248 lines
10 KiB
C#
248 lines
10 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 OpenSim 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.Net;
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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.Communications.Cache;
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using OpenSim.Framework.Servers;
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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.Agent.Capabilities;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Tests.Common.Setup
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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 SceneSetupHelpers
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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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/// <returns></returns>
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public static TestScene SetupScene()
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{
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return SetupScene("Unit test region", UUID.Random(), 1000, 1000, new TestCommunicationsManager());
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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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/// <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="cm">This should be the same if simulating two scenes within a standalone</param>
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/// <returns></returns>
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public static TestScene SetupScene(string name, UUID id, uint x, uint y, CommunicationsManager cm)
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{
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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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AgentCircuitManager acm = new AgentCircuitManager();
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SceneCommunicationService scs = new SceneCommunicationService(cm);
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StorageManager sm = new StorageManager("OpenSim.Data.Null.dll", "", "");
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IConfigSource configSource = new IniConfigSource();
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TestScene testScene = new TestScene(
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regInfo, acm, cm, scs, sm, null, false, false, false, configSource, null);
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IRegionModule capsModule = new CapabilitiesModule();
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capsModule.Initialise(testScene, new IniConfigSource());
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testScene.AddModule(capsModule.Name, capsModule);
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testScene.SetModuleInterfaces();
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testScene.LandChannel = new TestLandChannel();
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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", configSource, "test");
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return testScene;
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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 IRegionModule[] modules)
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{
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SetupSceneModules(scene, null, 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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/// <param name="scene"></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 IRegionModule[] modules)
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{
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foreach (IRegionModule module in modules)
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{
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module.Initialise(scene, config);
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scene.AddModule(module.Name, module);
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}
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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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agentData.SessionID = UUID.Zero;
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agentData.SecureSessionID = UUID.Zero;
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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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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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/// <param name="scene"></param>
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/// <param name="agentId"></param>
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/// <returns></returns>
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public static TestClient AddRootAgent(Scene scene, UUID agentId)
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{
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return AddRootAgent(scene, GenerateAgentData(agentId));
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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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///
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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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///
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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 TestClient AddRootAgent(Scene scene, AgentCircuitData agentData)
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{
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// We emulate the proper login sequence here by doing things in three stages
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// Stage 1: simulate login by telling the scene to expect a new user connection
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scene.NewUserConnection(agentData);
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// Stage 2: add the new client as a child agent to the scene
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TestClient client = new TestClient(agentData, scene);
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scene.AddNewClient(client);
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// Stage 3: Invoke agent crossing, which converts the child agent into a root agent (with appearance,
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// inventory, etc.)
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//scene.AgentCrossing(agentData.AgentID, new Vector3(90, 90, 90), false); OBSOLETE
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ScenePresence scp = scene.GetScenePresence(agentData.AgentID);
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scp.MakeRootAgent(new Vector3(90,90,90), true);
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return client;
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}
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/// <summary>
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/// Add a test object
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/// </summary>
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/// <param name="scene"></param>
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/// <returns></returns>
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public static SceneObjectPart AddSceneObject(Scene scene)
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{
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return AddSceneObject(scene, "Test Object");
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}
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/// <summary>
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/// Add a test object
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="name"></param>
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/// <returns></returns>
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public static SceneObjectPart AddSceneObject(Scene scene, string name)
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{
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SceneObjectPart part
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= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
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part.Name = name;
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//part.UpdatePrimFlags(false, false, true);
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//part.ObjectFlags |= (uint)PrimFlags.Phantom;
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scene.AddNewSceneObject(new SceneObjectGroup(part), false);
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return part;
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}
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/// <summary>
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/// Delete a scene object asynchronously
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="part"></param>
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/// <param name="action"></param>
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/// <param name="destinationId"></param>
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/// <param name="client"></param>
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public static void DeleteSceneObjectAsync(
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TestScene scene, SceneObjectPart part, DeRezAction action, UUID destinationId, IClientAPI client)
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{
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// Turn off the timer on the async sog deleter - we'll crank it by hand within a unit test
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AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
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sogd.Enabled = false;
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scene.DeRezObject(client, part.LocalId, UUID.Zero, action, destinationId);
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sogd.InventoryDeQueueAndDelete();
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}
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}
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}
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