285 lines
14 KiB
C#
285 lines
14 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 log4net.Config;
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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.Servers;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Region.CoreModules.Avatar.Chat;
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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.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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using OpenSim.Tests.Common;
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namespace OpenSim.Region.CoreModules.Avatar.Chat.Tests
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{
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[TestFixture]
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public class ChatModuleTests : 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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// We must do this here so that child agent positions are updated in a predictable manner.
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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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private void SetupNeighbourRegions(TestScene sceneA, TestScene sceneB)
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{
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// XXX: HTTP server is not (and should not be) necessary for this test, though it's absence makes the
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// CapabilitiesModule complain when it can't set up HTTP endpoints.
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// BaseHttpServer httpServer = new BaseHttpServer(99999);
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// MainServer.AddHttpServer(httpServer);
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// MainServer.Instance = httpServer;
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// We need entity transfer modules so that when sp2 logs into the east region, the region calls
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// EntityTransferModuleto set up a child agent on the west region.
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// XXX: However, this is not an entity transfer so is misleading.
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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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config.AddConfig("Chat");
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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.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
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SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, new ChatModule());
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SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB, new ChatModule());
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}
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/// <summary>
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/// Tests chat between neighbour regions on the east-west axis
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/// </summary>
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/// <remarks>
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/// Really, this is a combination of a child agent position update test and a chat range test. These need
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/// to be separated later on.
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/// </remarks>
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[Test]
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public void TestInterRegionChatDistanceEastWest()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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UUID sp1Uuid = TestHelpers.ParseTail(0x11);
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UUID sp2Uuid = TestHelpers.ParseTail(0x12);
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Vector3 sp1Position = new Vector3(6, 128, 20);
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Vector3 sp2Position = new Vector3(250, 128, 20);
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SceneHelpers sh = new SceneHelpers();
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TestScene sceneWest = sh.SetupScene("sceneWest", TestHelpers.ParseTail(0x1), 1000, 1000);
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TestScene sceneEast = sh.SetupScene("sceneEast", TestHelpers.ParseTail(0x2), 1001, 1000);
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SetupNeighbourRegions(sceneWest, sceneEast);
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ScenePresence sp1 = SceneHelpers.AddScenePresence(sceneEast, sp1Uuid);
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TestClient sp1Client = (TestClient)sp1.ControllingClient;
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// If we don't set agents to flying, test will go wrong as they instantly fall to z = 0.
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// TODO: May need to create special complete no-op test physics module rather than basic physics, since
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// physics is irrelevant to this test.
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sp1.Flying = true;
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// When sp1 logs in to sceneEast, it sets up a child agent in sceneWest and informs the sp2 client to
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// make the connection. For this test, will simplify this chain by making the connection directly.
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ScenePresence sp1Child = SceneHelpers.AddChildScenePresence(sceneWest, sp1Uuid);
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TestClient sp1ChildClient = (TestClient)sp1Child.ControllingClient;
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sp1.AbsolutePosition = sp1Position;
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ScenePresence sp2 = SceneHelpers.AddScenePresence(sceneWest, sp2Uuid);
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TestClient sp2Client = (TestClient)sp2.ControllingClient;
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sp2.Flying = true;
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ScenePresence sp2Child = SceneHelpers.AddChildScenePresence(sceneEast, sp2Uuid);
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TestClient sp2ChildClient = (TestClient)sp2Child.ControllingClient;
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sp2.AbsolutePosition = sp2Position;
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// We must update the scenes in order to make the root new root agents trigger position updates in their
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// children.
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sceneWest.Update(1);
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sceneEast.Update(1);
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// Check child positions are correct.
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Assert.AreEqual(
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new Vector3(sp1Position.X + sceneEast.RegionInfo.RegionSizeX, sp1Position.Y, sp1Position.Z),
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sp1ChildClient.SceneAgent.AbsolutePosition);
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Assert.AreEqual(
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new Vector3(sp2Position.X - sceneWest.RegionInfo.RegionSizeX, sp2Position.Y, sp2Position.Z),
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sp2ChildClient.SceneAgent.AbsolutePosition);
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string receivedSp1ChatMessage = "";
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string receivedSp2ChatMessage = "";
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sp1ChildClient.OnReceivedChatMessage
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+= (message, type, fromPos, fromName, fromAgentID, ownerID, source, audible) => receivedSp1ChatMessage = message;
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sp2ChildClient.OnReceivedChatMessage
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+= (message, type, fromPos, fromName, fromAgentID, ownerID, source, audible) => receivedSp2ChatMessage = message;
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TestUserInRange(sp1Client, "ello darling", ref receivedSp2ChatMessage);
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TestUserInRange(sp2Client, "fantastic cats", ref receivedSp1ChatMessage);
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sp1Position = new Vector3(30, 128, 20);
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sp1.AbsolutePosition = sp1Position;
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sceneEast.Update(1);
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// Check child position is correct.
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Assert.AreEqual(
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new Vector3(sp1Position.X + sceneEast.RegionInfo.RegionSizeX, sp1Position.Y, sp1Position.Z),
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sp1ChildClient.SceneAgent.AbsolutePosition);
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TestUserOutOfRange(sp1Client, "beef", ref receivedSp2ChatMessage);
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TestUserOutOfRange(sp2Client, "lentils", ref receivedSp1ChatMessage);
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}
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/// <summary>
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/// Tests chat between neighbour regions on the north-south axis
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/// </summary>
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/// <remarks>
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/// Really, this is a combination of a child agent position update test and a chat range test. These need
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/// to be separated later on.
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/// </remarks>
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[Test]
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public void TestInterRegionChatDistanceNorthSouth()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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UUID sp1Uuid = TestHelpers.ParseTail(0x11);
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UUID sp2Uuid = TestHelpers.ParseTail(0x12);
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Vector3 sp1Position = new Vector3(128, 250, 20);
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Vector3 sp2Position = new Vector3(128, 6, 20);
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SceneHelpers sh = new SceneHelpers();
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TestScene sceneNorth = sh.SetupScene("sceneNorth", TestHelpers.ParseTail(0x1), 1000, 1000);
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TestScene sceneSouth = sh.SetupScene("sceneSouth", TestHelpers.ParseTail(0x2), 1000, 1001);
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SetupNeighbourRegions(sceneNorth, sceneSouth);
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ScenePresence sp1 = SceneHelpers.AddScenePresence(sceneNorth, sp1Uuid);
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TestClient sp1Client = (TestClient)sp1.ControllingClient;
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// If we don't set agents to flying, test will go wrong as they instantly fall to z = 0.
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// TODO: May need to create special complete no-op test physics module rather than basic physics, since
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// physics is irrelevant to this test.
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sp1.Flying = true;
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// When sp1 logs in to sceneEast, it sets up a child agent in sceneNorth and informs the sp2 client to
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// make the connection. For this test, will simplify this chain by making the connection directly.
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ScenePresence sp1Child = SceneHelpers.AddChildScenePresence(sceneSouth, sp1Uuid);
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TestClient sp1ChildClient = (TestClient)sp1Child.ControllingClient;
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sp1.AbsolutePosition = sp1Position;
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ScenePresence sp2 = SceneHelpers.AddScenePresence(sceneSouth, sp2Uuid);
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TestClient sp2Client = (TestClient)sp2.ControllingClient;
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sp2.Flying = true;
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ScenePresence sp2Child = SceneHelpers.AddChildScenePresence(sceneNorth, sp2Uuid);
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TestClient sp2ChildClient = (TestClient)sp2Child.ControllingClient;
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sp2.AbsolutePosition = sp2Position;
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// We must update the scenes in order to make the root new root agents trigger position updates in their
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// children.
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sceneNorth.Update(1);
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sceneSouth.Update(1);
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// Check child positions are correct.
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Assert.AreEqual(
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new Vector3(sp1Position.X, sp1Position.Y - sceneNorth.RegionInfo.RegionSizeY, sp1Position.Z),
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sp1ChildClient.SceneAgent.AbsolutePosition);
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Assert.AreEqual(
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new Vector3(sp2Position.X, sp2Position.Y + sceneSouth.RegionInfo.RegionSizeY, sp2Position.Z),
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sp2ChildClient.SceneAgent.AbsolutePosition);
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string receivedSp1ChatMessage = "";
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string receivedSp2ChatMessage = "";
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sp1ChildClient.OnReceivedChatMessage
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+= (message, type, fromPos, fromName, fromAgentID, ownerID, source, audible) => receivedSp1ChatMessage = message;
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sp2ChildClient.OnReceivedChatMessage
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+= (message, type, fromPos, fromName, fromAgentID, ownerID, source, audible) => receivedSp2ChatMessage = message;
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TestUserInRange(sp1Client, "ello darling", ref receivedSp2ChatMessage);
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TestUserInRange(sp2Client, "fantastic cats", ref receivedSp1ChatMessage);
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sp1Position = new Vector3(30, 128, 20);
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sp1.AbsolutePosition = sp1Position;
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sceneNorth.Update(1);
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// Check child position is correct.
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Assert.AreEqual(
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new Vector3(sp1Position.X, sp1Position.Y - sceneNorth.RegionInfo.RegionSizeY, sp1Position.Z),
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sp1ChildClient.SceneAgent.AbsolutePosition);
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TestUserOutOfRange(sp1Client, "beef", ref receivedSp2ChatMessage);
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TestUserOutOfRange(sp2Client, "lentils", ref receivedSp1ChatMessage);
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}
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private void TestUserInRange(TestClient speakClient, string testMessage, ref string receivedMessage)
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{
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receivedMessage = "";
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speakClient.Chat(0, ChatTypeEnum.Say, testMessage);
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Assert.AreEqual(testMessage, receivedMessage);
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}
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private void TestUserOutOfRange(TestClient speakClient, string testMessage, ref string receivedMessage)
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{
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receivedMessage = "";
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speakClient.Chat(0, ChatTypeEnum.Say, testMessage);
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Assert.AreNotEqual(testMessage, receivedMessage);
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}
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}
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} |