OpenSimMirror/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs

292 lines
13 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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using System;
using System.Collections.Generic;
using System.Reflection;
using System.Text;
using System.Threading;
using System.Timers;
using Timer = System.Timers.Timer;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.ClientStack.Linden;
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
using OpenSim.Region.CoreModules.World.Serialiser;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.Framework.Scenes.Tests
{
/// <summary>
/// Scene presence tests
/// </summary>
[TestFixture]
public class ScenePresenceAgentTests : OpenSimTestCase
{
// public Scene scene, scene2, scene3;
// public UUID agent1, agent2, agent3;
// public static Random random;
// public ulong region1, region2, region3;
// public AgentCircuitData acd1;
// public TestClient testclient;
// [TestFixtureSetUp]
// public void Init()
// {
//// TestHelpers.InMethod();
////
//// SceneHelpers sh = new SceneHelpers();
////
//// scene = sh.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
//// scene2 = sh.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
//// scene3 = sh.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);
////
//// ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
//// interregionComms.Initialise(new IniConfigSource());
//// interregionComms.PostInitialise();
//// SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
//// SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
//// SceneHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms);
//
//// agent1 = UUID.Random();
//// agent2 = UUID.Random();
//// agent3 = UUID.Random();
//
//// region1 = scene.RegionInfo.RegionHandle;
//// region2 = scene2.RegionInfo.RegionHandle;
//// region3 = scene3.RegionInfo.RegionHandle;
// }
[Test]
public void TestCreateRootScenePresence()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID spUuid = TestHelpers.ParseTail(0x1);
TestScene scene = new SceneHelpers().SetupScene();
SceneHelpers.AddScenePresence(scene, spUuid);
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
ScenePresence sp = scene.GetScenePresence(spUuid);
Assert.That(sp, Is.Not.Null);
Assert.That(sp.IsChildAgent, Is.False);
Assert.That(sp.UUID, Is.EqualTo(spUuid));
Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
}
/// <summary>
/// Test that duplicate complete movement calls are ignored.
/// </summary>
/// <remarks>
/// If duplicate calls are not ignored then there is a risk of race conditions or other unexpected effects.
/// </remarks>
[Test]
public void TestDupeCompleteMovementCalls()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID spUuid = TestHelpers.ParseTail(0x1);
TestScene scene = new SceneHelpers().SetupScene();
int makeRootAgentEvents = 0;
scene.EventManager.OnMakeRootAgent += spi => makeRootAgentEvents++;
ScenePresence sp = SceneHelpers.AddScenePresence(scene, spUuid);
Assert.That(makeRootAgentEvents, Is.EqualTo(1));
// Normally these would be invoked by a CompleteMovement message coming in to the UDP stack. But for
// convenience, here we will invoke it manually.
sp.CompleteMovement(sp.ControllingClient, true);
Assert.That(makeRootAgentEvents, Is.EqualTo(1));
// Check rest of exepcted parameters.
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
Assert.That(sp.IsChildAgent, Is.False);
Assert.That(sp.UUID, Is.EqualTo(spUuid));
Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
}
[Test]
public void TestCreateDuplicateRootScenePresence()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID spUuid = TestHelpers.ParseTail(0x1);
// The etm is only invoked by this test to check whether an agent is still in transit if there is a dupe
EntityTransferModule etm = new EntityTransferModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etm.Name);
IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
// In order to run a single threaded regression test we do not want the entity transfer module waiting
// for a callback from the destination scene before removing its avatar data.
entityTransferConfig.Set("wait_for_callback", false);
TestScene scene = new SceneHelpers().SetupScene();
SceneHelpers.SetupSceneModules(scene, config, etm);
SceneHelpers.AddScenePresence(scene, spUuid);
SceneHelpers.AddScenePresence(scene, spUuid);
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
ScenePresence sp = scene.GetScenePresence(spUuid);
Assert.That(sp, Is.Not.Null);
Assert.That(sp.IsChildAgent, Is.False);
Assert.That(sp.UUID, Is.EqualTo(spUuid));
}
[Test]
public void TestCloseClient()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
TestScene scene = new SceneHelpers().SetupScene();
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
scene.CloseAgent(sp.UUID, false);
Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null);
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(0));
// TestHelpers.DisableLogging();
}
[Test]
public void TestCreateChildScenePresence()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
LocalSimulationConnectorModule lsc = new LocalSimulationConnectorModule();
IConfigSource configSource = new IniConfigSource();
IConfig config = configSource.AddConfig("Modules");
config.Set("SimulationServices", "LocalSimulationConnectorModule");
SceneHelpers sceneHelpers = new SceneHelpers();
TestScene scene = sceneHelpers.SetupScene();
SceneHelpers.SetupSceneModules(scene, configSource, lsc);
UUID agentId = TestHelpers.ParseTail(0x01);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(agentId);
acd.child = true;
GridRegion region = scene.GridService.GetRegionByName(UUID.Zero, scene.RegionInfo.RegionName);
string reason;
// *** This is the first stage, when a neighbouring region is told that a viewer is about to try and
// establish a child scene presence. We pass in the circuit code that the client has to connect with ***
// XXX: ViaLogin may not be correct here.
scene.SimulationService.CreateAgent(region, acd, (uint)TeleportFlags.ViaLogin, out reason);
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null);
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
// There's no scene presence yet since only an agent circuit has been established.
Assert.That(scene.GetScenePresence(agentId), Is.Null);
// *** This is the second stage, where the client established a child agent/scene presence using the
// circuit code given to the scene in stage 1 ***
TestClient client = new TestClient(acd, scene);
scene.AddNewAgent(client, PresenceType.User);
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null);
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
ScenePresence sp = scene.GetScenePresence(agentId);
Assert.That(sp, Is.Not.Null);
Assert.That(sp.UUID, Is.EqualTo(agentId));
Assert.That(sp.IsChildAgent, Is.True);
}
/// <summary>
/// Test that if a root agent logs into a region, a child agent is also established in the neighbouring region
/// </summary>
/// <remarks>
/// Please note that unlike the other tests here, this doesn't rely on anything set up in the instance fields.
/// INCOMPLETE
/// </remarks>
[Test]
public void TestChildAgentEstablishedInNeighbour()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001");
TestScene myScene1 = new SceneHelpers().SetupScene("Neighbour y", UUID.Random(), 1000, 1000);
TestScene myScene2 = new SceneHelpers().SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000);
IConfigSource configSource = new IniConfigSource();
IConfig config = configSource.AddConfig("Startup");
config.Set("serverside_object_permissions", true);
config.Set("EventQueue", true);
EntityTransferModule etm = new EntityTransferModule();
EventQueueGetModule eqgm1 = new EventQueueGetModule();
SceneHelpers.SetupSceneModules(myScene1, configSource, etm, eqgm1);
EventQueueGetModule eqgm2 = new EventQueueGetModule();
SceneHelpers.SetupSceneModules(myScene2, configSource, etm, eqgm2);
// SceneHelpers.AddScenePresence(myScene1, agent1Id);
// ScenePresence childPresence = myScene2.GetScenePresence(agent1);
//
// // TODO: Need to do a fair amount of work to allow synchronous establishment of child agents
// Assert.That(childPresence, Is.Not.Null);
// Assert.That(childPresence.IsChildAgent, Is.True);
}
}
}