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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} |