96 lines
4.0 KiB
C#
96 lines
4.0 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.Net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Region.ClientStack.LindenUDP;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Tests.Common
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{
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/// <summary>
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/// This class adds full UDP client classes and associated scene presence to scene.
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/// </summary>
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/// <remarks>
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/// This is used for testing client stack code. For testing other code, use SceneHelper methods instead since
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/// they operate without the burden of setting up UDP structures which should be unnecessary for testing scene
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/// code.
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/// </remarks>
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public static class ClientStackHelpers
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{
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public static ScenePresence AddChildClient(
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Scene scene, LLUDPServer udpServer, UUID agentId, UUID sessionId, uint circuitCode)
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{
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IPEndPoint testEp = new IPEndPoint(IPAddress.Loopback, 999);
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UseCircuitCodePacket uccp = new UseCircuitCodePacket();
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UseCircuitCodePacket.CircuitCodeBlock uccpCcBlock
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= new UseCircuitCodePacket.CircuitCodeBlock();
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uccpCcBlock.Code = circuitCode;
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uccpCcBlock.ID = agentId;
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uccpCcBlock.SessionID = sessionId;
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uccp.CircuitCode = uccpCcBlock;
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byte[] uccpBytes = uccp.ToBytes();
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UDPPacketBuffer upb = new UDPPacketBuffer(testEp, uccpBytes.Length);
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upb.DataLength = uccpBytes.Length; // God knows why this isn't set by the constructor.
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Buffer.BlockCopy(uccpBytes, 0, upb.Data, 0, uccpBytes.Length);
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AgentCircuitData acd = new AgentCircuitData();
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acd.AgentID = agentId;
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acd.SessionID = sessionId;
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scene.AuthenticateHandler.AddNewCircuit(circuitCode, acd);
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udpServer.PacketReceived(upb);
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return scene.GetScenePresence(agentId);
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}
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public static TestLLUDPServer AddUdpServer(Scene scene)
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{
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return AddUdpServer(scene, new IniConfigSource());
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}
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public static TestLLUDPServer AddUdpServer(Scene scene, IniConfigSource configSource)
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{
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uint port = 0;
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AgentCircuitManager acm = scene.AuthenticateHandler;
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TestLLUDPServer udpServer = new TestLLUDPServer(IPAddress.Any, ref port, 0, configSource, acm);
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udpServer.AddScene(scene);
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return udpServer;
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}
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}
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}
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