression tests to work.
// Quite possibly, all BeginInvoke() calls should be replaced by Util.FireAndForget
// or similar since BeginInvoke() always uses the system threadpool to launch
// threads rather than any replace threadpool that we might be using.
if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
{
entityTransfer.CrossAgentToNewRegionAsync(av, val, destination, av.Flying, version);
CrossAgentToNewRegionCompleted(av);
}
else
{
CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
d.BeginInvoke(
av, val, destination, av.Flying, version,
ar => CrossAgentToNewRegionCompleted(d.EndInvoke(ar)), null);
}
}
else
{
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
}
}
avsToCross.Clear();
return;
}
@ -630,11 +647,8 @@ namespace OpenSim.Region.Framework.Scenes
set { RootPart.Velocity = value; }
}
private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
private void CrossAgentToNewRegionCompleted(ScenePresence agent)
{
CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
ScenePresence agent = icon.EndInvoke(iar);
//// If the cross was successful, this agent is a child agent
if (agent.IsChildAgent)
{
@ -1698,10 +1712,15 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
public SceneObjectGroup Copy(bool userExposed)
{
// FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up
// with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator
// but not between regions on different simulators). Really, all copying should be done explicitly.
SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
dupe.Backup = false;
dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
dupe.m_sittingAvatars = new List<UUID>();
dupe.m_linkedAvatars = new List<ScenePresence>();
dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;

View File

@ -1753,7 +1753,11 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
public SceneObjectPart Copy(uint localID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed)
{
// FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up
// with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator
// but not between regions on different simulators). Really, all copying should be done explicitly.
SceneObjectPart dupe = (SceneObjectPart)MemberwiseClone();
dupe.m_shape = m_shape.Copy();
dupe.m_regionHandle = m_regionHandle;
if (userExposed)
@ -1799,6 +1803,8 @@ namespace OpenSim.Region.Framework.Scenes
Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
dupe.Shape.ExtraParams = extraP;
dupe.m_sittingAvatars = new HashSet<OpenMetaverse.UUID>();
// safeguard actual copy is done in sog.copy
dupe.KeyframeMotion = null;
dupe.PayPrice = (int[])PayPrice.Clone();

View File

@ -1023,6 +1023,7 @@ namespace OpenSim.Region.Framework.Scenes
else
{
part.ParentGroup.AddAvatar(UUID);
part.AddSittingAvatar(UUID);
if (part.SitTargetPosition != Vector3.Zero)
part.SitTargetAvatar = UUID;
// ParentPosition = part.GetWorldPosition();
@ -2848,7 +2849,6 @@ namespace OpenSim.Region.Framework.Scenes
part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
}
public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
{
if (IsChildAgent)

View File

@ -26,10 +26,12 @@
*/
using System;
using System.Collections.Generic;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Framework;
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Region.CoreModules.World.Land;
@ -101,7 +103,110 @@ namespace OpenSim.Region.Framework.Scenes.Tests
/// Test cross with no prim limit module.
/// </summary>
/// <remarks>
/// XXX: This test may be better off in a specific PrimLimitsModuleTest class in optional module tests in the
/// Possibly this should belong in ScenePresenceCrossingTests, though here it is the object that is being moved
/// where the avatar is just a passenger.
/// </remarks>
[Test]
public void TestCrossOnSameSimulatorWithSittingAvatar()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
int sceneObjectIdTail = 0x2;
Vector3 so1StartPos = new Vector3(128, 10, 20);
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmA.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
// In order to run a single threaded regression test we do not want the entity transfer module waiting
// for a callback from the destination scene before removing its avatar data.
entityTransferConfig.Set("wait_for_callback", false);
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
SceneObjectGroup so1 = SceneHelpers.AddSceneObject(sceneA, 1, userId, "", sceneObjectIdTail);
UUID so1Id = so1.UUID;
so1.AbsolutePosition = so1StartPos;
AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
TestClient tc = new TestClient(acd, sceneA);
List<TestClient> destinationTestClients = new List<TestClient>();
EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);
ScenePresence sp1SceneA = SceneHelpers.AddScenePresence(sceneA, tc, acd);
sp1SceneA.AbsolutePosition = so1StartPos;
sp1SceneA.HandleAgentRequestSit(sp1SceneA.ControllingClient, sp1SceneA.UUID, so1.UUID, Vector3.Zero);
// Cross
sceneA.SceneGraph.UpdatePrimGroupPosition(
so1.LocalId, new Vector3(so1StartPos.X, so1StartPos.Y - 20, so1StartPos.Z), userId);
SceneObjectGroup so1PostCross;
{
ScenePresence sp1SceneAPostCross = sceneA.GetScenePresence(userId);
Assert.IsTrue(sp1SceneAPostCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly false");
ScenePresence sp1SceneBPostCross = sceneB.GetScenePresence(userId);
TestClient sceneBTc = ((TestClient)sp1SceneBPostCross.ControllingClient);
sceneBTc.CompleteMovement();
Assert.IsFalse(sp1SceneBPostCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly true");
Assert.IsTrue(sp1SceneBPostCross.IsSatOnObject);
Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id), "uck");
so1PostCross = sceneB.GetSceneObjectGroup(so1Id);
Assert.NotNull(so1PostCross);
Assert.AreEqual(1, so1PostCross.GetSittingAvatarsCount());
Assert.AreEqual(1, so1PostCross.GetLinkedAvatars().Count);
}
Vector3 so1PostCrossPos = so1PostCross.AbsolutePosition;
// Console.WriteLine("CRISSCROSS");
// Recross
sceneB.SceneGraph.UpdatePrimGroupPosition(
so1PostCross.LocalId, new Vector3(so1PostCrossPos.X, so1PostCrossPos.Y + 20, so1PostCrossPos.Z), userId);
{
ScenePresence sp1SceneBPostReCross = sceneB.GetScenePresence(userId);
Assert.IsTrue(sp1SceneBPostReCross.IsChildAgent, "sp1SceneBPostReCross.IsChildAgent unexpectedly false");
ScenePresence sp1SceneAPostReCross = sceneA.GetScenePresence(userId);
TestClient sceneATc = ((TestClient)sp1SceneAPostReCross.ControllingClient);
sceneATc.CompleteMovement();
Assert.IsFalse(sp1SceneAPostReCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly true");
Assert.IsTrue(sp1SceneAPostReCross.IsSatOnObject);
Assert.IsNull(sceneB.GetSceneObjectGroup(so1Id), "uck2");
SceneObjectGroup so1PostReCross = sceneA.GetSceneObjectGroup(so1Id);
Assert.NotNull(so1PostReCross);
Assert.AreEqual(1, so1PostReCross.GetSittingAvatarsCount());
Assert.AreEqual(1, so1PostReCross.GetLinkedAvatars().Count);
}
}
/// <summary>
/// Test cross with no prim limit module.
/// </summary>
/// <remarks>
/// XXX: This test may FCbe better off in a specific PrimLimitsModuleTest class in optional module tests in the
/// future (though it is configured as active by default, so not really optional).
/// </remarks>
[Test]