140 lines
6.1 KiB
C#
140 lines
6.1 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Reflection;
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using Nini.Config;
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using NUnit.Framework;
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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.ServiceConnectorsOut.Simulation;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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using System.Threading;
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namespace OpenSim.Region.Framework.Scenes.Tests
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{
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/// <summary>
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/// Teleport tests in a standalone OpenSim
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/// </summary>
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[TestFixture]
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public class ScenePresenceTeleportTests
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{
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[Test]
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public void TestSameRegionTeleport()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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EntityTransferModule etm = new EntityTransferModule();
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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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TestScene scene = new SceneHelpers().SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
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SceneHelpers.SetupSceneModules(scene, config, etm);
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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(scene, TestHelpers.ParseTail(0x1));
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sp.AbsolutePosition = new Vector3(30, 31, 32);
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scene.RequestTeleportLocation(
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sp.ControllingClient,
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scene.RegionInfo.RegionHandle,
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teleportPosition,
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teleportLookAt,
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(uint)TeleportFlags.ViaLocation);
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Assert.That(sp.AbsolutePosition, Is.EqualTo(teleportPosition));
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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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}
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[Test]
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public void TestSameSimulatorSeparatedRegionsTeleport()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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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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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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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), 1002, 1000);
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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, etm, lscm);
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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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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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sceneA.RequestTeleportLocation(
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sp.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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Assert.That(sceneA.GetScenePresence(userId), Is.Null);
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ScenePresence sceneBSp = sceneB.GetScenePresence(userId);
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Assert.That(sceneBSp, Is.Not.Null);
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Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
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Assert.That(sceneBSp.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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}
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}
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} |