public void TestInterRegionChatDistanceNorthSouth() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID sp1Uuid = TestHelpers.ParseTail(0x11); UUID sp2Uuid = TestHelpers.ParseTail(0x12); Vector3 sp1Position = new Vector3(128, 250, 20); Vector3 sp2Position = new Vector3(128, 6, 20); SceneHelpers sh = new SceneHelpers(); TestScene sceneNorth = sh.SetupScene("sceneNorth", TestHelpers.ParseTail(0x1), 1000, 1000); TestScene sceneSouth = sh.SetupScene("sceneSouth", TestHelpers.ParseTail(0x2), 1000, 1001); SetupNeighbourRegions(sceneNorth, sceneSouth); ScenePresence sp1 = SceneHelpers.AddScenePresence(sceneNorth, sp1Uuid); TestClient sp1Client = (TestClient)sp1.ControllingClient; // If we don't set agents to flying, test will go wrong as they instantly fall to z = 0. // TODO: May need to create special complete no-op test physics module rather than basic physics, since // physics is irrelevant to this test. sp1.Flying = true; // When sp1 logs in to sceneEast, it sets up a child agent in sceneNorth and informs the sp2 client to // make the connection. For this test, will simplify this chain by making the connection directly. ScenePresence sp1Child = SceneHelpers.AddChildScenePresence(sceneSouth, sp1Uuid); TestClient sp1ChildClient = (TestClient)sp1Child.ControllingClient; sp1.AbsolutePosition = sp1Position; ScenePresence sp2 = SceneHelpers.AddScenePresence(sceneSouth, sp2Uuid); TestClient sp2Client = (TestClient)sp2.ControllingClient; sp2.Flying = true; ScenePresence sp2Child = SceneHelpers.AddChildScenePresence(sceneNorth, sp2Uuid); TestClient sp2ChildClient = (TestClient)sp2Child.ControllingClient; sp2.AbsolutePosition = sp2Position; // We must update the scenes in order to make the root new root agents trigger position updates in their // children. sceneNorth.Update(1); sceneSouth.Update(1); // Check child positions are correct. Assert.AreEqual( new Vector3(sp1Position.X, sp1Position.Y - sceneNorth.RegionInfo.RegionSizeY, sp1Position.Z), sp1ChildClient.SceneAgent.AbsolutePosition); Assert.AreEqual( new Vector3(sp2Position.X, sp2Position.Y + sceneSouth.RegionInfo.RegionSizeY, sp2Position.Z), sp2ChildClient.SceneAgent.AbsolutePosition); string receivedSp1ChatMessage = ""; string receivedSp2ChatMessage = ""; sp1ChildClient.OnReceivedChatMessage += (message, type, fromPos, fromName, fromAgentID, ownerID, source, audible) => receivedSp1ChatMessage = message; sp2ChildClient.OnReceivedChatMessage += (message, type, fromPos, fromName, fromAgentID, ownerID, source, audible) => receivedSp2ChatMessage = message; TestUserInRange(sp1Client, "ello darling", ref receivedSp2ChatMessage); TestUserInRange(sp2Client, "fantastic cats", ref receivedSp1ChatMessage); sp1Position = new Vector3(30, 128, 20); sp1.AbsolutePosition = sp1Position; sceneNorth.Update(1); // Check child position is correct. Assert.AreEqual( new Vector3(sp1Position.X, sp1Position.Y - sceneNorth.RegionInfo.RegionSizeY, sp1Position.Z), sp1ChildClient.SceneAgent.AbsolutePosition); TestUserOutOfRange(sp1Client, "beef", ref receivedSp2ChatMessage); TestUserOutOfRange(sp2Client, "lentils", ref receivedSp1ChatMessage); }
public void run(object o) { //results.Result = true; log4net.Config.XmlConfigurator.Configure(); UUID sceneAId = UUID.Parse("00000000-0000-0000-0000-000000000100"); UUID sceneBId = UUID.Parse("00000000-0000-0000-0000-000000000200"); // shared module ISharedRegionModule interregionComms = new LocalSimulationConnectorModule(); Scene sceneB = SceneHelpers.SetupScene("sceneB", sceneBId, 1010, 1010); SceneHelpers.SetupSceneModules(sceneB, new IniConfigSource(), interregionComms); sceneB.RegisterRegionWithGrid(); Scene sceneA = SceneHelpers.SetupScene("sceneA", sceneAId, 1000, 1000); SceneHelpers.SetupSceneModules(sceneA, new IniConfigSource(), interregionComms); sceneA.RegisterRegionWithGrid(); UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000041"); TestClient client = (TestClient)SceneHelpers.AddScenePresence(sceneA, agentId).ControllingClient; ICapabilitiesModule sceneACapsModule = sceneA.RequestModuleInterface <ICapabilitiesModule>(); results.Result = (sceneACapsModule.GetCapsPath(agentId) == client.CapsSeedUrl); if (!results.Result) { results.Message = "Incorrect caps object path set up in sceneA"; return; } /* * Assert.That( * sceneACapsModule.GetCapsPath(agentId), * Is.EqualTo(client.CapsSeedUrl), * "Incorrect caps object path set up in sceneA"); */ // FIXME: This is a hack to get the test working - really the normal OpenSim mechanisms should be used. client.TeleportTargetScene = sceneB; client.Teleport(sceneB.RegionInfo.RegionHandle, new Vector3(100, 100, 100), new Vector3(40, 40, 40)); results.Result = (sceneB.GetScenePresence(agentId) != null); if (!results.Result) { results.Message = "Client does not have an agent in sceneB"; return; } //Assert.That(sceneB.GetScenePresence(agentId), Is.Not.Null, "Client does not have an agent in sceneB"); //Assert.That(sceneA.GetScenePresence(agentId), Is.Null, "Client still had an agent in sceneA"); results.Result = (sceneA.GetScenePresence(agentId) == null); if (!results.Result) { results.Message = "Client still had an agent in sceneA"; return; } ICapabilitiesModule sceneBCapsModule = sceneB.RequestModuleInterface <ICapabilitiesModule>(); results.Result = ("http://" + sceneB.RegionInfo.ExternalHostName + ":" + sceneB.RegionInfo.HttpPort + "/CAPS/" + sceneBCapsModule.GetCapsPath(agentId) + "0000/" == client.CapsSeedUrl); if (!results.Result) { results.Message = "Incorrect caps object path set up in sceneB"; return; } // Temporary assertion - caps url construction should at least be doable through a method. /* * Assert.That( * "http://" + sceneB.RegionInfo.ExternalHostName + ":" + sceneB.RegionInfo.HttpPort + "/CAPS/" + sceneBCapsModule.GetCapsPath(agentId) + "0000/", * Is.EqualTo(client.CapsSeedUrl), * "Incorrect caps object path set up in sceneB"); */ // This assertion will currently fail since we don't remove the caps paths when no longer needed //Assert.That(sceneACapsModule.GetCapsPath(agentId), Is.Null, "sceneA still had a caps object path"); // TODO: Check that more of everything is as it should be // TODO: test what happens if we try to teleport to a region that doesn't exist }
/// <summary> /// Test merging an OpenSim Region Archive into an existing scene /// </summary> //[Test] public void TestMergeOar() { TestHelpers.InMethod(); //XmlConfigurator.Configure(); MemoryStream archiveWriteStream = new MemoryStream(); // string part2Name = "objectMerge"; // PrimitiveBaseShape part2Shape = PrimitiveBaseShape.CreateCylinder(); // Vector3 part2GroupPosition = new Vector3(90, 80, 70); // Quaternion part2RotationOffset = new Quaternion(60, 70, 80, 90); // Vector3 part2OffsetPosition = new Vector3(20, 25, 30); SceneObjectPart part2 = CreateSceneObjectPart2(); // Create an oar file that we can use for the merge { ArchiverModule archiverModule = new ArchiverModule(); SerialiserModule serialiserModule = new SerialiserModule(); TerrainModule terrainModule = new TerrainModule(); Scene scene = m_sceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(scene, archiverModule, serialiserModule, terrainModule); m_scene.AddNewSceneObject(new SceneObjectGroup(part2), false); // Write out this scene scene.EventManager.OnOarFileSaved += SaveCompleted; m_oarEvent.Reset(); m_archiverModule.ArchiveRegion(archiveWriteStream); m_oarEvent.WaitOne(60000); } { SceneObjectPart part1 = CreateSceneObjectPart1(); m_scene.AddNewSceneObject(new SceneObjectGroup(part1), false); // Merge in the archive we created earlier byte[] archive = archiveWriteStream.ToArray(); MemoryStream archiveReadStream = new MemoryStream(archive); m_scene.EventManager.OnOarFileLoaded += LoadCompleted; Dictionary <string, object> archiveOptions = new Dictionary <string, object>(); archiveOptions.Add("merge", null); m_oarEvent.Reset(); m_archiverModule.DearchiveRegion(archiveReadStream, Guid.Empty, archiveOptions); m_oarEvent.WaitOne(60000); SceneObjectPart object1Existing = m_scene.GetSceneObjectPart(part1.Name); Assert.That(object1Existing, Is.Not.Null, "object1 was not present after merge"); Assert.That(object1Existing.Name, Is.EqualTo(part1.Name), "object1 names not identical after merge"); Assert.That(object1Existing.GroupPosition, Is.EqualTo(part1.GroupPosition), "object1 group position not equal after merge"); SceneObjectPart object2PartMerged = m_scene.GetSceneObjectPart(part2.Name); Assert.That(object2PartMerged, Is.Not.Null, "object2 was not present after merge"); Assert.That(object2PartMerged.Name, Is.EqualTo(part2.Name), "object2 names not identical after merge"); Assert.That(object2PartMerged.GroupPosition, Is.EqualTo(part2.GroupPosition), "object2 group position not equal after merge"); } }
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 TestAddClient() { TestHelpers.InMethod(); // XmlConfigurator.Configure(); TestScene scene = SceneHelpers.SetupScene(); uint myCircuitCode = 123456; UUID myAgentUuid = TestHelpers.ParseTail(0x1); UUID mySessionUuid = TestHelpers.ParseTail(0x2); IPEndPoint testEp = new IPEndPoint(IPAddress.Loopback, 999); uint port = 0; AgentCircuitManager acm = scene.AuthenticateHandler; TestLLUDPServer llUdpServer = new TestLLUDPServer(IPAddress.Any, ref port, 0, false, new IniConfigSource(), acm); llUdpServer.AddScene(scene); UseCircuitCodePacket uccp = new UseCircuitCodePacket(); UseCircuitCodePacket.CircuitCodeBlock uccpCcBlock = new UseCircuitCodePacket.CircuitCodeBlock(); uccpCcBlock.Code = myCircuitCode; uccpCcBlock.ID = myAgentUuid; uccpCcBlock.SessionID = mySessionUuid; uccp.CircuitCode = uccpCcBlock; byte[] uccpBytes = uccp.ToBytes(); UDPPacketBuffer upb = new UDPPacketBuffer(testEp, uccpBytes.Length); upb.DataLength = uccpBytes.Length; // God knows why this isn't set by the constructor. Buffer.BlockCopy(uccpBytes, 0, upb.Data, 0, uccpBytes.Length); llUdpServer.PacketReceived(upb); // Presence shouldn't exist since the circuit manager doesn't know about this circuit for authentication yet Assert.That(scene.GetScenePresence(myAgentUuid), Is.Null); AgentCircuitData acd = new AgentCircuitData(); acd.AgentID = myAgentUuid; acd.SessionID = mySessionUuid; acm.AddNewCircuit(myCircuitCode, acd); llUdpServer.PacketReceived(upb); // Should succeed now ScenePresence sp = scene.GetScenePresence(myAgentUuid); Assert.That(sp.UUID, Is.EqualTo(myAgentUuid)); Assert.That(llUdpServer.PacketsSent.Count, Is.EqualTo(1)); Packet packet = llUdpServer.PacketsSent[0]; Assert.That(packet, Is.InstanceOf(typeof(PacketAckPacket))); PacketAckPacket ackPacket = packet as PacketAckPacket; Assert.That(ackPacket.Packets.Length, Is.EqualTo(1)); Assert.That(ackPacket.Packets[0].ID, Is.EqualTo(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)); }
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); }
public void TestSavePathToIarV0_1() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); InventoryArchiverModule archiverModule = new InventoryArchiverModule(); Scene scene = SceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(scene, archiverModule); // Create user string userFirstName = "Jock"; string userLastName = "Stirrup"; string userPassword = "******"; UUID userId = UUID.Parse("00000000-0000-0000-0000-000000000020"); UserAccountHelpers.CreateUserWithInventory(scene, userFirstName, userLastName, userId, userPassword); // Create asset SceneObjectGroup object1; SceneObjectPart part1; { string partName = "My Little Dog Object"; UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040"); PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere(); Vector3 groupPosition = new Vector3(10, 20, 30); Quaternion rotationOffset = new Quaternion(20, 30, 40, 50); Vector3 offsetPosition = new Vector3(5, 10, 15); part1 = new SceneObjectPart(ownerId, shape, groupPosition, rotationOffset, offsetPosition); part1.Name = partName; object1 = new SceneObjectGroup(part1); scene.AddNewSceneObject(object1, false); } UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060"); AssetBase asset1 = AssetHelpers.CreateAsset(asset1Id, object1); scene.AssetService.Store(asset1); // Create item UUID item1Id = UUID.Parse("00000000-0000-0000-0000-000000000080"); InventoryItemBase item1 = new InventoryItemBase(); item1.Name = "My Little Dog"; item1.AssetID = asset1.FullID; item1.ID = item1Id; InventoryFolderBase objsFolder = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, userId, "Objects")[0]; item1.Folder = objsFolder.ID; scene.AddInventoryItem(item1); MemoryStream archiveWriteStream = new MemoryStream(); archiverModule.OnInventoryArchiveSaved += SaveCompleted; // Test saving a particular path mre.Reset(); archiverModule.ArchiveInventory( Guid.NewGuid(), userFirstName, userLastName, "Objects", userPassword, archiveWriteStream); mre.WaitOne(60000, false); byte[] archive = archiveWriteStream.ToArray(); MemoryStream archiveReadStream = new MemoryStream(archive); TarArchiveReader tar = new TarArchiveReader(archiveReadStream); //bool gotControlFile = false; bool gotObject1File = false; //bool gotObject2File = false; string expectedObject1FileName = InventoryArchiveWriteRequest.CreateArchiveItemName(item1); string expectedObject1FilePath = string.Format( "{0}{1}{2}", ArchiveConstants.INVENTORY_PATH, InventoryArchiveWriteRequest.CreateArchiveFolderName(objsFolder), expectedObject1FileName); string filePath; TarArchiveReader.TarEntryType tarEntryType; // Console.WriteLine("Reading archive"); while (tar.ReadEntry(out filePath, out tarEntryType) != null) { // Console.WriteLine("Got {0}", filePath); // if (ArchiveConstants.CONTROL_FILE_PATH == filePath) // { // gotControlFile = true; // } if (filePath.StartsWith(ArchiveConstants.INVENTORY_PATH) && filePath.EndsWith(".xml")) { // string fileName = filePath.Remove(0, "Objects/".Length); // // if (fileName.StartsWith(part1.Name)) // { Assert.That(expectedObject1FilePath, Is.EqualTo(filePath)); gotObject1File = true; // } // else if (fileName.StartsWith(part2.Name)) // { // Assert.That(fileName, Is.EqualTo(expectedObject2FileName)); // gotObject2File = true; // } } } // Assert.That(gotControlFile, Is.True, "No control file in archive"); Assert.That(gotObject1File, Is.True, "No item1 file in archive"); // Assert.That(gotObject2File, Is.True, "No object2 file in archive"); // TODO: Test presence of more files and contents of files. }
public void SetUp() { m_module = new MoapModule(); m_scene = SceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(m_scene, m_module); }
public void TestLoadIarPathWithEscapedChars() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); string itemName = "You & you are a mean/man/"; string humanEscapedItemName = @"You & you are a mean\/man\/"; string userPassword = "******"; InventoryArchiverModule archiverModule = new InventoryArchiverModule(); Scene scene = SceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(scene, archiverModule); // Create user string userFirstName = "Jock"; string userLastName = "Stirrup"; UUID userId = UUID.Parse("00000000-0000-0000-0000-000000000020"); UserAccountHelpers.CreateUserWithInventory(scene, userFirstName, userLastName, userId, "meowfood"); // Create asset SceneObjectGroup object1; SceneObjectPart part1; { string partName = "part name"; UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040"); PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere(); Vector3 groupPosition = new Vector3(10, 20, 30); Quaternion rotationOffset = new Quaternion(20, 30, 40, 50); Vector3 offsetPosition = new Vector3(5, 10, 15); part1 = new SceneObjectPart( ownerId, shape, groupPosition, rotationOffset, offsetPosition); part1.Name = partName; object1 = new SceneObjectGroup(part1); scene.AddNewSceneObject(object1, false); } UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060"); AssetBase asset1 = AssetHelpers.CreateAsset(asset1Id, object1); scene.AssetService.Store(asset1); // Create item UUID item1Id = UUID.Parse("00000000-0000-0000-0000-000000000080"); InventoryItemBase item1 = new InventoryItemBase(); item1.Name = itemName; item1.AssetID = asset1.FullID; item1.ID = item1Id; InventoryFolderBase objsFolder = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, userId, "Objects")[0]; item1.Folder = objsFolder.ID; scene.AddInventoryItem(item1); MemoryStream archiveWriteStream = new MemoryStream(); archiverModule.OnInventoryArchiveSaved += SaveCompleted; mre.Reset(); archiverModule.ArchiveInventory( Guid.NewGuid(), userFirstName, userLastName, "Objects", userPassword, archiveWriteStream); mre.WaitOne(60000, false); // LOAD ITEM MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray()); archiverModule.DearchiveInventory(userFirstName, userLastName, "Scripts", userPassword, archiveReadStream); InventoryItemBase foundItem1 = InventoryArchiveUtils.FindItemByPath( scene.InventoryService, userId, "Scripts/Objects/" + humanEscapedItemName); Assert.That(foundItem1, Is.Not.Null, "Didn't find loaded item 1"); // Assert.That( // foundItem1.CreatorId, Is.EqualTo(userUuid), // "Loaded item non-uuid creator doesn't match that of the loading user"); Assert.That( foundItem1.Name, Is.EqualTo(itemName), "Loaded item name doesn't match saved name"); }
public void TestNewIarPath() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); Scene scene = SceneHelpers.SetupScene(); UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene); Dictionary <string, InventoryFolderBase> foldersCreated = new Dictionary <string, InventoryFolderBase>(); HashSet <InventoryNodeBase> nodesLoaded = new HashSet <InventoryNodeBase>(); string folder1Name = "1"; string folder2aName = "2a"; string folder2bName = "2b"; string folder1ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder1Name, UUID.Random()); string folder2aArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder2aName, UUID.Random()); string folder2bArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder2bName, UUID.Random()); string iarPath1 = string.Join("", new string[] { folder1ArchiveName, folder2aArchiveName }); string iarPath2 = string.Join("", new string[] { folder1ArchiveName, folder2bArchiveName }); { // Test replication of path1 new InventoryArchiveReadRequest(scene, ua1, null, (Stream)null, false) .ReplicateArchivePathToUserInventory( iarPath1, scene.InventoryService.GetRootFolder(ua1.PrincipalID), foldersCreated, nodesLoaded); List <InventoryFolderBase> folder1Candidates = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, ua1.PrincipalID, folder1Name); Assert.That(folder1Candidates.Count, Is.EqualTo(1)); InventoryFolderBase folder1 = folder1Candidates[0]; List <InventoryFolderBase> folder2aCandidates = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, folder1, folder2aName); Assert.That(folder2aCandidates.Count, Is.EqualTo(1)); } { // Test replication of path2 new InventoryArchiveReadRequest(scene, ua1, null, (Stream)null, false) .ReplicateArchivePathToUserInventory( iarPath2, scene.InventoryService.GetRootFolder(ua1.PrincipalID), foldersCreated, nodesLoaded); List <InventoryFolderBase> folder1Candidates = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, ua1.PrincipalID, folder1Name); Assert.That(folder1Candidates.Count, Is.EqualTo(1)); InventoryFolderBase folder1 = folder1Candidates[0]; List <InventoryFolderBase> folder2aCandidates = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, folder1, folder2aName); Assert.That(folder2aCandidates.Count, Is.EqualTo(1)); List <InventoryFolderBase> folder2bCandidates = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, folder1, folder2bName); Assert.That(folder2bCandidates.Count, Is.EqualTo(1)); } }
public void Init() { m_serialiserModule = new SerialiserModule(); m_scene = SceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(m_scene, m_serialiserModule); }
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.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)); }
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 DefaultPermissionsModule(), 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 still be child 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 TestLoadPublishedOar() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); SceneObjectPart part1 = CreateSceneObjectPart1(); SceneObjectGroup sog1 = new SceneObjectGroup(part1); m_scene.AddNewSceneObject(sog1, false); SceneObjectPart part2 = CreateSceneObjectPart2(); AssetNotecard nc = new AssetNotecard(); nc.BodyText = "Hello World!"; nc.Encode(); UUID ncAssetUuid = new UUID("00000000-0000-0000-1000-000000000000"); UUID ncItemUuid = new UUID("00000000-0000-0000-1100-000000000000"); AssetBase ncAsset = AssetHelpers.CreateAsset(ncAssetUuid, AssetType.Notecard, nc.AssetData, UUID.Zero); m_scene.AssetService.Store(ncAsset); SceneObjectGroup sog2 = new SceneObjectGroup(part2); TaskInventoryItem ncItem = new TaskInventoryItem { Name = "ncItem", AssetID = ncAssetUuid, ItemID = ncItemUuid }; part2.Inventory.AddInventoryItem(ncItem, true); m_scene.AddNewSceneObject(sog2, false); MemoryStream archiveWriteStream = new MemoryStream(); m_scene.EventManager.OnOarFileSaved += SaveCompleted; Guid requestId = new Guid("00000000-0000-0000-0000-808080808080"); lock (this) { m_archiverModule.ArchiveRegion( archiveWriteStream, requestId, new Dictionary <string, Object>() { { "wipe-owners", Boolean.TrueString } }); Monitor.Wait(this, 60000); } Assert.That(m_lastRequestId, Is.EqualTo(requestId)); byte[] archive = archiveWriteStream.ToArray(); MemoryStream archiveReadStream = new MemoryStream(archive); { UUID estateOwner = TestHelpers.ParseTail(0x4747); UUID objectOwner = TestHelpers.ParseTail(0x15); // Reload to new scene ArchiverModule archiverModule = new ArchiverModule(); SerialiserModule serialiserModule = new SerialiserModule(); TerrainModule terrainModule = new TerrainModule(); SceneHelpers m_sceneHelpers2 = new SceneHelpers(); TestScene scene2 = m_sceneHelpers2.SetupScene(); SceneHelpers.SetupSceneModules(scene2, archiverModule, serialiserModule, terrainModule); // Make sure there's a valid owner for the owner we saved (this should have been wiped if the code is // behaving correctly UserAccountHelpers.CreateUserWithInventory(scene2, objectOwner); scene2.RegionInfo.EstateSettings.EstateOwner = estateOwner; lock (this) { scene2.EventManager.OnOarFileLoaded += LoadCompleted; archiverModule.DearchiveRegion(archiveReadStream); } Assert.That(m_lastErrorMessage, Is.Null); SceneObjectGroup loadedSog = scene2.GetSceneObjectGroup(part1.Name); Assert.That(loadedSog.OwnerID, Is.EqualTo(estateOwner)); Assert.That(loadedSog.LastOwnerID, Is.EqualTo(estateOwner)); } }
public void TestSameSimulatorNeighbouringRegionsTeleport() { 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); Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager); originalSp.AbsolutePosition = new Vector3(30, 31, 32); ScenePresence beforeSceneASp = sceneA.GetScenePresence(userId); 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); // XXX: A very nasty hack to tell the client about the destination scene without having to crank the whole // UDP stack (?) // ((TestClient)beforeSceneASp.ControllingClient).TeleportTargetScene = sceneB; sceneA.RequestTeleportLocation( beforeSceneASp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); ((TestClient)beforeSceneASp.ControllingClient).CompleteTeleportClientSide(); 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 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); sceneA.Update(4); sceneB.Update(4); // Cross sceneA.SceneGraph.UpdatePrimGroupPosition( so1.LocalId, new Vector3(so1StartPos.X, so1StartPos.Y - 20, so1StartPos.Z), sp1SceneA.ControllingClient); // crossing is async sceneA.Update(4); sceneB.Update(4); Thread.Sleep(500); 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(); sceneA.Update(4); sceneB.Update(4); 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), sp1SceneBPostCross.ControllingClient); sceneA.Update(4); sceneB.Update(4); // crossing is async Thread.Sleep(500); { 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()); } }
public void TestSameSimulatorIsolatedRegions_DeniedOnCreateAgent() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); Vector3 preTeleportPosition = new Vector3(30, 31, 32); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("EntityTransferModule", etmA.Name); config.Configs["Modules"].Set("SimulationServices", lscm.Name); 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. config.Configs["EntityTransfer"].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); // Shared scene modules 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 = preTeleportPosition; sceneA.Update(4); sceneB.Update(4); // Make sceneB refuse CreateAgent sceneB.LoginsEnabled = false; sceneA.RequestTeleportLocation( sp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); // ((TestClient)sp.ControllingClient).CompleteTeleportClientSide(); sceneA.Update(4); sceneB.Update(4); Assert.That(sceneB.GetScenePresence(userId), Is.Null); ScenePresence sceneASp = sceneA.GetScenePresence(userId); Assert.That(sceneASp, Is.Not.Null); Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName)); Assert.That(sceneASp.AbsolutePosition.X, Is.EqualTo(preTeleportPosition.X)); Assert.That(sceneASp.AbsolutePosition.Y, Is.EqualTo(preTeleportPosition.Y)); Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1)); Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0)); Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0)); 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 TestScriptCrossOnSameSimulator() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); int sceneObjectIdTail = 0x2; EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); XEngine xEngineA = new XEngine(); XEngine xEngineB = new XEngine(); xEngineA.DebugLevel = 1; xEngineB.DebugLevel = 1; IConfigSource configSource = new IniConfigSource(); IConfig startupConfig = configSource.AddConfig("Startup"); startupConfig.Set("DefaultScriptEngine", "XEngine"); startupConfig.Set("TrustBinaries", "true"); 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"); IConfig modulesConfig = configSource.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, configSource); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999, configSource); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, configSource, lscm); SceneHelpers.SetupSceneModules(sceneA, configSource, etmA, xEngineA); SceneHelpers.SetupSceneModules(sceneB, configSource, etmB, xEngineB); sceneA.StartScripts(); sceneB.StartScripts(); SceneObjectGroup soSceneA = SceneHelpers.AddSceneObject(sceneA, 1, userId, "so1-", sceneObjectIdTail); soSceneA.AbsolutePosition = new Vector3(128, 10, 20); string soSceneAName = soSceneA.Name; string scriptItemSceneAName = "script1"; // CREATE SCRIPT TODO InventoryItemBase scriptItemSceneA = new InventoryItemBase(); // itemTemplate.ID = itemId; scriptItemSceneA.Name = scriptItemSceneAName; scriptItemSceneA.Folder = soSceneA.UUID; scriptItemSceneA.InvType = (int)InventoryType.LSL; AutoResetEvent chatEvent = new AutoResetEvent(false); OSChatMessage messageReceived = null; sceneA.EventManager.OnChatFromWorld += (s, m) => { messageReceived = m; chatEvent.Set(); }; sceneA.RezNewScript(userId, scriptItemSceneA, @"integer c = 0; default { state_entry() { llSay(0, ""Script running""); } changed(integer change) { llSay(0, ""Changed""); } touch_start(integer n) { c = c + 1; llSay(0, (string)c); } }"); chatEvent.WaitOne(60000); Assert.That(messageReceived, Is.Not.Null, "No chat message received."); Assert.That(messageReceived.Message, Is.EqualTo("Script running")); { // XXX: Should not be doing this so directly. Should call some variant of EventManager.touch() instead. DetectParams[] det = new DetectParams[1]; det[0] = new DetectParams(); det[0].Key = userId; det[0].Populate(sceneA); EventParams ep = new EventParams("touch_start", new Object[] { new LSL_Types.LSLInteger(1) }, det); messageReceived = null; chatEvent.Reset(); xEngineA.PostObjectEvent(soSceneA.LocalId, ep); chatEvent.WaitOne(60000); Assert.That(messageReceived.Message, Is.EqualTo("1")); } AutoResetEvent chatEventB = new AutoResetEvent(false); sceneB.EventManager.OnChatFromWorld += (s, m) => { messageReceived = m; chatEventB.Set(); }; messageReceived = null; chatEventB.Reset(); // Cross with a negative value soSceneA.AbsolutePosition = new Vector3(128, -10, 20); chatEventB.WaitOne(60000); Assert.That(messageReceived, Is.Not.Null, "No Changed message received."); Assert.That(messageReceived.Message, Is.Not.Null, "Changed message without content"); Assert.That(messageReceived.Message, Is.EqualTo("Changed")); // TEST sending event to moved prim and output { SceneObjectGroup soSceneB = sceneB.GetSceneObjectGroup(soSceneAName); TaskInventoryItem scriptItemSceneB = soSceneB.RootPart.Inventory.GetInventoryItem(scriptItemSceneAName); // XXX: Should not be doing this so directly. Should call some variant of EventManager.touch() instead. DetectParams[] det = new DetectParams[1]; det[0] = new DetectParams(); det[0].Key = userId; det[0].Populate(sceneB); EventParams ep = new EventParams("touch_start", new Object[] { new LSL_Types.LSLInteger(1) }, det); Thread.Sleep(250); // wait for other change messages to pass messageReceived = null; chatEventB.Reset(); xEngineB.PostObjectEvent(soSceneB.LocalId, ep); chatEventB.WaitOne(60000); Assert.That(messageReceived.Message, Is.EqualTo("2")); } }
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); sceneA.Update(4); sceneB.Update(4); 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); sceneA.Update(4); sceneB.Update(4); 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.X, Is.EqualTo(teleportPosition.X)); Assert.That(afterSceneBSp.AbsolutePosition.Y, Is.EqualTo(teleportPosition.Y)); 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 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)); }
public void TestSameSimulatorIsolatedRegions_DeniedOnQueryAccess() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); Vector3 preTeleportPosition = new Vector3(30, 31, 32); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("EntityTransferModule", etmA.Name); config.Configs["Modules"].Set("SimulationServices", lscm.Name); 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. config.Configs["EntityTransfer"].Set("wait_for_callback", false); config.AddConfig("Startup"); config.Configs["Startup"].Set("serverside_object_permissions", true); 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); // 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 object[] { new PermissionsModule(), etmB }); // Shared scene modules 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 = preTeleportPosition; // Make sceneB return false on query access sceneB.RegionInfo.RegionSettings.AgentLimit = 0; sceneA.RequestTeleportLocation( sp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); // ((TestClient)sp.ControllingClient).CompleteTeleportClientSide(); Assert.That(sceneB.GetScenePresence(userId), Is.Null); ScenePresence sceneASp = sceneA.GetScenePresence(userId); Assert.That(sceneASp, Is.Not.Null); Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName)); Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition)); Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1)); Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0)); Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0)); 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 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(); }