public override void SetUp() { base.SetUp(); uint port = 9999; uint sslPort = 9998; // This is an unfortunate bit of clean up we have to do because MainServer manages things through static // variables and the VM is not restarted between tests. MainServer.RemoveHttpServer(port); BaseHttpServer server = new BaseHttpServer(port, false, sslPort, ""); MainServer.AddHttpServer(server); MainServer.Instance = server; IConfigSource config = new IniConfigSource(); config.AddConfig("Startup"); config.Configs["Startup"].Set("EventQueue", "true"); CapabilitiesModule capsModule = new CapabilitiesModule(); EventQueueGetModule eqgModule = new EventQueueGetModule(); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, config, capsModule, eqgModule); }
private void SetupNeighbourRegions(TestScene sceneA, TestScene sceneB) { // XXX: HTTP server is not (and should not be) necessary for this test, though it's absence makes the // CapabilitiesModule complain when it can't set up HTTP endpoints. // BaseHttpServer httpServer = new BaseHttpServer(99999); // MainServer.AddHttpServer(httpServer); // MainServer.Instance = httpServer; // We need entity transfer modules so that when sp2 logs into the east region, the region calls // EntityTransferModuleto set up a child agent on the west region. // XXX: However, this is not an entity transfer so is misleading. EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); config.AddConfig("Chat"); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, new ChatModule()); SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB, new ChatModule()); }
public override void SetUp() { base.SetUp(); uint port = 9999; // This is an unfortunate bit of clean up we have to do because MainServer manages things through static // variables and the VM is not restarted between tests. MainServer.RemoveHttpServer(port); BaseHttpServer server = new BaseHttpServer(port, false, "", "", ""); MainServer.AddHttpServer(server); MainServer.Instance = server; IConfigSource config = new IniConfigSource(); config.AddConfig("Startup"); CapabilitiesModule capsModule = new CapabilitiesModule(); m_eqgMod = new EventQueueGetModule(); // For NPC test support config.AddConfig("NPC"); config.Configs["NPC"].Set("Enabled", "true"); m_npcMod = new NPCModule(); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, config, capsModule, m_eqgMod, m_npcMod); }
public void TearDown() { m_scene.Close(); m_scene = null; GC.Collect(); GC.WaitForPendingFinalizers(); }
private void CreateScenes() { TitleTextBlock.Text = string.Format( "Rendering {0} boxes with different transparency sorting", XCount * YCount * ZCount); _testScenes = new TestScene[3]; _testScenes[0] = new TestScene("No transparency sorting", useDXEngine: true, useTransparencySorter: false, useDXEngineSorting: false, subtitle: "(incorrect rendering: not all objects are visible through)"); _testScenes[1] = new TestScene("Using TransparencySorter", useDXEngine: true, useTransparencySorter: true, useDXEngineSorting: false); _testScenes[2] = new TestScene("Using Ab3d.DXEngine sorting", useDXEngine: true, useTransparencySorter: false, useDXEngineSorting: true, subtitle: "Set DXScene.IsTransparencySortingEnabled to true to enable it."); for (int i = 0; i < 3; i++) { var sceneFrameworkElement = _testScenes[i].CreateScene(); Grid.SetRow(sceneFrameworkElement, 1); Grid.SetColumn(sceneFrameworkElement, i); RootGrid.Children.Add(sceneFrameworkElement); _testScenes[i].CameraChanged += OnCameraChanged; } _testScenes[0].StartAnimation(); }
public override void SetUp() { if (TheInstance == null) { TheInstance = this; } base.SetUp(); TestHelpers.EnableLogging(); IConfigSource config = new IniConfigSource(); config.AddConfig("Messaging"); config.Configs["Messaging"].Set("InventoryTransferModule", "InventoryTransferModule"); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); config.AddConfig("InventoryService"); config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Services.InventoryService.dll:XInventoryService"); config.Configs["InventoryService"].Set("StorageProvider", "OpenSim.Tests.Common.dll:TestXInventoryDataPlugin"); config.AddConfig("Groups"); config.Configs["Groups"].Set("Enabled", "true"); config.Configs["Groups"].Set("Module", "Groups Module V2"); config.Configs["Groups"].Set("StorageProvider", "OpenSim.Tests.Common.dll:TestGroupsDataPlugin"); config.Configs["Groups"].Set("ServicesConnectorModule", "Groups Local Service Connector"); config.Configs["Groups"].Set("LocalService", "local"); m_Scene = new SceneHelpers().SetupScene("Test", UUID.Random(), 1000, 1000, config); // Add modules SceneHelpers.SetupSceneModules(m_Scene, config, new DefaultPermissionsModule(), new InventoryTransferModule(), new BasicInventoryAccessModule()); SetUpBasicEnvironment(); }
protected override void Initialize() { base.Initialize(); debugRenderEnabled = true; Window.AllowUserResizing = false; scene = new TestScene(); }
public override void RunTestBlocking(TestScene test) { base.RunTestBlocking(test); // This will only ever trigger via NUnit Assert.That(test.StepsContainer, Has.Count.GreaterThan(0)); }
public void TestCachedUserNameForNewAgent() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); HGUserManagementModule hgumm = new HGUserManagementModule(); UUID userId = TestHelpers.ParseStem("11"); string firstName = "Fred"; string lastName = "Astaire"; string homeUri = "example.com:8002"; IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("UserManagementModule", hgumm.Name); SceneHelpers sceneHelpers = new SceneHelpers(); TestScene scene = sceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(scene, config, hgumm); AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); acd.firstname = firstName; acd.lastname = lastName; acd.ServiceURLs["HomeURI"] = "http://" + homeUri; SceneHelpers.AddScenePresence(scene, acd); string name = hgumm.GetUserName(userId); Assert.That(name, Is.EqualTo(string.Format("{0}.{1} @{2}", firstName, lastName, homeUri))); }
public void TestShareWithGroup() { TestHelper.InMethod(); // log4net.Config.XmlConfigurator.Configure(); UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); TestScene scene = SceneSetupHelpers.SetupScene(); IConfigSource configSource = new IniConfigSource(); IConfig startupConfig = configSource.AddConfig("Startup"); startupConfig.Set("serverside_object_permissions", true); IConfig groupsConfig = configSource.AddConfig("Groups"); groupsConfig.Set("Enabled", true); groupsConfig.Set("Module", "GroupsModule"); groupsConfig.Set("DebugEnabled", true); SceneSetupHelpers.SetupSceneModules( scene, configSource, new object[] { new PermissionsModule(), new GroupsModule(), new MockGroupsServicesConnector() }); TestClient client = SceneSetupHelpers.AddRootAgent(scene, userId); IGroupsModule groupsModule = scene.RequestModuleInterface <IGroupsModule>(); groupsModule.CreateGroup(client, "group1", "To boldly go", true, UUID.Zero, 5, true, true, true); }
public void SetUp() { m_iam = new BasicInventoryAccessModule(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); SceneHelpers sceneHelpers = new SceneHelpers(); m_scene = sceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(m_scene, config, m_iam); // Create user string userFirstName = "Jock"; string userLastName = "Stirrup"; string userPassword = "******"; UserAccountHelpers.CreateUserWithInventory(m_scene, userFirstName, userLastName, m_userId, userPassword); AgentCircuitData acd = new AgentCircuitData(); acd.AgentID = m_userId; m_tc = new TestClient(acd, m_scene); }
protected override void BeginTransitionOn() { scene = kernel.Get<TestScene>(); //var sun = kernel.Get<EntityDescription>(); //sun.AddProperty<Vector3>("direction", Vector3.Down); //sun.AddProperty<Vector3>("colour", Vector3.One); //sun.AddProperty<int>("shadowresolution", 1024); //sun.AddBehaviour<SunLight>(); //light = sun.Create(); //scene.Scene.Add(light); var toneMap = kernel.Get<ToneMapComponent>(); var renderer = scene.Scene.GetService<Renderer>(); renderer.StartPlan() .Then<GeometryBufferComponent>() //.Then<EdgeDetectComponent>() .Then<Ssao>() .Then<LightingComponent>() .Then(toneMap) .Then(new Phase(this, device, toneMap)) .Then<RestoreDepthPhase>() .Then<TranslucentComponent>() //.Then<AntiAliasComponent>() .Apply(); base.OnShown(); }
public override void SetUp() { base.SetUp(); m_pcm = new PrimCountModule(); LandManagementModule lmm = new LandManagementModule(); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, lmm, m_pcm); int xParcelDivider = (int)Constants.RegionSize - 1; ILandObject lo = new LandObject(m_userId, false, m_scene); lo.LandData.Name = "m_lo"; lo.SetLandBitmap( lo.GetSquareLandBitmap(0, 0, xParcelDivider, (int)Constants.RegionSize)); m_lo = lmm.AddLandObject(lo); ILandObject lo2 = new LandObject(m_userId, false, m_scene); lo2.SetLandBitmap( lo2.GetSquareLandBitmap(xParcelDivider, 0, (int)Constants.RegionSize, (int)Constants.RegionSize)); lo2.LandData.Name = "m_lo2"; m_lo2 = lmm.AddLandObject(lo2); }
private void SetupNeighbourRegions(TestScene sceneA, TestScene sceneB) { // XXX: HTTP server is not (and should not be) necessary for this test, though it's absence makes the // CapabilitiesModule complain when it can't set up HTTP endpoints. BaseHttpServer httpServer = new BaseHttpServer(99999); MainServer.AddHttpServer(httpServer); MainServer.Instance = httpServer; // We need entity transfer modules so that when sp2 logs into the east region, the region calls // EntityTransferModuleto set up a child agent on the west region. // XXX: However, this is not an entity transfer so is misleading. EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); config.AddConfig("Chat"); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, new ChatModule()); SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB, new ChatModule()); }
protected override void BeginTransitionOn() { _scene = new TestScene(_kernel, _kernel.Get<Game>(), _kernel.Get<ContentManager>(), _kernel.Get<GraphicsDevice>(), new TestScene.SceneConfiguration() { View = false }); _renderer = _scene.Scene.GetService<Renderer>(); _renderer.StartPlan() .Then<GeometryBufferComponent>() .Then<EdgeDetectComponent>() .Then<Ssao>() .Then<LightingComponent>() .Then<RestoreDepthPhase>() .Then<TranslucentComponent>() .Then<ToneMapComponent>() .Then<AntiAliasComponent>() .Apply(); var w = _renderer.Device.Viewport.Width / 2; var h = _renderer.Device.Viewport.Height / 2; AddCamera("gbuffer_depth", new Viewport { X = 0, Y = 0, Width = w, Height = h }); AddCamera("gbuffer_normals", new Viewport { X = w, Y = 0, Width = w, Height = h }); AddCamera("gbuffer_diffuse", new Viewport { X = 0, Y = h, Width = w, Height = h }); AddCamera("lightbuffer", new Viewport { X = w, Y = h, Width = w, Height = h }); base.OnShown(); }
public void Init() { //AppDomain.CurrentDomain.SetData("APPBASE", Environment.CurrentDirectory + "/bin"); // Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory); m_xEngine = new XEngine(); // Necessary to stop serialization complaining WorldCommModule wcModule = new WorldCommModule(); IniConfigSource configSource = new IniConfigSource(); IConfig startupConfig = configSource.AddConfig("Startup"); startupConfig.Set("DefaultScriptEngine", "XEngine"); IConfig xEngineConfig = configSource.AddConfig("XEngine"); xEngineConfig.Set("Enabled", "true"); // These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call // to AssemblyResolver.OnAssemblyResolve fails. xEngineConfig.Set("AppDomainLoading", "false"); m_scene = new SceneHelpers().SetupScene("My Test", UUID.Random(), 1000, 1000, configSource); SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine, wcModule); m_scene.EventManager.OnChatFromWorld += OnChatFromWorld; m_scene.StartScripts(); }
public void Update(float fTimer) { // FPS temp code #if UNITY_EDITOR ++m_fpsCount; m_fpsTimer += Time.deltaTime; if (m_fpsTimer >= 0.5f) { TestScene.ShowLabel("FPS ", (m_fpsCount / m_fpsTimer).ToString("f2")); m_fpsCount = 0; m_fpsTimer = 0f; } #endif if (Input.GetKey(KeyCode.A)) { PlayerMove(Direction.Left, fTimer); } else if (Input.GetKey(KeyCode.D)) { PlayerMove(Direction.Right, fTimer); } else if (Input.GetKey(KeyCode.W)) { PlayerMove(Direction.Up, fTimer); } else if (Input.GetKey(KeyCode.S)) { PlayerMove(Direction.Down, fTimer); } }
public ImprovedTextBlockVisual3D() { InitializeComponent(); var rnd = new Random(); _randomIndexes = Enumerable.Range(0, 10).OrderBy(n => rnd.Next(100)).ToArray(); // randomize an array of 10 integers _wpfTestScene = new TestScene(WpfViewport3D, isInDXEngine: false); _wpfTestScene.CreatesTestScene(_randomIndexes); _dxTestScene = new TestScene(DXViewport3D, isInDXEngine: true); _dxTestScene.CreatesTestScene(_randomIndexes); var alphaClipThreshold = (AlphaClipCheckBox.IsChecked ?? false) ? UsedAlphaClipThreshold : 0f; _dxTestScene.SetDXEngineSettings(UseSolidColorEffectCheckBox.IsChecked ?? false, alphaClipThreshold); CopyWpfCamera(); // Copy settings from WpfCamera to DXCamera WpfCamera.StartRotation(20, 0); this.Unloaded += (sender, args) => MainDXViewportView.Dispose(); }
public void TestDeleteSceneObjectAsync() { TestHelpers.InMethod(); //log4net.Config.XmlConfigurator.Configure(); UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001"); TestScene scene = SceneHelpers.SetupScene(); // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; sogd.Enabled = false; SceneObjectPart part = SceneHelpers.AddSceneObject(scene); IClientAPI client = SceneHelpers.AddScenePresence(scene, agentId).ControllingClient; scene.DeRezObjects(client, new System.Collections.Generic.List <uint>() { part.LocalId }, UUID.Zero, DeRezAction.Delete, UUID.Zero); SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); Assert.That(retrievedPart, Is.Not.Null); sogd.InventoryDeQueueAndDelete(); SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId); Assert.That(retrievedPart2, Is.Null); }
public void SetUp() { uint port = 9999; uint sslPort = 9998; // This is an unfortunate bit of clean up we have to do because MainServer manages things through static // variables and the VM is not restarted between tests. MainServer.RemoveHttpServer(port); BaseHttpServer server = new BaseHttpServer(port, false, sslPort, ""); MainServer.AddHttpServer(server); MainServer.Instance = server; IConfigSource config = new IniConfigSource(); config.AddConfig("Startup"); config.Configs["Startup"].Set("EventQueue", "true"); CapabilitiesModule capsModule = new CapabilitiesModule(); EventQueueGetModule eqgModule = new EventQueueGetModule(); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, config, capsModule, eqgModule); }
protected override void BeginTransitionOn() { _scene = _kernel.Get<TestScene>(); _renderer = _scene.Scene.GetService<Renderer>(); _fullPlan = _renderer.StartPlan() .Then<GeometryBufferComponent>() .Then<EdgeDetectComponent>() .Then<Ssao>() .Then<LightingComponent>() .Then<RestoreDepthPhase>() .Then<TranslucentComponent>() .Then<ToneMapComponent>() .Then<AntiAliasComponent>() .Show("antialiased"); _noAaPlan = _renderer.StartPlan() .Then<GeometryBufferComponent>() .Then<EdgeDetectComponent>() .Then<Ssao>() .Then<LightingComponent>() .Then<RestoreDepthPhase>() .Then<TranslucentComponent>() .Then<ToneMapComponent>() .Show("tonemapped"); base.OnShown(); }
public void Init() { //AppDomain.CurrentDomain.SetData("APPBASE", Environment.CurrentDirectory + "/bin"); // Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory); m_xEngine = new XEngine(); // Necessary to stop serialization complaining WorldCommModule wcModule = new WorldCommModule(); IniConfigSource configSource = new IniConfigSource(); IConfig startupConfig = configSource.AddConfig("Startup"); startupConfig.Set("DefaultScriptEngine", "XEngine"); IConfig xEngineConfig = configSource.AddConfig("XEngine"); xEngineConfig.Set("Enabled", "true"); // These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call // to AssemblyResolver.OnAssemblyResolve fails. xEngineConfig.Set("AppDomainLoading", "false"); m_scene = SceneHelpers.SetupScene("My Test", UUID.Random(), 1000, 1000, null, configSource); SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine, wcModule); m_scene.StartScripts(); }
public Game1() { God.Graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; God.Content = Content; Scene = new TestScene(); }
public override void SetUp() { base.SetUp(); m_module = new MoapModule(); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, m_module); }
private void NewGameButton_Click(object sender, RoutedEventArgs e) { TestScene page = new TestScene(_progressTracker); _progressTracker.MarkSceneViewed("menu"); _progressTracker.SaveGame(); NavigationService.Navigate(page); }
/// <summary> /// Set up a scene. If it's more then one scene, use the same CommunicationsManager to link regions /// or a different, to get a brand new scene with new shared region modules. /// </summary> /// <param name="name">Name of the region</param> /// <param name="id">ID of the region</param> /// <param name="x">X co-ordinate of the region</param> /// <param name="y">Y co-ordinate of the region</param> /// <param name="cm">This should be the same if simulating two scenes within a standalone</param> /// <returns></returns> public static TestScene SetupScene(string name, UUID id, uint x, uint y) { Console.WriteLine("Setting up test scene {0}", name); // We must set up a console otherwise setup of some modules may fail MainConsole.Instance = new MockConsole("TEST PROMPT"); RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1"); regInfo.RegionName = name; regInfo.RegionID = id; AgentCircuitManager acm = new AgentCircuitManager(); SceneCommunicationService scs = new SceneCommunicationService(); ISimulationDataService simDataService = OpenSim.Server.Base.ServerUtils.LoadPlugin <ISimulationDataService>("OpenSim.Tests.Common.dll", null); IEstateDataService estateDataService = null; IConfigSource configSource = new IniConfigSource(); TestScene testScene = new TestScene( regInfo, acm, scs, simDataService, estateDataService, null, false, false, false, configSource, null); IRegionModule godsModule = new GodsModule(); godsModule.Initialise(testScene, new IniConfigSource()); testScene.AddModule(godsModule.Name, godsModule); LocalAssetServicesConnector assetService = StartAssetService(testScene); StartAuthenticationService(testScene); LocalInventoryServicesConnector inventoryService = StartInventoryService(testScene); StartGridService(testScene); LocalUserAccountServicesConnector userAccountService = StartUserAccountService(testScene); LocalPresenceServicesConnector presenceService = StartPresenceService(testScene); inventoryService.PostInitialise(); assetService.PostInitialise(); userAccountService.PostInitialise(); presenceService.PostInitialise(); testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random(); testScene.SetModuleInterfaces(); testScene.LandChannel = new TestLandChannel(testScene); testScene.LoadWorldMap(); PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager(); physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll"); testScene.PhysicsScene = physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test"); testScene.RegionInfo.EstateSettings = new EstateSettings(); testScene.LoginsDisabled = false; return(testScene); }
// Use this for initialization void Start() { #if UNITY_EDITOR TestScene.SetEnable(true); #endif EventDispatcher.AddEventListener(BattleEvent.BossAngry, BossAngry); m_controller = transform.GetComponent <CharacterController>(); InitPlayerImage(); }
public void SetUp() { m_archiverModule = new ArchiverModule(); SerialiserModule serialiserModule = new SerialiserModule(); VoxelModule terrainModule = new VoxelModule(); m_scene = SceneSetupHelpers.SetupScene(); SceneSetupHelpers.SetupSceneModules(m_scene, m_archiverModule, serialiserModule, terrainModule); }
public void SetUp() { m_archiverModule = new ArchiverModule(); SerialiserModule serialiserModule = new SerialiserModule(); TerrainModule terrainModule = new TerrainModule(); m_scene = SceneSetupHelpers.SetupScene("useraccounts"); SceneSetupHelpers.SetupSceneModules(m_scene, m_archiverModule, serialiserModule, terrainModule); }
public void RunTestBlocking(TestScene test) { while (runner?.IsLoaded != true && Host.ExecutionState == ExecutionState.Running) { Thread.Sleep(10); } runner?.RunTestBlocking(test); }
public void SetUp() { m_archiverModule = new ArchiverModule(); SerialiserModule serialiserModule = new SerialiserModule(); TerrainModule terrainModule = new TerrainModule(); m_scene = SceneSetupHelpers.SetupScene(); SceneSetupHelpers.SetupSceneModules(m_scene, m_archiverModule, serialiserModule, terrainModule); }
protected override void Initialize() { sceneManager = new SceneManager(); scene = new TestScene(Content, graphics.GraphicsDevice); sceneManager.AddScene(scene); Viewport = new PixelatedViewport(graphics, new Vector2(Settings.VIRTUAL_VIEWPORT_WIDTH, Settings.VIRTUAL_VIEWPORT_HEIGHT)); base.Initialize(); }
public override void SetUp() { base.SetUp(); SerialiserModule serialiserModule = new SerialiserModule(); m_archiverModule = new InventoryArchiverModule(); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, serialiserModule, m_archiverModule); }
/// <summary> /// Delete a scene object asynchronously /// </summary> /// <param name="scene"></param> /// <param name="part"></param> /// <param name="action"></param> /// <param name="destinationId"></param> /// <param name="client"></param> public static void DeleteSceneObjectAsync( TestScene scene, SceneObjectPart part, DeRezAction action, UUID destinationId, IClientAPI client) { // Turn off the timer on the async sog deleter - we'll crank it by hand within a unit test AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; sogd.Enabled = false; scene.DeRezObject(client, part.LocalId, UUID.Zero, action, destinationId); sogd.InventoryDeQueueAndDelete(); }
public void TearDown() { scene.Close(); scene = null; GC.Collect(); GC.WaitForPendingFinalizers(); // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple // threads. Possibly, later tests should be rewritten not to worry about such things. Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; }
public override void SetUp() { base.SetUp(); IConfigSource config = new IniConfigSource(); config.AddConfig("Messaging"); config.Configs["Messaging"].Set("InventoryTransferModule", "InventoryTransferModule"); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, config, new InventoryTransferModule()); }
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(); 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), userId); // crossing is async Thread.Sleep(500); Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id)); Assert.NotNull(sceneB.GetSceneObjectGroup(so1Id)); }
protected override void BeginTransitionOn() { _scene = _kernel.Get<TestScene>(); var renderer = _scene.Scene.GetService<Renderer>(); renderer.StartPlan() .Then<GeometryBufferComponent>() .Then<Phase>() .Apply(); base.OnShown(); }
public void Init() { m_osChatMessageReceived = null; m_chatMessagesReceived = 0; m_chatMessagesThreshold = 0; m_chatEvent = new AutoResetEvent(false); m_stoppedEvent = new AutoResetEvent(false); //AppDomain.CurrentDomain.SetData("APPBASE", Environment.CurrentDirectory + "/bin"); // Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory); m_xEngine = new OpenSim.Region.ScriptEngine.XEngine.XEngine(); m_xEngine.DebugLevel = 1; IniConfigSource configSource = new IniConfigSource(); IConfig startupConfig = configSource.AddConfig("Startup"); startupConfig.Set("DefaultScriptEngine", "XEngine"); IConfig xEngineConfig = configSource.AddConfig("XEngine"); xEngineConfig.Set("Enabled", "true"); xEngineConfig.Set("StartDelay", "0"); // These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call // to AssemblyResolver.OnAssemblyResolve fails. xEngineConfig.Set("AppDomainLoading", "false"); xEngineConfig.Set("ScriptStopStrategy", "co-op"); // Make sure loops aren't actually being terminated by a script delay wait. xEngineConfig.Set("ScriptDelayFactor", 0); // This is really just set for debugging the test. xEngineConfig.Set("WriteScriptSourceToDebugFile", true); // Set to false if we need to debug test so the old scripts don't get wiped before each separate test // xEngineConfig.Set("DeleteScriptsOnStartup", false); // This is not currently used at all for co-op termination. Bumping up to demonstrate that co-op termination // has an effect - without it tests will fail due to a 120 second wait for the event to finish. xEngineConfig.Set("WaitForEventCompletionOnScriptStop", 120000); IConfig config = configSource.AddConfig("OSSL"); config.Set("DebuggerSafe", false); config.Set("AllowOSFunctions", "true"); config.Set("OSFunctionThreatLevel", "Severe"); m_scene = new SceneHelpers().SetupScene("My Test", TestHelpers.ParseTail(0x9999), 1000, 1000, configSource); SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine); m_scene.StartScripts(); }
public override void SetUp() { base.SetUp(); m_archiverModule = new ArchiverModule(); m_serialiserModule = new SerialiserModule(); TerrainModule terrainModule = new TerrainModule(); m_sceneHelpers = new SceneHelpers(); m_scene = m_sceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(m_scene, m_archiverModule, m_serialiserModule, terrainModule); }
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. EntityTransferContext ctx = new EntityTransferContext(); scene.SimulationService.CreateAgent(null, region, acd, (uint)TeleportFlags.ViaLogin, ctx, 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); }
protected override void BeginTransitionOn() { scene = kernel.Get<TestScene>(); var renderer = scene.Scene.GetService<Renderer>(); renderer.StartPlan() .Then<GeometryBufferComponent>() .Then<EdgeDetectComponent>() .Show("edges") .Apply(); base.OnShown(); }
public void SetUp() { IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("AssetCaching", "FlotsamAssetCache"); config.AddConfig("AssetCache"); config.Configs["AssetCache"].Set("FileCacheEnabled", "false"); config.Configs["AssetCache"].Set("MemoryCacheEnabled", "true"); m_cache = new FlotsamAssetCache(); m_scene = SceneSetupHelpers.SetupScene(); SceneSetupHelpers.SetupSceneModules(m_scene, config, m_cache); }
public void SetUp() { MainServer.Instance = new BaseHttpServer(9999, false, 9998, ""); IConfigSource config = new IniConfigSource(); config.AddConfig("Startup"); config.Configs["Startup"].Set("EventQueue", "true"); CapabilitiesModule capsModule = new CapabilitiesModule(); EventQueueGetModule eqgModule = new EventQueueGetModule(); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, config, capsModule, eqgModule); }
void Awake( ) { #if !(UNITY_FLASH) useGUILayout = false; #endif ExposedVariables.Awake( ); ExposedVariables.SetParent( this.gameObject ); if ( "1.PLE" != uScript_MasterComponent.Version ) { uScriptDebug.Log( "The generated code is not compatible with your current uScript Runtime " + uScript_MasterComponent.Version, uScriptDebug.Type.Error ); ExposedVariables = null; UnityEngine.Debug.Break(); } }
public override void SetUp() { base.SetUp(); // FIXME: Do something about this - relying on statics in unit tests causes trouble sooner or later new SceneManager(); m_archiverModule = new ArchiverModule(); m_serialiserModule = new SerialiserModule(); TerrainModule terrainModule = new TerrainModule(); m_sceneHelpers = new SceneHelpers(); m_scene = m_sceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(m_scene, m_archiverModule, m_serialiserModule, terrainModule); }
public override void OnShown() { scene = kernel.Get<TestScene>(); var renderer = scene.Scene.GetService<Renderer>(); renderer.StartPlan() .Then<GeometryBufferComponent>() .Then<EdgeDetectComponent>() .Then<Ssao>() .Then<LightingComponent>() .Show("ssao") .Apply(); base.OnShown(); }
public void Init() { IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); // Not strictly necessary since FriendsModule assumes it is the default (!) config.Configs["Modules"].Set("FriendsModule", "FriendsModule"); config.AddConfig("Friends"); config.Configs["Friends"].Set("Connector", "OpenSim.Services.FriendsService.dll"); config.AddConfig("FriendsService"); config.Configs["FriendsService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); m_scene = SceneHelpers.SetupScene(); m_fm = new FriendsModule(); SceneHelpers.SetupSceneModules(m_scene, config, m_fm); }
public void Init() { IConfigSource config = new IniConfigSource(); config.AddConfig("NPC"); config.Configs["NPC"].Set("Enabled", "true"); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); afm = new AvatarFactoryModule(); umm = new UserManagementModule(); am = new AttachmentsModule(); scene = SceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(scene, config, afm, umm, am, new BasicInventoryAccessModule(), new NPCModule()); }
protected override void BeginTransitionOn() { _scene = _kernel.Get<TestScene>(); var renderer = _scene.Scene.GetService<Renderer>(); renderer.StartPlan() .Then<GeometryBufferComponent>() .Then<EdgeDetectComponent>() .Then<Ssao>() .Then<LightingComponent>() .Then<Phase>() //.Show("shadowmap") .Apply(); base.OnShown(); }
public void SetUpLoginEnviroment() { m_capsEndPoint = new IPEndPoint(IPAddress.Loopback, 9123); m_commsManager = new TestCommunicationsManager(new NetworkServersInfo(42, 43)); m_regionConnector = new TestLoginToRegionConnector(); m_testScene = SceneSetupHelpers.SetupScene(m_commsManager, ""); m_regionConnector.AddRegion(new RegionInfo(42, 43, m_capsEndPoint, m_regionExternalName)); //IInventoryService m_inventoryService = new TestInventoryService(); m_localUserServices = (LocalUserServices) m_commsManager.UserService; m_localUserServices.AddUser(m_firstName,m_lastName,"boingboing","*****@*****.**",42,43); m_loginService = new LLStandaloneLoginService((UserManagerBase) m_localUserServices, "Hello folks", m_testScene.InventoryService, m_commsManager.NetworkServersInfo, true, new LibraryRootFolder(String.Empty), m_regionConnector); m_userProfileData = m_localUserServices.GetUserProfile(m_firstName, m_lastName); }
public void Init() { // We must clear friends data between tests since Data.Null holds it in static properties. This is necessary // so that different services and simulator can share the data in standalone mode. This is pretty horrible // effectively the statics are global variables. NullFriendsData.Clear(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); // Not strictly necessary since FriendsModule assumes it is the default (!) config.Configs["Modules"].Set("FriendsModule", "FriendsModule"); config.AddConfig("Friends"); config.Configs["Friends"].Set("Connector", "OpenSim.Services.FriendsService.dll"); config.AddConfig("FriendsService"); config.Configs["FriendsService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); m_scene = new SceneHelpers().SetupScene(); m_fm = new FriendsModule(); SceneHelpers.SetupSceneModules(m_scene, config, m_fm); }
public void SetUp() { m_iam = new BasicInventoryAccessModule(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); m_scene = SceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(m_scene, config, m_iam); // Create user string userFirstName = "Jock"; string userLastName = "Stirrup"; string userPassword = "******"; UserAccountHelpers.CreateUserWithInventory(m_scene, userFirstName, userLastName, m_userId, userPassword); AgentCircuitData acd = new AgentCircuitData(); acd.AgentID = m_userId; m_tc = new TestClient(acd, m_scene); }
public void SetUp() { m_pcm = new PrimCountModule(); LandManagementModule lmm = new LandManagementModule(); m_scene = SceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(m_scene, lmm, m_pcm); int xParcelDivider = (int)Constants.RegionSize - 1; ILandObject lo = new LandObject(m_userId, false, m_scene); lo.LandData.Name = "m_lo"; lo.SetLandBitmap( lo.GetSquareLandBitmap(0, 0, xParcelDivider, (int)Constants.RegionSize)); m_lo = lmm.AddLandObject(lo); ILandObject lo2 = new LandObject(m_userId, false, m_scene); lo2.SetLandBitmap( lo2.GetSquareLandBitmap(xParcelDivider, 0, (int)Constants.RegionSize, (int)Constants.RegionSize)); lo2.LandData.Name = "m_lo2"; m_lo2 = lmm.AddLandObject(lo2); }
public void Init() { m_scene = SceneHelpers.SetupScene(); }
public void SetUp() { m_module = new MoapModule(); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, m_module); }