259 lines
12 KiB
C#
259 lines
12 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.Collections.Generic;
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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.Region.CoreModules.Framework;
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using OpenSim.Region.CoreModules.Framework.EntityTransfer;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
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using OpenSim.Region.CoreModules.World.Land;
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using OpenSim.Region.OptionalModules;
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using OpenSim.Tests.Common;
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namespace OpenSim.Region.Framework.Scenes.Tests
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{
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public class SceneObjectCrossingTests : OpenSimTestCase
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{
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[TestFixtureSetUp]
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public void FixtureInit()
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{
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// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
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Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
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}
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[TestFixtureTearDown]
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public void TearDown()
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{
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// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
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// threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
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// tests really shouldn't).
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Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
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}
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/// <summary>
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/// Test cross with no prim limit module.
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/// </summary>
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[Test]
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public void TestCrossOnSameSimulator()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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UUID userId = TestHelpers.ParseTail(0x1);
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int sceneObjectIdTail = 0x2;
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EntityTransferModule etmA = new EntityTransferModule();
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EntityTransferModule etmB = new EntityTransferModule();
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LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
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IConfigSource config = new IniConfigSource();
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IConfig modulesConfig = config.AddConfig("Modules");
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modulesConfig.Set("EntityTransferModule", etmA.Name);
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modulesConfig.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), 1000, 999);
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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
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SceneHelpers.SetupSceneModules(sceneA, config, etmA);
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SceneHelpers.SetupSceneModules(sceneB, config, etmB);
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SceneObjectGroup so1 = SceneHelpers.AddSceneObject(sceneA, 1, userId, "", sceneObjectIdTail);
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UUID so1Id = so1.UUID;
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so1.AbsolutePosition = new Vector3(128, 10, 20);
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// Cross with a negative value
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so1.AbsolutePosition = new Vector3(128, -10, 20);
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Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id));
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Assert.NotNull(sceneB.GetSceneObjectGroup(so1Id));
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}
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/// <summary>
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/// Test cross with no prim limit module.
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/// </summary>
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/// <remarks>
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/// Possibly this should belong in ScenePresenceCrossingTests, though here it is the object that is being moved
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/// where the avatar is just a passenger.
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/// </remarks>
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[Test]
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public void TestCrossOnSameSimulatorWithSittingAvatar()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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UUID userId = TestHelpers.ParseTail(0x1);
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int sceneObjectIdTail = 0x2;
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Vector3 so1StartPos = new Vector3(128, 10, 20);
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EntityTransferModule etmA = new EntityTransferModule();
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EntityTransferModule etmB = new EntityTransferModule();
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LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
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IConfigSource config = new IniConfigSource();
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IConfig modulesConfig = config.AddConfig("Modules");
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modulesConfig.Set("EntityTransferModule", etmA.Name);
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modulesConfig.Set("SimulationServices", lscm.Name);
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IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
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// In order to run a single threaded regression test we do not want the entity transfer module waiting
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// for a callback from the destination scene before removing its avatar data.
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entityTransferConfig.Set("wait_for_callback", false);
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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), 1000, 999);
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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
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SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
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SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
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SceneObjectGroup so1 = SceneHelpers.AddSceneObject(sceneA, 1, userId, "", sceneObjectIdTail);
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UUID so1Id = so1.UUID;
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so1.AbsolutePosition = so1StartPos;
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AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
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TestClient tc = new TestClient(acd, sceneA);
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List<TestClient> destinationTestClients = new List<TestClient>();
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EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);
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ScenePresence sp1SceneA = SceneHelpers.AddScenePresence(sceneA, tc, acd);
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sp1SceneA.AbsolutePosition = so1StartPos;
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sp1SceneA.HandleAgentRequestSit(sp1SceneA.ControllingClient, sp1SceneA.UUID, so1.UUID, Vector3.Zero);
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// Cross
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sceneA.SceneGraph.UpdatePrimGroupPosition(
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so1.LocalId, new Vector3(so1StartPos.X, so1StartPos.Y - 20, so1StartPos.Z), userId);
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SceneObjectGroup so1PostCross;
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{
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ScenePresence sp1SceneAPostCross = sceneA.GetScenePresence(userId);
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Assert.IsTrue(sp1SceneAPostCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly false");
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ScenePresence sp1SceneBPostCross = sceneB.GetScenePresence(userId);
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TestClient sceneBTc = ((TestClient)sp1SceneBPostCross.ControllingClient);
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sceneBTc.CompleteMovement();
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Assert.IsFalse(sp1SceneBPostCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly true");
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Assert.IsTrue(sp1SceneBPostCross.IsSatOnObject);
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Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id), "uck");
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so1PostCross = sceneB.GetSceneObjectGroup(so1Id);
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Assert.NotNull(so1PostCross);
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Assert.AreEqual(1, so1PostCross.GetSittingAvatarsCount());
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}
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Vector3 so1PostCrossPos = so1PostCross.AbsolutePosition;
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// Console.WriteLine("CRISSCROSS");
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// Recross
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sceneB.SceneGraph.UpdatePrimGroupPosition(
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so1PostCross.LocalId, new Vector3(so1PostCrossPos.X, so1PostCrossPos.Y + 20, so1PostCrossPos.Z), userId);
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{
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ScenePresence sp1SceneBPostReCross = sceneB.GetScenePresence(userId);
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Assert.IsTrue(sp1SceneBPostReCross.IsChildAgent, "sp1SceneBPostReCross.IsChildAgent unexpectedly false");
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ScenePresence sp1SceneAPostReCross = sceneA.GetScenePresence(userId);
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TestClient sceneATc = ((TestClient)sp1SceneAPostReCross.ControllingClient);
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sceneATc.CompleteMovement();
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Assert.IsFalse(sp1SceneAPostReCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly true");
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Assert.IsTrue(sp1SceneAPostReCross.IsSatOnObject);
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Assert.IsNull(sceneB.GetSceneObjectGroup(so1Id), "uck2");
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SceneObjectGroup so1PostReCross = sceneA.GetSceneObjectGroup(so1Id);
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Assert.NotNull(so1PostReCross);
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Assert.AreEqual(1, so1PostReCross.GetSittingAvatarsCount());
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}
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}
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/// <summary>
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/// Test cross with no prim limit module.
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/// </summary>
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/// <remarks>
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/// XXX: This test may FCbe better off in a specific PrimLimitsModuleTest class in optional module tests in the
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/// future (though it is configured as active by default, so not really optional).
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/// </remarks>
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[Test]
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public void TestCrossOnSameSimulatorPrimLimitsOkay()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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UUID userId = TestHelpers.ParseTail(0x1);
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int sceneObjectIdTail = 0x2;
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EntityTransferModule etmA = new EntityTransferModule();
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EntityTransferModule etmB = new EntityTransferModule();
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LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
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LandManagementModule lmmA = new LandManagementModule();
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LandManagementModule lmmB = new LandManagementModule();
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IConfigSource config = new IniConfigSource();
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IConfig modulesConfig = config.AddConfig("Modules");
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modulesConfig.Set("EntityTransferModule", etmA.Name);
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modulesConfig.Set("SimulationServices", lscm.Name);
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IConfig permissionsConfig = config.AddConfig("Permissions");
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permissionsConfig.Set("permissionmodules", "PrimLimitsModule");
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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), 1000, 999);
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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
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SceneHelpers.SetupSceneModules(
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sceneA, config, etmA, lmmA, new PrimLimitsModule(), new PrimCountModule());
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SceneHelpers.SetupSceneModules(
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sceneB, config, etmB, lmmB, new PrimLimitsModule(), new PrimCountModule());
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// We must set up the parcel for this to work. Normally this is taken care of by OpenSimulator startup
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// code which is not yet easily invoked by tests.
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lmmA.EventManagerOnNoLandDataFromStorage();
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lmmB.EventManagerOnNoLandDataFromStorage();
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SceneObjectGroup so1 = SceneHelpers.AddSceneObject(sceneA, 1, userId, "", sceneObjectIdTail);
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UUID so1Id = so1.UUID;
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so1.AbsolutePosition = new Vector3(128, 10, 20);
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// Cross with a negative value. We must make this call rather than setting AbsolutePosition directly
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// because only this will execute permission checks in the source region.
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sceneA.SceneGraph.UpdatePrimGroupPosition(so1.LocalId, new Vector3(128, -10, 20), userId);
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Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id));
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Assert.NotNull(sceneB.GetSceneObjectGroup(so1Id));
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}
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}
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} |