/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Reflection; using System.Text; using System.Threading; using System.Timers; using Timer = System.Timers.Timer; using Nini.Config; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.ClientStack.Linden; using OpenSim.Region.CoreModules.Framework.EntityTransfer; using OpenSim.Region.CoreModules.World.Serialiser; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; using OpenSim.Tests.Common; using OpenSim.Tests.Common.Mock; using GridRegion = OpenSim.Services.Interfaces.GridRegion; namespace OpenSim.Region.Framework.Scenes.Tests { /// /// Scene presence tests /// [TestFixture] public class ScenePresenceAgentTests { public Scene scene, scene2, scene3; public UUID agent1, agent2, agent3; public static Random random; public ulong region1,region2,region3; public AgentCircuitData acd1; public SceneObjectGroup sog1, sog2, sog3; public TestClient testclient; [TestFixtureSetUp] public void Init() { TestHelpers.InMethod(); SceneHelpers sh = new SceneHelpers(); scene = sh.SetupScene("Neighbour x", UUID.Random(), 1000, 1000); scene2 = sh.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000); scene3 = sh.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000); ISharedRegionModule interregionComms = new LocalSimulationConnectorModule(); interregionComms.Initialise(new IniConfigSource()); interregionComms.PostInitialise(); SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms); SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms); SceneHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms); agent1 = UUID.Random(); agent2 = UUID.Random(); agent3 = UUID.Random(); random = new Random(); sog1 = SceneHelpers.CreateSceneObject(1, agent1); scene.AddSceneObject(sog1); sog2 = SceneHelpers.CreateSceneObject(1, agent1); scene.AddSceneObject(sog2); sog3 = SceneHelpers.CreateSceneObject(1, agent1); scene.AddSceneObject(sog3); region1 = scene.RegionInfo.RegionHandle; region2 = scene2.RegionInfo.RegionHandle; region3 = scene3.RegionInfo.RegionHandle; } [Test] public void TestCloseAgent() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); TestScene scene = new SceneHelpers().SetupScene(); ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Not.Null); Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1)); scene.IncomingCloseAgent(sp.UUID); Assert.That(scene.GetScenePresence(sp.UUID), Is.Null); Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null); Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(0)); } [Test] public void TestCreateChildScenePresence() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); LocalSimulationConnectorModule lsc = new LocalSimulationConnectorModule(); IConfigSource configSource = new IniConfigSource(); IConfig config = configSource.AddConfig("Modules"); config.Set("SimulationServices", "LocalSimulationConnectorModule"); TestScene scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(scene, configSource, lsc); UUID agentId = TestHelpers.ParseTail(0x01); AgentCircuitData acd = SceneHelpers.GenerateAgentData(agentId); acd.child = true; GridRegion region = scene.GridService.GetRegionByName(UUID.Zero, scene.RegionInfo.RegionName); string reason; // *** This is the first stage, when a neighbouring region is told that a viewer is about to try and // establish a child scene presence. We pass in the circuit code that the client has to connect with *** // XXX: ViaLogin may not be correct here. scene.SimulationService.CreateAgent(region, acd, (uint)TeleportFlags.ViaLogin, out reason); Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null); Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1)); // There's no scene presence yet since only an agent circuit has been established. Assert.That(scene.GetScenePresence(agentId), Is.Null); // *** This is the second stage, where the client established a child agent/scene presence using the // circuit code given to the scene in stage 1 *** TestClient client = new TestClient(acd, scene); scene.AddNewClient(client, PresenceType.User); Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null); Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1)); ScenePresence sp = scene.GetScenePresence(agentId); Assert.That(sp, Is.Not.Null); Assert.That(sp.UUID, Is.EqualTo(agentId)); Assert.That(sp.IsChildAgent, Is.True); } /// /// Test that if a root agent logs into a region, a child agent is also established in the neighbouring region /// /// /// Please note that unlike the other tests here, this doesn't rely on anything set up in the instance fields. /// INCOMPLETE /// [Test] public void TestChildAgentEstablishedInNeighbour() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); // UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001"); TestScene myScene1 = new SceneHelpers().SetupScene("Neighbour y", UUID.Random(), 1000, 1000); TestScene myScene2 = new SceneHelpers().SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000); IConfigSource configSource = new IniConfigSource(); IConfig config = configSource.AddConfig("Startup"); config.Set("serverside_object_permissions", true); config.Set("EventQueue", true); EntityTransferModule etm = new EntityTransferModule(); EventQueueGetModule eqgm1 = new EventQueueGetModule(); SceneHelpers.SetupSceneModules(myScene1, configSource, etm, eqgm1); EventQueueGetModule eqgm2 = new EventQueueGetModule(); SceneHelpers.SetupSceneModules(myScene2, configSource, etm, eqgm2); // SceneHelpers.AddScenePresence(myScene1, agent1Id); // ScenePresence childPresence = myScene2.GetScenePresence(agent1); // // // TODO: Need to do a fair amount of work to allow synchronous establishment of child agents // Assert.That(childPresence, Is.Not.Null); // Assert.That(childPresence.IsChildAgent, Is.True); } // /// // /// Test adding a root agent to a scene. Doesn't yet actually complete crossing the agent into the scene. // /// // [Test] // public void T010_TestAddRootAgent() // { // TestHelpers.InMethod(); // // string firstName = "testfirstname"; // // AgentCircuitData agent = new AgentCircuitData(); // agent.AgentID = agent1; // agent.firstname = firstName; // agent.lastname = "testlastname"; // agent.SessionID = UUID.Random(); // agent.SecureSessionID = UUID.Random(); // agent.circuitcode = 123; // agent.BaseFolder = UUID.Zero; // agent.InventoryFolder = UUID.Zero; // agent.startpos = Vector3.Zero; // agent.CapsPath = GetRandomCapsObjectPath(); // agent.ChildrenCapSeeds = new Dictionary(); // agent.child = true; // // scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID); // // string reason; // scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason); // testclient = new TestClient(agent, scene); // scene.AddNewClient(testclient); // // ScenePresence presence = scene.GetScenePresence(agent1); // // Assert.That(presence, Is.Not.Null, "presence is null"); // Assert.That(presence.Firstname, Is.EqualTo(firstName), "First name not same"); // acd1 = agent; // } // // /// // /// Test removing an uncrossed root agent from a scene. // /// // [Test] // public void T011_TestRemoveRootAgent() // { // TestHelpers.InMethod(); // // scene.RemoveClient(agent1); // // ScenePresence presence = scene.GetScenePresence(agent1); // // Assert.That(presence, Is.Null, "presence is not null"); // } // I'm commenting this test because it does not represent // crossings. The Thread.Sleep's in here are not meaningful mocks, // and they sometimes fail in panda. // We need to talk in order to develop a test // that really tests region crossings. There are 3 async components, // but things are synchronous among them. So there should be // 3 threads in here. //[Test] public void T021_TestCrossToNewRegion() { TestHelpers.InMethod(); scene.RegisterRegionWithGrid(); scene2.RegisterRegionWithGrid(); // Adding child agent to region 1001 string reason; scene2.NewUserConnection(acd1,0, out reason); scene2.AddNewClient(testclient, PresenceType.User); ScenePresence presence = scene.GetScenePresence(agent1); presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true); ScenePresence presence2 = scene2.GetScenePresence(agent1); // Adding neighbour region caps info to presence2 string cap = presence.ControllingClient.RequestClientInfo().CapsPath; presence2.AddNeighbourRegion(region1, cap); Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region."); Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region."); // Cross to x+1 presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100); presence.Update(); EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing"); // Mimicking communication between client and server, by waiting OK from client // sent by TestClient.CrossRegion call. Originally, this is network comm. if (!wh.WaitOne(5000,false)) { presence.Update(); if (!wh.WaitOne(8000,false)) throw new ArgumentException("1 - Timeout waiting for signal/variable."); } // This is a TestClient specific method that fires OnCompleteMovementToRegion event, which // would normally be fired after receiving the reply packet from comm. done on the last line. testclient.CompleteMovement(); // Crossings are asynchronous int timer = 10; // Make sure cross hasn't already finished if (!presence.IsInTransit && !presence.IsChildAgent) { // If not and not in transit yet, give it some more time Thread.Sleep(5000); } // Enough time, should at least be in transit by now. while (presence.IsInTransit && timer > 0) { Thread.Sleep(1000); timer-=1; } Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1."); Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected."); Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent."); // Cross Back presence2.AbsolutePosition = new Vector3(-10, 3, 100); presence2.Update(); if (!wh.WaitOne(5000,false)) { presence2.Update(); if (!wh.WaitOne(8000,false)) throw new ArgumentException("2 - Timeout waiting for signal/variable."); } testclient.CompleteMovement(); if (!presence2.IsInTransit && !presence2.IsChildAgent) { // If not and not in transit yet, give it some more time Thread.Sleep(5000); } // Enough time, should at least be in transit by now. while (presence2.IsInTransit && timer > 0) { Thread.Sleep(1000); timer-=1; } Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2."); Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected."); Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again."); } } }