654 lines
28 KiB
C#
654 lines
28 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 System.Collections.Generic;
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using Nini.Config;
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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.Console;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.CoreModules.Avatar.Gods;
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using OpenSim.Region.CoreModules.Asset;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Authentication;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence;
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using OpenSim.Services.Interfaces;
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using OpenSim.Tests.Common.Mock;
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using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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namespace OpenSim.Tests.Common
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{
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/// <summary>
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/// Helpers for setting up scenes.
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/// </summary>
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public class SceneHelpers
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{
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/// <summary>
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/// We need a scene manager so that test clients can retrieve a scene when performing teleport tests.
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/// </summary>
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public SceneManager SceneManager { get; private set; }
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private AgentCircuitManager m_acm = new AgentCircuitManager();
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private ISimulationDataService m_simDataService
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= OpenSim.Server.Base.ServerUtils.LoadPlugin<ISimulationDataService>("OpenSim.Tests.Common.dll", null);
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private IEstateDataService m_estateDataService = null;
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private LocalAssetServicesConnector m_assetService;
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private LocalAuthenticationServicesConnector m_authenticationService;
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private LocalInventoryServicesConnector m_inventoryService;
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private LocalGridServicesConnector m_gridService;
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private LocalUserAccountServicesConnector m_userAccountService;
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private LocalPresenceServicesConnector m_presenceService;
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private CoreAssetCache m_cache;
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public SceneHelpers() : this(null) {}
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public SceneHelpers(CoreAssetCache cache)
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{
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SceneManager = new SceneManager();
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m_assetService = StartAssetService(cache);
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m_authenticationService = StartAuthenticationService();
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m_inventoryService = StartInventoryService();
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m_gridService = StartGridService();
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m_userAccountService = StartUserAccountService();
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m_presenceService = StartPresenceService();
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m_inventoryService.PostInitialise();
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m_assetService.PostInitialise();
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m_userAccountService.PostInitialise();
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m_presenceService.PostInitialise();
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m_cache = cache;
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}
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/// <summary>
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/// Set up a test scene
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/// </summary>
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/// <remarks>
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/// Automatically starts services, as would the normal runtime.
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/// </remarks>
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/// <returns></returns>
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public TestScene SetupScene()
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{
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return SetupScene("Unit test region", UUID.Random(), 1000, 1000);
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}
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public TestScene SetupScene(string name, UUID id, uint x, uint y)
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{
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return SetupScene(name, id, x, y, new IniConfigSource());
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}
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/// <summary>
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/// Set up a scene.
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/// </summary>
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/// <param name="name">Name of the region</param>
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/// <param name="id">ID of the region</param>
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/// <param name="x">X co-ordinate of the region</param>
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/// <param name="y">Y co-ordinate of the region</param>
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/// <param name="configSource"></param>
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/// <returns></returns>
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public TestScene SetupScene(
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string name, UUID id, uint x, uint y, IConfigSource configSource)
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{
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Console.WriteLine("Setting up test scene {0}", name);
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// We must set up a console otherwise setup of some modules may fail
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MainConsole.Instance = new MockConsole();
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RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1");
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regInfo.RegionName = name;
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regInfo.RegionID = id;
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SceneCommunicationService scs = new SceneCommunicationService();
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TestScene testScene = new TestScene(
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regInfo, m_acm, scs, m_simDataService, m_estateDataService, null, false, configSource, null);
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IRegionModule godsModule = new GodsModule();
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godsModule.Initialise(testScene, new IniConfigSource());
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testScene.AddModule(godsModule.Name, godsModule);
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// Add scene to services
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m_assetService.AddRegion(testScene);
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if (m_cache != null)
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{
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m_cache.AddRegion(testScene);
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m_cache.RegionLoaded(testScene);
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testScene.AddRegionModule(m_cache.Name, m_cache);
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}
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m_assetService.RegionLoaded(testScene);
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testScene.AddRegionModule(m_assetService.Name, m_assetService);
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m_authenticationService.AddRegion(testScene);
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m_authenticationService.RegionLoaded(testScene);
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testScene.AddRegionModule(m_authenticationService.Name, m_authenticationService);
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m_inventoryService.AddRegion(testScene);
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m_inventoryService.RegionLoaded(testScene);
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testScene.AddRegionModule(m_inventoryService.Name, m_inventoryService);
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m_gridService.AddRegion(testScene);
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m_gridService.RegionLoaded(testScene);
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testScene.AddRegionModule(m_gridService.Name, m_gridService);
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m_userAccountService.AddRegion(testScene);
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m_userAccountService.RegionLoaded(testScene);
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testScene.AddRegionModule(m_userAccountService.Name, m_userAccountService);
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m_presenceService.AddRegion(testScene);
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m_presenceService.RegionLoaded(testScene);
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testScene.AddRegionModule(m_presenceService.Name, m_presenceService);
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testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random();
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testScene.SetModuleInterfaces();
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testScene.LandChannel = new TestLandChannel(testScene);
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testScene.LoadWorldMap();
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PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager();
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physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll");
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testScene.PhysicsScene
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= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test");
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testScene.RegionInfo.EstateSettings = new EstateSettings();
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testScene.LoginsDisabled = false;
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testScene.RegisterRegionWithGrid();
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SceneManager.Add(testScene);
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return testScene;
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}
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private static LocalAssetServicesConnector StartAssetService(CoreAssetCache cache)
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{
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector");
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config.AddConfig("AssetService");
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config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService");
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config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
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LocalAssetServicesConnector assetService = new LocalAssetServicesConnector();
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assetService.Initialise(config);
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if (cache != null)
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{
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IConfigSource cacheConfig = new IniConfigSource();
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cacheConfig.AddConfig("Modules");
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cacheConfig.Configs["Modules"].Set("AssetCaching", "CoreAssetCache");
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cacheConfig.AddConfig("AssetCache");
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cache.Initialise(cacheConfig);
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}
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return assetService;
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}
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private static LocalAuthenticationServicesConnector StartAuthenticationService()
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{
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.AddConfig("AuthenticationService");
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config.Configs["Modules"].Set("AuthenticationServices", "LocalAuthenticationServicesConnector");
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config.Configs["AuthenticationService"].Set(
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"LocalServiceModule", "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService");
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config.Configs["AuthenticationService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
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LocalAuthenticationServicesConnector service = new LocalAuthenticationServicesConnector();
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service.Initialise(config);
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return service;
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}
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private static LocalInventoryServicesConnector StartInventoryService()
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{
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.AddConfig("InventoryService");
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config.Configs["Modules"].Set("InventoryServices", "LocalInventoryServicesConnector");
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config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Services.InventoryService.dll:InventoryService");
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config.Configs["InventoryService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
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LocalInventoryServicesConnector inventoryService = new LocalInventoryServicesConnector();
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inventoryService.Initialise(config);
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return inventoryService;
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}
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private static LocalGridServicesConnector StartGridService()
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{
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.AddConfig("GridService");
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config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector");
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config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll:NullRegionData");
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config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService");
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config.Configs["GridService"].Set("ConnectionString", "!static");
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LocalGridServicesConnector gridService = new LocalGridServicesConnector();
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gridService.Initialise(config);
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return gridService;
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}
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/// <summary>
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/// Start a user account service
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/// </summary>
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/// <param name="testScene"></param>
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/// <returns></returns>
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private static LocalUserAccountServicesConnector StartUserAccountService()
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{
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.AddConfig("UserAccountService");
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config.Configs["Modules"].Set("UserAccountServices", "LocalUserAccountServicesConnector");
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config.Configs["UserAccountService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
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config.Configs["UserAccountService"].Set(
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"LocalServiceModule", "OpenSim.Services.UserAccountService.dll:UserAccountService");
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LocalUserAccountServicesConnector userAccountService = new LocalUserAccountServicesConnector();
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userAccountService.Initialise(config);
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return userAccountService;
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}
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/// <summary>
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/// Start a presence service
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/// </summary>
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/// <param name="testScene"></param>
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private static LocalPresenceServicesConnector StartPresenceService()
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{
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.AddConfig("PresenceService");
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config.Configs["Modules"].Set("PresenceServices", "LocalPresenceServicesConnector");
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config.Configs["PresenceService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
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config.Configs["PresenceService"].Set(
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"LocalServiceModule", "OpenSim.Services.PresenceService.dll:PresenceService");
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LocalPresenceServicesConnector presenceService = new LocalPresenceServicesConnector();
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presenceService.Initialise(config);
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return presenceService;
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}
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/// <summary>
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/// Setup modules for a scene using their default settings.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="modules"></param>
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public static void SetupSceneModules(Scene scene, params object[] modules)
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{
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SetupSceneModules(scene, new IniConfigSource(), modules);
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}
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/// <summary>
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/// Setup modules for a scene.
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/// </summary>
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/// <remarks>
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/// If called directly, then all the modules must be shared modules.
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/// </remarks>
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/// <param name="scenes"></param>
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/// <param name="config"></param>
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/// <param name="modules"></param>
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public static void SetupSceneModules(Scene scene, IConfigSource config, params object[] modules)
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{
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SetupSceneModules(new Scene[] { scene }, config, modules);
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}
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/// <summary>
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/// Setup modules for a scene using their default settings.
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/// </summary>
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/// <param name="scenes"></param>
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/// <param name="modules"></param>
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public static void SetupSceneModules(Scene[] scenes, params object[] modules)
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{
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SetupSceneModules(scenes, new IniConfigSource(), modules);
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}
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/// <summary>
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/// Setup modules for scenes.
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/// </summary>
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/// <remarks>
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/// If called directly, then all the modules must be shared modules.
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/// </remarks>
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/// <param name="scenes"></param>
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/// <param name="config"></param>
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/// <param name="modules"></param>
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public static void SetupSceneModules(Scene[] scenes, IConfigSource config, params object[] modules)
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{
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List<IRegionModuleBase> newModules = new List<IRegionModuleBase>();
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foreach (object module in modules)
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{
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// Console.WriteLine("MODULE RAW {0}", module);
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if (module is IRegionModule)
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{
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IRegionModule m = (IRegionModule)module;
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foreach (Scene scene in scenes)
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{
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m.Initialise(scene, config);
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scene.AddModule(m.Name, m);
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}
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m.PostInitialise();
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}
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else if (module is IRegionModuleBase)
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{
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// for the new system, everything has to be initialised first,
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// shared modules have to be post-initialised, then all get an AddRegion with the scene
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IRegionModuleBase m = (IRegionModuleBase)module;
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// Console.WriteLine("MODULE {0}", m.Name);
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m.Initialise(config);
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newModules.Add(m);
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}
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}
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foreach (IRegionModuleBase module in newModules)
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{
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if (module is ISharedRegionModule) ((ISharedRegionModule)module).PostInitialise();
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}
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foreach (IRegionModuleBase module in newModules)
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{
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foreach (Scene scene in scenes)
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{
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module.AddRegion(scene);
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scene.AddRegionModule(module.Name, module);
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}
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}
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// RegionLoaded is fired after all modules have been appropriately added to all scenes
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foreach (IRegionModuleBase module in newModules)
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foreach (Scene scene in scenes)
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module.RegionLoaded(scene);
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foreach (Scene scene in scenes) { scene.SetModuleInterfaces(); }
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}
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/// <summary>
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/// Generate some standard agent connection data.
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/// </summary>
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/// <param name="agentId"></param>
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/// <returns></returns>
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public static AgentCircuitData GenerateAgentData(UUID agentId)
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{
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string firstName = "testfirstname";
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AgentCircuitData agentData = new AgentCircuitData();
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agentData.AgentID = agentId;
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agentData.firstname = firstName;
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agentData.lastname = "testlastname";
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// XXX: Sessions must be unique, otherwise one presence can overwrite another in NullPresenceData.
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agentData.SessionID = UUID.Random();
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agentData.SecureSessionID = UUID.Random();
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agentData.circuitcode = 123;
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agentData.BaseFolder = UUID.Zero;
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agentData.InventoryFolder = UUID.Zero;
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agentData.startpos = Vector3.Zero;
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agentData.CapsPath = "http://wibble.com";
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agentData.ServiceURLs = new Dictionary<string, object>();
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agentData.Appearance = new AvatarAppearance();
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return agentData;
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}
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/// <summary>
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/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
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/// </summary>
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/// <remarks>
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/// This can be used for tests where there is only one region or where there are multiple non-neighbour regions
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/// and teleport doesn't take place.
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/// </remarks>
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/// <param name="scene"></param>
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/// <param name="agentId"></param>
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/// <returns></returns>
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public static ScenePresence AddScenePresence(Scene scene, UUID agentId)
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{
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return AddScenePresence(scene, GenerateAgentData(agentId));
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}
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/// <summary>
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/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="agentId"></param>
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/// <param name="sceneManager"></param>
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/// <returns></returns>
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public static ScenePresence AddScenePresence(Scene scene, UUID agentId, SceneManager sceneManager)
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{
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return AddScenePresence(scene, GenerateAgentData(agentId), sceneManager);
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}
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/// <summary>
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/// Add a root agent.
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/// </summary>
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/// <remarks>
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/// This function
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///
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/// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the
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/// userserver if grid) would give initial login data back to the client and separately tell the scene that the
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/// agent was coming.
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///
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/// 2) Connects the agent with the scene
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///
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/// This function performs actions equivalent with notifying the scene that an agent is
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/// coming and then actually connecting the agent to the scene. The one step missed out is the very first
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/// </remarks>
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/// <param name="scene"></param>
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/// <param name="agentData"></param>
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/// <returns></returns>
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public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData)
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{
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return AddScenePresence(scene, agentData, null);
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}
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/// <summary>
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/// Add a root agent.
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/// </summary>
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/// <remarks>
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/// This function
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///
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/// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the
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/// userserver if grid) would give initial login data back to the client and separately tell the scene that the
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/// agent was coming.
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///
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/// 2) Connects the agent with the scene
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///
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/// This function performs actions equivalent with notifying the scene that an agent is
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/// coming and then actually connecting the agent to the scene. The one step missed out is the very first
|
|
/// </remarks>
|
|
/// <param name="scene"></param>
|
|
/// <param name="agentData"></param>
|
|
/// <param name="sceneManager"></param>
|
|
/// <returns></returns>
|
|
public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData, SceneManager sceneManager)
|
|
{
|
|
// We emulate the proper login sequence here by doing things in four stages
|
|
|
|
// Stage 0: login
|
|
// We need to punch through to the underlying service because scene will not, correctly, let us call it
|
|
// through it's reference to the LPSC
|
|
LocalPresenceServicesConnector lpsc = (LocalPresenceServicesConnector)scene.PresenceService;
|
|
lpsc.m_PresenceService.LoginAgent(agentData.AgentID.ToString(), agentData.SessionID, agentData.SecureSessionID);
|
|
|
|
// Stages 1 & 2
|
|
ScenePresence sp = IntroduceClientToScene(scene, sceneManager, agentData, TeleportFlags.ViaLogin);
|
|
|
|
// Stage 3: Complete the entrance into the region. This converts the child agent into a root agent.
|
|
sp.CompleteMovement(sp.ControllingClient, true);
|
|
|
|
return sp;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Introduce an agent into the scene by adding a new client.
|
|
/// </summary>
|
|
/// <returns>The scene presence added</returns>
|
|
/// <param name='sceneManager'>
|
|
/// Scene manager. Can be null if there is only one region in the test or multiple regions that are not
|
|
/// neighbours and where no teleporting takes place.
|
|
/// </param>
|
|
/// <param name='scene'></param>
|
|
/// <param name='sceneManager></param>
|
|
/// <param name='agentData'></param>
|
|
/// <param name='tf'></param>
|
|
private static ScenePresence IntroduceClientToScene(
|
|
Scene scene, SceneManager sceneManager, AgentCircuitData agentData, TeleportFlags tf)
|
|
{
|
|
string reason;
|
|
|
|
// Stage 1: tell the scene to expect a new user connection
|
|
if (!scene.NewUserConnection(agentData, (uint)tf, out reason))
|
|
Console.WriteLine("NewUserConnection failed: " + reason);
|
|
|
|
// Stage 2: add the new client as a child agent to the scene
|
|
TestClient client = new TestClient(agentData, scene, sceneManager);
|
|
scene.AddNewClient(client, PresenceType.User);
|
|
|
|
return scene.GetScenePresence(agentData.AgentID);
|
|
}
|
|
|
|
public static ScenePresence AddChildScenePresence(Scene scene, UUID agentId)
|
|
{
|
|
AgentCircuitData acd = GenerateAgentData(agentId);
|
|
acd.child = true;
|
|
|
|
// XXX: ViaLogin may not be correct for child agents
|
|
return IntroduceClientToScene(scene, null, acd, TeleportFlags.ViaLogin);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a test object
|
|
/// </summary>
|
|
/// <param name="scene"></param>
|
|
/// <returns></returns>
|
|
public static SceneObjectPart AddSceneObject(Scene scene)
|
|
{
|
|
return AddSceneObject(scene, "Test Object", UUID.Zero);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a test object
|
|
/// </summary>
|
|
/// <param name="scene"></param>
|
|
/// <param name="name"></param>
|
|
/// <param name="ownerId"></param>
|
|
/// <returns></returns>
|
|
public static SceneObjectPart AddSceneObject(Scene scene, string name, UUID ownerId)
|
|
{
|
|
SceneObjectPart part = CreateSceneObjectPart(name, UUID.Random(), ownerId);
|
|
|
|
//part.UpdatePrimFlags(false, false, true);
|
|
//part.ObjectFlags |= (uint)PrimFlags.Phantom;
|
|
|
|
scene.AddNewSceneObject(new SceneObjectGroup(part), false);
|
|
|
|
return part;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a scene object part.
|
|
/// </summary>
|
|
/// <param name="name"></param>
|
|
/// <param name="id"></param>
|
|
/// <param name="ownerId"></param>
|
|
/// <returns></returns>
|
|
public static SceneObjectPart CreateSceneObjectPart(string name, UUID id, UUID ownerId)
|
|
{
|
|
return new SceneObjectPart(
|
|
ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
|
|
{ Name = name, UUID = id, Scale = new Vector3(1, 1, 1) };
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a scene object but do not add it to the scene.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// UUID always starts at 00000000-0000-0000-0000-000000000001
|
|
/// </remarks>
|
|
/// <param name="parts">The number of parts that should be in the scene object</param>
|
|
/// <param name="ownerId"></param>
|
|
/// <returns></returns>
|
|
public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId)
|
|
{
|
|
return CreateSceneObject(parts, ownerId, "", 0x1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a scene object but do not add it to the scene.
|
|
/// </summary>
|
|
/// <param name="parts">
|
|
/// The number of parts that should be in the scene object
|
|
/// </param>
|
|
/// <param name="ownerId"></param>
|
|
/// <param name="partNamePrefix">
|
|
/// The prefix to be given to part names. This will be suffixed with "Part<part no>"
|
|
/// (e.g. mynamePart1 for the root part)
|
|
/// </param>
|
|
/// <param name="uuidTail">
|
|
/// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
|
|
/// will be given to the root part, and incremented for each part thereafter.
|
|
/// </param>
|
|
/// <returns></returns>
|
|
public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, string partNamePrefix, int uuidTail)
|
|
{
|
|
string rawSogId = string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail);
|
|
|
|
SceneObjectGroup sog
|
|
= new SceneObjectGroup(
|
|
CreateSceneObjectPart(string.Format("{0}Part1", partNamePrefix), new UUID(rawSogId), ownerId));
|
|
|
|
if (parts > 1)
|
|
for (int i = 2; i <= parts; i++)
|
|
sog.AddPart(
|
|
CreateSceneObjectPart(
|
|
string.Format("{0}Part{1}", partNamePrefix, i),
|
|
new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail + i - 1)),
|
|
ownerId));
|
|
|
|
return sog;
|
|
}
|
|
}
|
|
} |