/* * 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 Nini.Config; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Servers; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.CoreModules.Framework; using OpenSim.Region.CoreModules.Framework.EntityTransfer; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; using OpenSim.Region.CoreModules.World.Permissions; using OpenSim.Tests.Common; using OpenSim.Tests.Common.Mock; namespace OpenSim.Region.Framework.Scenes.Tests { [TestFixture] public class ScenePresenceCrossingTests : OpenSimTestCase { [TestFixtureSetUp] public void FixtureInit() { // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest; } [TestFixtureTearDown] public void TearDown() { // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple // threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression // tests really shouldn't). Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; } [Test] public void TestCrossOnSameSimulator() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); // TestEventQueueGetModule eqmA = new TestEventQueueGetModule(); 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(sceneA, config, new CapabilitiesModule(), etmA, eqmA); SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); TestClient tc = new TestClient(acd, sceneA); List destinationTestClients = new List(); EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); originalSp.AbsolutePosition = new Vector3(128, 32, 10); // originalSp.Flying = true; // Console.WriteLine("First pos {0}", originalSp.AbsolutePosition); // eqmA.ClearEvents(); AgentUpdateArgs moveArgs = new AgentUpdateArgs(); //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; moveArgs.SessionID = acd.SessionID; originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs); sceneA.Update(1); // Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition); // FIXME: This is a sufficient number of updates to for the presence to reach the northern border. // But really we want to do this in a more robust way. for (int i = 0; i < 100; i++) { sceneA.Update(1); // Console.WriteLine("Pos {0}", originalSp.AbsolutePosition); } // Need to sort processing of EnableSimulator message on adding scene presences before we can test eqm // messages // Dictionary> eqmEvents = eqmA.Events; // // Assert.That(eqmEvents.Count, Is.EqualTo(1)); // Assert.That(eqmEvents.ContainsKey(originalSp.UUID), Is.True); // // List spEqmEvents = eqmEvents[originalSp.UUID]; // // Assert.That(spEqmEvents.Count, Is.EqualTo(1)); // Assert.That(spEqmEvents[0].Name, Is.EqualTo("CrossRegion")); // sceneA should now only have a child agent ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID); Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True); ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID); // Agent remains a child until the client triggers complete movement Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient); int agentMovementCompleteReceived = 0; sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++; sceneBTc.CompleteMovement(); Assert.That(agentMovementCompleteReceived, Is.EqualTo(1)); Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False); } /// /// Test a cross attempt where the user can see into the neighbour but does not have permission to become /// root there. /// [Test] public void TestCrossOnSameSimulatorNoRootDestPerm() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); 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); 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); // We need to set up the permisions module on scene B so that our later use of agent limit to deny // QueryAccess won't succeed anyway because administrators are always allowed in and the default // IsAdministrator if no permissions module is present is true. SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new PermissionsModule(), etmB); AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); TestClient tc = new TestClient(acd, sceneA); List destinationTestClients = new List(); EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); // Make sure sceneB will not accept this avatar. sceneB.RegionInfo.EstateSettings.PublicAccess = false; ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); originalSp.AbsolutePosition = new Vector3(128, 32, 10); AgentUpdateArgs moveArgs = new AgentUpdateArgs(); //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; moveArgs.SessionID = acd.SessionID; originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs); sceneA.Update(1); // Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition); // FIXME: This is a sufficient number of updates to for the presence to reach the northern border. // But really we want to do this in a more robust way. for (int i = 0; i < 100; i++) { sceneA.Update(1); // Console.WriteLine("Pos {0}", originalSp.AbsolutePosition); } // sceneA agent should still be root ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID); Assert.That(spAfterCrossSceneA.IsChildAgent, Is.False); ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID); // sceneB agent should also still be root Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); // sceneB should ignore unauthorized attempt to upgrade agent to root TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient); int agentMovementCompleteReceived = 0; sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++; sceneBTc.CompleteMovement(); Assert.That(agentMovementCompleteReceived, Is.EqualTo(0)); Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); } } }