Ejemplo n.º 1
0
        public void TestDeRezSceneObjectToAgents()
        {
            TestHelpers.InMethod();
            //            TestHelpers.EnableLogging();

            SceneHelpers sh     = new SceneHelpers();
            TestScene    sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene    sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);

            // We need this so that the creation of the root client for userB in sceneB can trigger the creation of a child client in sceneA
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
            EntityTransferModule           etmB = new EntityTransferModule();
            IConfigSource config        = new IniConfigSource();
            IConfig       modulesConfig = config.AddConfig("Modules");

            modulesConfig.Set("EntityTransferModule", etmB.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);
            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(sceneB, config, etmB);

            // We need this for derez
            SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule());

            UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, "");
            UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, "");

            TestClient clientA = (TestClient)SceneHelpers.AddScenePresence(sceneA, uaA).ControllingClient;

            // This is the more long-winded route we have to take to get a child client created for userB in sceneA
            // rather than just calling AddScenePresence() as for userA
            AgentCircuitData  acd           = SceneHelpers.GenerateAgentData(uaB);
            TestClient        clientB       = new TestClient(acd, sceneB);
            List <TestClient> childClientsB = new List <TestClient>();

            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(clientB, childClientsB);

            SceneHelpers.AddScenePresence(sceneB, clientB, acd);

            SceneObjectGroup so        = SceneHelpers.AddSceneObject(sceneA);
            uint             soLocalId = so.LocalId;

            sceneA.DeleteSceneObject(so, false);

            Assert.That(clientA.ReceivedKills.Count, Is.EqualTo(1));
            Assert.That(clientA.ReceivedKills[0], Is.EqualTo(soLocalId));

            Assert.That(childClientsB[0].ReceivedKills.Count, Is.EqualTo(1));
            Assert.That(childClientsB[0].ReceivedKills[0], Is.EqualTo(soLocalId));
        }
Ejemplo n.º 2
0
        public void TestCrossOnSameSimulator()
        {
            TestHelpers.InMethod();
            //            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);

            //            TestEventQueueGetModule eqmA = new TestEventQueueGetModule();
            EntityTransferModule           etmA = new EntityTransferModule();
            EntityTransferModule           etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config        = new IniConfigSource();
            IConfig       modulesConfig = config.AddConfig("Modules");

            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.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);

            SceneHelpers sh     = new SceneHelpers();
            TestScene    sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene    sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
            //            SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, eqmA);
            SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);

            AgentCircuitData  acd = SceneHelpers.GenerateAgentData(userId);
            TestClient        tc  = new TestClient(acd, sceneA);
            List <TestClient> destinationTestClients = new List <TestClient>();

            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);

            ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);

            originalSp.AbsolutePosition = new Vector3(128, 32, 10);

            //            originalSp.Flying = true;

            //            Console.WriteLine("First pos {0}", originalSp.AbsolutePosition);

            //            eqmA.ClearEvents();

            AgentUpdateArgs moveArgs = new AgentUpdateArgs();

            //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero);
            moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2)));
            moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
            moveArgs.SessionID    = acd.SessionID;

            originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs);

            sceneA.Update(1);

            //            Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition);

            // FIXME: This is a sufficient number of updates to for the presence to reach the northern border.
            // But really we want to do this in a more robust way.
            for (int i = 0; i < 100; i++)
            {
                sceneA.Update(1);
                //                Console.WriteLine("Pos {0}", originalSp.AbsolutePosition);
            }

            // Need to sort processing of EnableSimulator message on adding scene presences before we can test eqm
            // messages
            //            Dictionary<UUID, List<TestEventQueueGetModule.Event>> eqmEvents = eqmA.Events;
            //
            //            Assert.That(eqmEvents.Count, Is.EqualTo(1));
            //            Assert.That(eqmEvents.ContainsKey(originalSp.UUID), Is.True);
            //
            //            List<TestEventQueueGetModule.Event> spEqmEvents = eqmEvents[originalSp.UUID];
            //
            //            Assert.That(spEqmEvents.Count, Is.EqualTo(1));
            //            Assert.That(spEqmEvents[0].Name, Is.EqualTo("CrossRegion"));

            // sceneA should now only have a child agent
            ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID);

            Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True);

            ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID);

            // Agent remains a child until the client triggers complete movement
            Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);

            TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient);

            int agentMovementCompleteReceived = 0;

            sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++;

            sceneBTc.CompleteMovement();

            Assert.That(agentMovementCompleteReceived, Is.EqualTo(1));
            Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False);
        }
Ejemplo n.º 3
0
        public void TestCrossOnSameSimulatorNoRootDestPerm()
        {
            TestHelpers.InMethod();
            //            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);

            EntityTransferModule           etmA = new EntityTransferModule();
            EntityTransferModule           etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config        = new IniConfigSource();
            IConfig       modulesConfig = config.AddConfig("Modules");

            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);

            SceneHelpers sh     = new SceneHelpers();
            TestScene    sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene    sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);

            // We need to set up the permisions module on scene B so that our later use of agent limit to deny
            // QueryAccess won't succeed anyway because administrators are always allowed in and the default
            // IsAdministrator if no permissions module is present is true.
            SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new PermissionsModule(), etmB);

            AgentCircuitData  acd = SceneHelpers.GenerateAgentData(userId);
            TestClient        tc  = new TestClient(acd, sceneA);
            List <TestClient> destinationTestClients = new List <TestClient>();

            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);

            // Make sure sceneB will not accept this avatar.
            sceneB.RegionInfo.EstateSettings.PublicAccess = false;

            ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);

            originalSp.AbsolutePosition = new Vector3(128, 32, 10);

            AgentUpdateArgs moveArgs = new AgentUpdateArgs();

            //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero);
            moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2)));
            moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
            moveArgs.SessionID    = acd.SessionID;

            originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs);

            sceneA.Update(1);

            //            Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition);

            // FIXME: This is a sufficient number of updates to for the presence to reach the northern border.
            // But really we want to do this in a more robust way.
            for (int i = 0; i < 100; i++)
            {
                sceneA.Update(1);
                //                Console.WriteLine("Pos {0}", originalSp.AbsolutePosition);
            }

            // sceneA agent should still be root
            ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID);

            Assert.That(spAfterCrossSceneA.IsChildAgent, Is.False);

            ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID);

            // sceneB agent should also still be root
            Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);

            // sceneB should ignore unauthorized attempt to upgrade agent to root
            TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient);

            int agentMovementCompleteReceived = 0;

            sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++;

            sceneBTc.CompleteMovement();

            Assert.That(agentMovementCompleteReceived, Is.EqualTo(0));
            Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
        }
        public void TestSameSimulatorNeighbouringRegionsV2()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);

            EntityTransferModule           etmA = new EntityTransferModule();
            EntityTransferModule           etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config        = new IniConfigSource();
            IConfig       modulesConfig = config.AddConfig("Modules");

            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);

            SceneHelpers sh     = new SceneHelpers();
            TestScene    sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene    sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
            SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);

            Vector3 teleportPosition = new Vector3(10, 11, 12);
            Vector3 teleportLookAt   = new Vector3(20, 21, 22);

            AgentCircuitData  acd = SceneHelpers.GenerateAgentData(userId);
            TestClient        tc  = new TestClient(acd, sceneA);
            List <TestClient> destinationTestClients = new List <TestClient>();

            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);

            ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd);

            beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32);

            Assert.That(beforeSceneASp, Is.Not.Null);
            Assert.That(beforeSceneASp.IsChildAgent, Is.False);

            ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId);

            Assert.That(beforeSceneBSp, Is.Not.Null);
            Assert.That(beforeSceneBSp.IsChildAgent, Is.True);

            // Here, we need to make clientA's receipt of SendRegionTeleport trigger clientB's CompleteMovement().  This
            // is to operate the teleport V2 mechanism where the EntityTransferModule will first request the client to
            // CompleteMovement to the region and then call UpdateAgent to the destination region to confirm the receipt
            // Both these operations will occur on different threads and will wait for each other.
            // We have to do this via ThreadPool directly since FireAndForget has been switched to sync for the V1
            // test protocol, where we are trying to avoid unpredictable async operations in regression tests.
            tc.OnTestClientSendRegionTeleport
                += (regionHandle, simAccess, regionExternalEndPoint, locationID, flags, capsURL)
                   => ThreadPool.UnsafeQueueUserWorkItem(o => destinationTestClients[0].CompleteMovement(), null);

            sceneA.RequestTeleportLocation(
                beforeSceneASp.ControllingClient,
                sceneB.RegionInfo.RegionHandle,
                teleportPosition,
                teleportLookAt,
                (uint)TeleportFlags.ViaLocation);

            ScenePresence afterSceneASp = sceneA.GetScenePresence(userId);

            Assert.That(afterSceneASp, Is.Not.Null);
            Assert.That(afterSceneASp.IsChildAgent, Is.True);

            ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId);

            Assert.That(afterSceneBSp, Is.Not.Null);
            Assert.That(afterSceneBSp.IsChildAgent, Is.False);
            Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
            Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));

            Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
            Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1));
            Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
            Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));

            // TODO: Add assertions to check correct circuit details in both scenes.

            // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
            // position instead).
//            Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));

//            TestHelpers.DisableLogging();
        }
        public void TestSameSimulatorIsolatedRegionsV2()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);

            EntityTransferModule           etmA = new EntityTransferModule();
            EntityTransferModule           etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config        = new IniConfigSource();
            IConfig       modulesConfig = config.AddConfig("Modules");

            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);

            SceneHelpers sh     = new SceneHelpers();
            TestScene    sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene    sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);

            SceneHelpers.SetupSceneModules(sceneA, config, etmA);
            SceneHelpers.SetupSceneModules(sceneB, config, etmB);
            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);

            Vector3 teleportPosition = new Vector3(10, 11, 12);
            Vector3 teleportLookAt   = new Vector3(20, 21, 22);

            ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);

            sp.AbsolutePosition = new Vector3(30, 31, 32);

            List <TestClient> destinationTestClients = new List <TestClient>();

            EntityTransferHelpers.SetupSendRegionTeleportTriggersDestinationClientCreateAndCompleteMovement(
                (TestClient)sp.ControllingClient, destinationTestClients);

            sceneA.RequestTeleportLocation(
                sp.ControllingClient,
                sceneB.RegionInfo.RegionHandle,
                teleportPosition,
                teleportLookAt,
                (uint)TeleportFlags.ViaLocation);

            Assert.That(sceneA.GetScenePresence(userId), Is.Null);

            ScenePresence sceneBSp = sceneB.GetScenePresence(userId);

            Assert.That(sceneBSp, Is.Not.Null);
            Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
            Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));

            Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
            Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
            Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
            Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));

            // TODO: Add assertions to check correct circuit details in both scenes.

            // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
            // position instead).
//            Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
        }
        public void TestSameSimulatorNeighbouringRegionsV1()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);

            EntityTransferModule           etmA = new EntityTransferModule();
            EntityTransferModule           etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config        = new IniConfigSource();
            IConfig       modulesConfig = config.AddConfig("Modules");

            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.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);

            SceneHelpers sh     = new SceneHelpers();
            TestScene    sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene    sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
            SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);

            // FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour
            lscm.ServiceVersion = "SIMULATION/0.1";

            Vector3 teleportPosition = new Vector3(10, 11, 12);
            Vector3 teleportLookAt   = new Vector3(20, 21, 22);

            AgentCircuitData  acd = SceneHelpers.GenerateAgentData(userId);
            TestClient        tc  = new TestClient(acd, sceneA);
            List <TestClient> destinationTestClients = new List <TestClient>();

            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);

            ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd);

            beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32);

            Assert.That(beforeSceneASp, Is.Not.Null);
            Assert.That(beforeSceneASp.IsChildAgent, Is.False);

            ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId);

            Assert.That(beforeSceneBSp, Is.Not.Null);
            Assert.That(beforeSceneBSp.IsChildAgent, Is.True);

            // In this case, we will not receieve a second InformClientOfNeighbour since the viewer already knows
            // about the neighbour region it is teleporting to.
            sceneA.RequestTeleportLocation(
                beforeSceneASp.ControllingClient,
                sceneB.RegionInfo.RegionHandle,
                teleportPosition,
                teleportLookAt,
                (uint)TeleportFlags.ViaLocation);

            destinationTestClients[0].CompleteMovement();

            ScenePresence afterSceneASp = sceneA.GetScenePresence(userId);

            Assert.That(afterSceneASp, Is.Not.Null);
            Assert.That(afterSceneASp.IsChildAgent, Is.True);

            ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId);

            Assert.That(afterSceneBSp, Is.Not.Null);
            Assert.That(afterSceneBSp.IsChildAgent, Is.False);
            Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
            Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));

            Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
            Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1));
            Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
            Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));

            // TODO: Add assertions to check correct circuit details in both scenes.

            // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
            // position instead).
//            Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));

//            TestHelpers.DisableLogging();
        }
        public void TestSameSimulatorIsolatedRegionsV1()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);

            EntityTransferModule           etmA = new EntityTransferModule();
            EntityTransferModule           etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config        = new IniConfigSource();
            IConfig       modulesConfig = config.AddConfig("Modules");

            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.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);

            SceneHelpers sh     = new SceneHelpers();
            TestScene    sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene    sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);

            SceneHelpers.SetupSceneModules(sceneA, config, etmA);
            SceneHelpers.SetupSceneModules(sceneB, config, etmB);
            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);

            // FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour
            lscm.ServiceVersion = "SIMULATION/0.1";

            Vector3 teleportPosition = new Vector3(10, 11, 12);
            Vector3 teleportLookAt   = new Vector3(20, 21, 22);

            ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);

            sp.AbsolutePosition = new Vector3(30, 31, 32);

            List <TestClient> destinationTestClients = new List <TestClient>();

            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(
                (TestClient)sp.ControllingClient, destinationTestClients);

            sceneA.RequestTeleportLocation(
                sp.ControllingClient,
                sceneB.RegionInfo.RegionHandle,
                teleportPosition,
                teleportLookAt,
                (uint)TeleportFlags.ViaLocation);

            // SetupInformClientOfNeighbour() will have handled the callback into the target scene to setup the child
            // agent.  This call will now complete the movement of the user into the destination and upgrade the agent
            // from child to root.
            destinationTestClients[0].CompleteMovement();

            Assert.That(sceneA.GetScenePresence(userId), Is.Null);

            ScenePresence sceneBSp = sceneB.GetScenePresence(userId);

            Assert.That(sceneBSp, Is.Not.Null);
            Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
            Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));

            Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
            Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
            Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
            Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));

            // TODO: Add assertions to check correct circuit details in both scenes.

            // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
            // position instead).
//            Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
        }
        public void TestCrossOnSameSimulatorWithSittingAvatar()
        {
            TestHelpers.InMethod();
            //            TestHelpers.EnableLogging();

            UUID    userId            = TestHelpers.ParseTail(0x1);
            int     sceneObjectIdTail = 0x2;
            Vector3 so1StartPos       = new Vector3(128, 10, 20);

            EntityTransferModule           etmA = new EntityTransferModule();
            EntityTransferModule           etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config        = new IniConfigSource();
            IConfig       modulesConfig = config.AddConfig("Modules");

            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.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);

            SceneHelpers sh     = new SceneHelpers();
            TestScene    sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene    sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
            SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);

            SceneObjectGroup so1   = SceneHelpers.AddSceneObject(sceneA, 1, userId, "", sceneObjectIdTail);
            UUID             so1Id = so1.UUID;

            so1.AbsolutePosition = so1StartPos;

            AgentCircuitData  acd = SceneHelpers.GenerateAgentData(userId);
            TestClient        tc  = new TestClient(acd, sceneA);
            List <TestClient> destinationTestClients = new List <TestClient>();

            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);

            ScenePresence sp1SceneA = SceneHelpers.AddScenePresence(sceneA, tc, acd);

            sp1SceneA.AbsolutePosition = so1StartPos;
            sp1SceneA.HandleAgentRequestSit(sp1SceneA.ControllingClient, sp1SceneA.UUID, so1.UUID, Vector3.Zero);

            // Cross
            sceneA.SceneGraph.UpdatePrimGroupPosition(
                so1.LocalId, new Vector3(so1StartPos.X, so1StartPos.Y - 20, so1StartPos.Z), userId);

            SceneObjectGroup so1PostCross;

            {
                ScenePresence sp1SceneAPostCross = sceneA.GetScenePresence(userId);
                Assert.IsTrue(sp1SceneAPostCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly false");

                ScenePresence sp1SceneBPostCross = sceneB.GetScenePresence(userId);
                TestClient    sceneBTc           = ((TestClient)sp1SceneBPostCross.ControllingClient);
                sceneBTc.CompleteMovement();

                Assert.IsFalse(sp1SceneBPostCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly true");
                Assert.IsTrue(sp1SceneBPostCross.IsSatOnObject);

                Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id), "uck");
                so1PostCross = sceneB.GetSceneObjectGroup(so1Id);
                Assert.NotNull(so1PostCross);
                Assert.AreEqual(1, so1PostCross.GetSittingAvatarsCount());
            }

            Vector3 so1PostCrossPos = so1PostCross.AbsolutePosition;

            //            Console.WriteLine("CRISSCROSS");

            // Recross
            sceneB.SceneGraph.UpdatePrimGroupPosition(
                so1PostCross.LocalId, new Vector3(so1PostCrossPos.X, so1PostCrossPos.Y + 20, so1PostCrossPos.Z), userId);

            {
                ScenePresence sp1SceneBPostReCross = sceneB.GetScenePresence(userId);
                Assert.IsTrue(sp1SceneBPostReCross.IsChildAgent, "sp1SceneBPostReCross.IsChildAgent unexpectedly false");

                ScenePresence sp1SceneAPostReCross = sceneA.GetScenePresence(userId);
                TestClient    sceneATc             = ((TestClient)sp1SceneAPostReCross.ControllingClient);
                sceneATc.CompleteMovement();

                Assert.IsFalse(sp1SceneAPostReCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly true");
                Assert.IsTrue(sp1SceneAPostReCross.IsSatOnObject);

                Assert.IsNull(sceneB.GetSceneObjectGroup(so1Id), "uck2");
                SceneObjectGroup so1PostReCross = sceneA.GetSceneObjectGroup(so1Id);
                Assert.NotNull(so1PostReCross);
                Assert.AreEqual(1, so1PostReCross.GetSittingAvatarsCount());
            }
        }
Ejemplo n.º 9
0
        public void TestCrossOnSameSimulatorPrimLimitsOkay()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId            = TestHelpers.ParseTail(0x1);
            int  sceneObjectIdTail = 0x2;

            EntityTransferModule           etmA = new EntityTransferModule();
            EntityTransferModule           etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
            LandManagementModule           lmmA = new LandManagementModule();
            LandManagementModule           lmmB = new LandManagementModule();

            IConfigSource config        = new IniConfigSource();
            IConfig       modulesConfig = config.AddConfig("Modules");

            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);

            IConfig permissionsConfig = config.AddConfig("Permissions");

            permissionsConfig.Set("permissionmodules", "PrimLimitsModule");

            SceneHelpers sh     = new SceneHelpers();
            TestScene    sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene    sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(
                sceneA, config, etmA, lmmA, new PrimLimitsModule(), new PrimCountModule());
            SceneHelpers.SetupSceneModules(
                sceneB, config, etmB, lmmB, new PrimLimitsModule(), new PrimCountModule());

            // We must set up the parcel for this to work.  Normally this is taken care of by OpenSimulator startup
            // code which is not yet easily invoked by tests.
            lmmA.EventManagerOnNoLandDataFromStorage();
            lmmB.EventManagerOnNoLandDataFromStorage();

            AgentCircuitData  acd = SceneHelpers.GenerateAgentData(userId);
            TestClient        tc  = new TestClient(acd, sceneA);
            List <TestClient> destinationTestClients = new List <TestClient>();

            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);
            ScenePresence sp1SceneA = SceneHelpers.AddScenePresence(sceneA, tc, acd);

            SceneObjectGroup so1   = SceneHelpers.AddSceneObject(sceneA, 1, userId, "", sceneObjectIdTail);
            UUID             so1Id = so1.UUID;

            so1.AbsolutePosition = new Vector3(128, 10, 20);

            // Cross with a negative value.  We must make this call rather than setting AbsolutePosition directly
            // because only this will execute permission checks in the source region.
            sceneA.SceneGraph.UpdatePrimGroupPosition(so1.LocalId, new Vector3(128, -10, 20), sp1SceneA.ControllingClient);

            // crossing is async
            Thread.Sleep(500);

            Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id));
            Assert.NotNull(sceneB.GetSceneObjectGroup(so1Id));
        }
Ejemplo n.º 10
0
        public void TestSameSimulatorNeighbouringRegionsTeleportV2()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            BaseHttpServer httpServer = new BaseHttpServer(99999);

            MainServer.AddHttpServer(httpServer);
            MainServer.Instance = httpServer;

            AttachmentsModule              attModA = new AttachmentsModule();
            AttachmentsModule              attModB = new AttachmentsModule();
            EntityTransferModule           etmA    = new EntityTransferModule();
            EntityTransferModule           etmB    = new EntityTransferModule();
            LocalSimulationConnectorModule lscm    = new LocalSimulationConnectorModule();

            IConfigSource config        = new IniConfigSource();
            IConfig       modulesConfig = config.AddConfig("Modules");

            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);

            modulesConfig.Set("InventoryAccessModule", "BasicInventoryAccessModule");

            SceneHelpers sh     = new SceneHelpers();
            TestScene    sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene    sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(
                sceneA, config, new CapabilitiesModule(), etmA, attModA, new BasicInventoryAccessModule());
            SceneHelpers.SetupSceneModules(
                sceneB, config, new CapabilitiesModule(), etmB, attModB, new BasicInventoryAccessModule());

            UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(sceneA, 0x1);

            AgentCircuitData  acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID);
            TestClient        tc  = new TestClient(acd, sceneA);
            List <TestClient> destinationTestClients = new List <TestClient>();

            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);

            ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);

            beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32);

            Assert.That(destinationTestClients.Count, Is.EqualTo(1));
            Assert.That(destinationTestClients[0], Is.Not.Null);

            InventoryItemBase attItem = CreateAttachmentItem(sceneA, ua1.PrincipalID, "att", 0x10, 0x20);

            sceneA.AttachmentsModule.RezSingleAttachmentFromInventory(
                beforeTeleportSp, attItem.ID, (uint)AttachmentPoint.Chest);

            Vector3 teleportPosition = new Vector3(10, 11, 12);
            Vector3 teleportLookAt   = new Vector3(20, 21, 22);

            // Here, we need to make clientA's receipt of SendRegionTeleport trigger clientB's CompleteMovement().  This
            // is to operate the teleport V2 mechanism where the EntityTransferModule will first request the client to
            // CompleteMovement to the region and then call UpdateAgent to the destination region to confirm the receipt
            // Both these operations will occur on different threads and will wait for each other.
            // We have to do this via ThreadPool directly since FireAndForget has been switched to sync for the V1
            // test protocol, where we are trying to avoid unpredictable async operations in regression tests.
            tc.OnTestClientSendRegionTeleport
                += (regionHandle, simAccess, regionExternalEndPoint, locationID, flags, capsURL)
                   => ThreadPool.UnsafeQueueUserWorkItem(o => destinationTestClients[0].CompleteMovement(), null);

            m_numberOfAttachEventsFired = 0;
            sceneA.RequestTeleportLocation(
                beforeTeleportSp.ControllingClient,
                sceneB.RegionInfo.RegionHandle,
                teleportPosition,
                teleportLookAt,
                (uint)TeleportFlags.ViaLocation);

            // Check attachments have made it into sceneB
            ScenePresence afterTeleportSceneBSp = sceneB.GetScenePresence(ua1.PrincipalID);

            // This is appearance data, as opposed to actually rezzed attachments
            List <AvatarAttachment> sceneBAttachments = afterTeleportSceneBSp.Appearance.GetAttachments();

            Assert.That(sceneBAttachments.Count, Is.EqualTo(1));
            Assert.That(sceneBAttachments[0].AttachPoint, Is.EqualTo((int)AttachmentPoint.Chest));
            Assert.That(sceneBAttachments[0].ItemID, Is.EqualTo(attItem.ID));
            Assert.That(sceneBAttachments[0].AssetID, Is.EqualTo(attItem.AssetID));
            Assert.That(afterTeleportSceneBSp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));

            // This is the actual attachment
            List <SceneObjectGroup> actualSceneBAttachments = afterTeleportSceneBSp.GetAttachments();

            Assert.That(actualSceneBAttachments.Count, Is.EqualTo(1));
            SceneObjectGroup actualSceneBAtt = actualSceneBAttachments[0];

            Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name));
            Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest));
            Assert.IsFalse(actualSceneBAtt.Backup);

            Assert.That(sceneB.GetSceneObjectGroups().Count, Is.EqualTo(1));

            // Check attachments have been removed from sceneA
            ScenePresence afterTeleportSceneASp = sceneA.GetScenePresence(ua1.PrincipalID);

            // Since this is appearance data, it is still present on the child avatar!
            List <AvatarAttachment> sceneAAttachments = afterTeleportSceneASp.Appearance.GetAttachments();

            Assert.That(sceneAAttachments.Count, Is.EqualTo(1));
            Assert.That(afterTeleportSceneASp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));

            // This is the actual attachment, which should no longer exist
            List <SceneObjectGroup> actualSceneAAttachments = afterTeleportSceneASp.GetAttachments();

            Assert.That(actualSceneAAttachments.Count, Is.EqualTo(0));

            Assert.That(sceneA.GetSceneObjectGroups().Count, Is.EqualTo(0));

            // Check events
            Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0));
        }
Ejemplo n.º 11
0
        public void TestSameSimulatorNeighbouringRegionsTeleportV1()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            BaseHttpServer httpServer = new BaseHttpServer(99999);

            MainServer.AddHttpServer(httpServer);
            MainServer.Instance = httpServer;

            AttachmentsModule              attModA = new AttachmentsModule();
            AttachmentsModule              attModB = new AttachmentsModule();
            EntityTransferModule           etmA    = new EntityTransferModule();
            EntityTransferModule           etmB    = new EntityTransferModule();
            LocalSimulationConnectorModule lscm    = new LocalSimulationConnectorModule();

            IConfigSource config        = new IniConfigSource();
            IConfig       modulesConfig = config.AddConfig("Modules");

            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.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);

            modulesConfig.Set("InventoryAccessModule", "BasicInventoryAccessModule");

            SceneHelpers sh     = new SceneHelpers();
            TestScene    sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene    sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(
                sceneA, config, new CapabilitiesModule(), etmA, attModA, new BasicInventoryAccessModule());
            SceneHelpers.SetupSceneModules(
                sceneB, config, new CapabilitiesModule(), etmB, attModB, new BasicInventoryAccessModule());

            // FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour
            lscm.ServiceVersion = "SIMULATION/0.1";

            UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(sceneA, 0x1);

            AgentCircuitData  acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID);
            TestClient        tc  = new TestClient(acd, sceneA);
            List <TestClient> destinationTestClients = new List <TestClient>();

            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);

            ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);

            beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32);

            InventoryItemBase attItem = CreateAttachmentItem(sceneA, ua1.PrincipalID, "att", 0x10, 0x20);

            sceneA.AttachmentsModule.RezSingleAttachmentFromInventory(
                beforeTeleportSp, attItem.ID, (uint)AttachmentPoint.Chest);

            Vector3 teleportPosition = new Vector3(10, 11, 12);
            Vector3 teleportLookAt   = new Vector3(20, 21, 22);

            m_numberOfAttachEventsFired = 0;
            sceneA.RequestTeleportLocation(
                beforeTeleportSp.ControllingClient,
                sceneB.RegionInfo.RegionHandle,
                teleportPosition,
                teleportLookAt,
                (uint)TeleportFlags.ViaLocation);

            destinationTestClients[0].CompleteMovement();

            // Check attachments have made it into sceneB
            ScenePresence afterTeleportSceneBSp = sceneB.GetScenePresence(ua1.PrincipalID);

            // This is appearance data, as opposed to actually rezzed attachments
            List <AvatarAttachment> sceneBAttachments = afterTeleportSceneBSp.Appearance.GetAttachments();

            Assert.That(sceneBAttachments.Count, Is.EqualTo(1));
            Assert.That(sceneBAttachments[0].AttachPoint, Is.EqualTo((int)AttachmentPoint.Chest));
            Assert.That(sceneBAttachments[0].ItemID, Is.EqualTo(attItem.ID));
            Assert.That(sceneBAttachments[0].AssetID, Is.EqualTo(attItem.AssetID));
            Assert.That(afterTeleportSceneBSp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));

            // This is the actual attachment
            List <SceneObjectGroup> actualSceneBAttachments = afterTeleportSceneBSp.GetAttachments();

            Assert.That(actualSceneBAttachments.Count, Is.EqualTo(1));
            SceneObjectGroup actualSceneBAtt = actualSceneBAttachments[0];

            Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name));
            Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest));
            Assert.IsFalse(actualSceneBAtt.Backup);

            Assert.That(sceneB.GetSceneObjectGroups().Count, Is.EqualTo(1));

            // Check attachments have been removed from sceneA
            ScenePresence afterTeleportSceneASp = sceneA.GetScenePresence(ua1.PrincipalID);

            // Since this is appearance data, it is still present on the child avatar!
            List <AvatarAttachment> sceneAAttachments = afterTeleportSceneASp.Appearance.GetAttachments();

            Assert.That(sceneAAttachments.Count, Is.EqualTo(1));
            Assert.That(afterTeleportSceneASp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));

            // This is the actual attachment, which should no longer exist
            List <SceneObjectGroup> actualSceneAAttachments = afterTeleportSceneASp.GetAttachments();

            Assert.That(actualSceneAAttachments.Count, Is.EqualTo(0));

            Assert.That(sceneA.GetSceneObjectGroups().Count, Is.EqualTo(0));

            // Check events
            Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0));
        }