163 lines
7.6 KiB
C#
163 lines
7.6 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 System.Reflection;
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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.Communications;
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using OpenSim.Framework.Servers;
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using OpenSim.Region.Framework.Interfaces;
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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.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Region.Framework.Scenes.Tests
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{
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[TestFixture]
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public class ScenePresenceCrossingTests : OpenSimTestCase
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{
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[TestFixtureSetUp]
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public void FixtureInit()
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{
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// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
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Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
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}
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[TestFixtureTearDown]
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public void TearDown()
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{
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// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
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// threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
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// tests really shouldn't).
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Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
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}
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[Test]
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public void TestCrossOnSameSimulator()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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UUID userId = TestHelpers.ParseTail(0x1);
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// TestEventQueueGetModule eqmA = new TestEventQueueGetModule();
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EntityTransferModule etmA = new EntityTransferModule();
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EntityTransferModule etmB = new EntityTransferModule();
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LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
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IConfigSource config = new IniConfigSource();
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IConfig modulesConfig = config.AddConfig("Modules");
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modulesConfig.Set("EntityTransferModule", etmA.Name);
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modulesConfig.Set("SimulationServices", lscm.Name);
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// IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
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// In order to run a single threaded regression test we do not want the entity transfer module waiting
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// for a callback from the destination scene before removing its avatar data.
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// entityTransferConfig.Set("wait_for_callback", false);
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SceneHelpers sh = new SceneHelpers();
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TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
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TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
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SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
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// SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, eqmA);
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SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
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AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
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TestClient tc = new TestClient(acd, sceneA);
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List<TestClient> destinationTestClients = new List<TestClient>();
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EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);
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ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
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originalSp.AbsolutePosition = new Vector3(128, 32, 10);
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// originalSp.Flying = true;
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// Console.WriteLine("First pos {0}", originalSp.AbsolutePosition);
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// eqmA.ClearEvents();
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AgentUpdateArgs moveArgs = new AgentUpdateArgs();
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//moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero);
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moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2)));
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moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
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moveArgs.SessionID = acd.SessionID;
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originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs);
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sceneA.Update(1);
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// Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition);
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// FIXME: This is a sufficient number of updates to for the presence to reach the northern border.
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// But really we want to do this in a more robust way.
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for (int i = 0; i < 100; i++)
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{
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sceneA.Update(1);
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// Console.WriteLine("Pos {0}", originalSp.AbsolutePosition);
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}
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// Need to sort processing of EnableSimulator message on adding scene presences before we can test eqm
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// messages
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// Dictionary<UUID, List<TestEventQueueGetModule.Event>> eqmEvents = eqmA.Events;
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//
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// Assert.That(eqmEvents.Count, Is.EqualTo(1));
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// Assert.That(eqmEvents.ContainsKey(originalSp.UUID), Is.True);
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//
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// List<TestEventQueueGetModule.Event> spEqmEvents = eqmEvents[originalSp.UUID];
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//
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// Assert.That(spEqmEvents.Count, Is.EqualTo(1));
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// Assert.That(spEqmEvents[0].Name, Is.EqualTo("CrossRegion"));
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// sceneA should now only have a child agent
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ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID);
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Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True);
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ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID);
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// Agent remains a child until the client triggers complete movement
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Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
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TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient);
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int agentMovementCompleteReceived = 0;
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sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++;
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sceneBTc.CompleteMovement();
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Assert.That(agentMovementCompleteReceived, Is.EqualTo(1));
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Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False);
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}
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}
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} |