public void TestSavePathToIarV0_1() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); InventoryArchiverModule archiverModule = new InventoryArchiverModule(); Scene scene = new 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. }
/// <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 TestLoadMultiRegionOar() { TestHelpers.InMethod(); // Create an ArchiveScenesGroup with the regions in the OAR. This is needed to generate the control file. int WIDTH = 2; int HEIGHT = 2; for (uint y = 0; y < HEIGHT; y++) { for (uint x = 0; x < WIDTH; x++) { Scene scene; if (x == 0 && y == 0) { scene = m_scene; // this scene was already created in SetUp() } else { scene = m_sceneHelpers.SetupScene(string.Format("Unit test region {0}", (y * WIDTH) + x + 1), UUID.Random(), 1000 + x, 1000 + y); SceneHelpers.SetupSceneModules(scene, new ArchiverModule(), m_serialiserModule, new TerrainModule()); } } } ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup(); m_sceneHelpers.SceneManager.ForEachScene(delegate(Scene scene) { scenesGroup.AddScene(scene); }); scenesGroup.CalcSceneLocations(); // Generate the OAR file MemoryStream archiveWriteStream = new MemoryStream(); TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream); ArchiveWriteRequest writeRequest = new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty); writeRequest.MultiRegionFormat = true; tar.WriteFile( ArchiveConstants.CONTROL_FILE_PATH, writeRequest.CreateControlFile(scenesGroup)); SceneObjectPart part1 = CreateSceneObjectPart1(); part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f); part1.SitTargetPosition = new Vector3(1, 2, 3); SceneObjectGroup object1 = new SceneObjectGroup(part1); // Let's put some inventory items into our object string soundItemName = "sound-item1"; UUID soundItemUuid = UUID.Parse("00000000-0000-0000-0000-000000000002"); Type type = GetType(); Assembly assembly = type.Assembly; string soundDataResourceName = null; string[] names = assembly.GetManifestResourceNames(); foreach (string name in names) { if (name.EndsWith(".Resources.test-sound.wav")) { soundDataResourceName = name; } } Assert.That(soundDataResourceName, Is.Not.Null); byte[] soundData; UUID soundUuid; CreateSoundAsset(tar, assembly, soundDataResourceName, out soundData, out soundUuid); TaskInventoryItem item1 = new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid, Name = soundItemName }; part1.Inventory.AddInventoryItem(item1, true); m_scene.AddNewSceneObject(object1, false); string object1FileName = string.Format( "{0}_{1:000}-{2:000}-{3:000}__{4}.xml", part1.Name, Math.Round(part1.GroupPosition.X), Math.Round(part1.GroupPosition.Y), Math.Round(part1.GroupPosition.Z), part1.UUID); string path = "regions/1_1_Unit_test_region/" + ArchiveConstants.OBJECTS_PATH + object1FileName; tar.WriteFile(path, SceneObjectSerializer.ToXml2Format(object1)); tar.Close(); // Delete the current objects, to test that they're loaded from the OAR and didn't // just remain in the scene. m_sceneHelpers.SceneManager.ForEachScene(delegate(Scene scene) { scene.DeleteAllSceneObjects(); }); // Create a "hole", to test that that the corresponding region isn't loaded from the OAR m_sceneHelpers.SceneManager.CloseScene(SceneManager.Instance.Scenes[1]); // Check thay the OAR file contains the expected data MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray()); m_scene.EventManager.OnOarFileLoaded += LoadCompleted; m_oarEvent.Reset(); m_archiverModule.DearchiveRegion(archiveReadStream); m_oarEvent.WaitOne(60000); Assert.That(m_lastErrorMessage, Is.Null); Assert.AreEqual(3, m_sceneHelpers.SceneManager.Scenes.Count); TestLoadedRegion(part1, soundItemName, soundData); }
public void TestSameSimulatorNeighbouringRegionsV1() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); // In order to run a single threaded regression test we do not want the entity transfer module waiting // for a callback from the destination scene before removing its avatar data. entityTransferConfig.Set("wait_for_callback", false); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); // FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour lscm.ServiceVersion = "SIMULATION/0.1"; Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); TestClient tc = new TestClient(acd, sceneA); List <TestClient> destinationTestClients = new List <TestClient>(); EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd); beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32); Assert.That(beforeSceneASp, Is.Not.Null); Assert.That(beforeSceneASp.IsChildAgent, Is.False); ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId); Assert.That(beforeSceneBSp, Is.Not.Null); Assert.That(beforeSceneBSp.IsChildAgent, Is.True); // In this case, we will not receieve a second InformClientOfNeighbour since the viewer already knows // about the neighbour region it is teleporting to. sceneA.RequestTeleportLocation( beforeSceneASp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); destinationTestClients[0].CompleteMovement(); ScenePresence afterSceneASp = sceneA.GetScenePresence(userId); Assert.That(afterSceneASp, Is.Not.Null); Assert.That(afterSceneASp.IsChildAgent, Is.True); ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId); Assert.That(afterSceneBSp, Is.Not.Null); Assert.That(afterSceneBSp.IsChildAgent, Is.False); Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName)); Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition)); Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0)); Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1)); Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1)); Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); // TODO: Add assertions to check correct circuit details in both scenes. // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera // position instead). // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); // TestHelpers.DisableLogging(); }
public void 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"); m_oarEvent.Reset(); m_archiverModule.ArchiveRegion( archiveWriteStream, requestId, new Dictionary <string, Object>() { { "wipe-owners", Boolean.TrueString } }); m_oarEvent.WaitOne(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; scene2.EventManager.OnOarFileLoaded += LoadCompleted; m_oarEvent.Reset(); archiverModule.DearchiveRegion(archiveReadStream); m_oarEvent.WaitOne(60000); 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 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 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; // Make sceneB refuse CreateAgent sceneB.LoginsEnabled = false; 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 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 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 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 = new 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.FindFoldersByPath(scene.InventoryService, userId, "Objects")[0]; item1.Folder = objsFolder.ID; scene.AddInventoryItem(item1); MemoryStream archiveWriteStream = new MemoryStream(); archiverModule.OnInventoryArchiveSaved += SaveCompleted; mre.Reset(); archiverModule.ArchiveInventory( UUID.Random(), userFirstName, userLastName, "Objects", userPassword, archiveWriteStream); mre.WaitOne(60000, false); // LOAD ITEM MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray()); archiverModule.DearchiveInventory(UUID.Random(), 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 TestDeleteSceneObjectAsyncToUserInventory() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001"); string myObjectName = "Fred"; TestScene scene = new SceneHelpers().SetupScene(); IConfigSource configSource = new IniConfigSource(); IConfig config = configSource.AddConfig("Modules"); config.Set("InventoryAccessModule", "BasicInventoryAccessModule"); SceneHelpers.SetupSceneModules( scene, configSource, new object[] { new BasicInventoryAccessModule() }); SceneHelpers.SetupSceneModules(scene, new object[] { }); // 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; SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, myObjectName, agentId); UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, agentId); InventoryFolderBase folder1 = UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, ua.PrincipalID, "folder1", false); IClientAPI client = SceneHelpers.AddScenePresence(scene, agentId).ControllingClient; scene.DeRezObjects(client, new List <uint>() { so.LocalId }, UUID.Zero, DeRezAction.Take, folder1.ID); SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart, Is.Not.Null); Assert.That(so.IsDeleted, Is.False); sogd.InventoryDeQueueAndDelete(); Assert.That(so.IsDeleted, Is.True); SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart2, Is.Null); // SceneSetupHelpers.DeleteSceneObjectAsync(scene, part, DeRezAction.Take, userInfo.RootFolder.ID, client); InventoryItemBase retrievedItem = UserInventoryHelpers.GetInventoryItem( scene.InventoryService, ua.PrincipalID, "folder1/" + myObjectName); // Check that we now have the taken part in our inventory Assert.That(retrievedItem, Is.Not.Null); // Check that the taken part has actually disappeared // SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); // Assert.That(retrievedPart, Is.Null); }
public void TestInventoryDescendentsFetch() { TestHelpers.InMethod(); TestHelpers.EnableLogging(); BaseHttpServer httpServer = MainServer.Instance; Scene scene = new SceneHelpers().SetupScene(); CapabilitiesModule capsModule = new CapabilitiesModule(); WebFetchInvDescModule wfidModule = new WebFetchInvDescModule(false); IConfigSource config = new IniConfigSource(); config.AddConfig("ClientStack.LindenCaps"); config.Configs["ClientStack.LindenCaps"].Set("Cap_FetchInventoryDescendents2", "localhost"); SceneHelpers.SetupSceneModules(scene, config, capsModule, wfidModule); UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(0x1)); // We need a user present to have any capabilities set up SceneHelpers.AddScenePresence(scene, ua.PrincipalID); TestHttpRequest req = new TestHttpRequest(); OpenSim.Framework.Capabilities.Caps userCaps = capsModule.GetCapsForUser(ua.PrincipalID); PollServiceEventArgs pseArgs; userCaps.TryGetPollHandler("FetchInventoryDescendents2", out pseArgs); req.UriPath = pseArgs.Url; req.Uri = new Uri("file://" + req.UriPath); // Retrieve root folder details directly so that we can request InventoryFolderBase folder = scene.InventoryService.GetRootFolder(ua.PrincipalID); OSDMap osdFolder = new OSDMap(); osdFolder["folder_id"] = folder.ID; osdFolder["owner_id"] = ua.PrincipalID; osdFolder["fetch_folders"] = true; osdFolder["fetch_items"] = true; osdFolder["sort_order"] = 0; OSDArray osdFoldersArray = new OSDArray(); osdFoldersArray.Add(osdFolder); OSDMap osdReqMap = new OSDMap(); osdReqMap["folders"] = osdFoldersArray; req.Body = new MemoryStream(OSDParser.SerializeLLSDXmlBytes(osdReqMap)); TestHttpClientContext context = new TestHttpClientContext(false); // WARNING: This results in a caught exception, because queryString is null MainServer.Instance.OnRequest(context, new RequestEventArgs(req)); // Drive processing of the queued inventory request synchronously. wfidModule.WaitProcessQueuedInventoryRequest(); MainServer.Instance.PollServiceRequestManager.WaitPerformResponse(); // System.Threading.Thread.Sleep(10000); OSDMap responseOsd = (OSDMap)OSDParser.DeserializeLLSDXml(context.ResponseBody); OSDArray foldersOsd = (OSDArray)responseOsd["folders"]; OSDMap folderOsd = (OSDMap)foldersOsd[0]; // A sanity check that the response has the expected number of descendents for a default inventory // TODO: Need a more thorough check. Assert.That((int)folderOsd["descendents"], Is.EqualTo(16)); }
public void SetUp() { m_module = new MoapModule(); m_scene = SceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(m_scene, m_module); }
public void TestSendGroupNoticeOnlineOnly() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); TestScene scene = new SceneHelpers().SetupScene(); MessageTransferModule mtm = new MessageTransferModule(); GroupsModule gm = new GroupsModule(); GroupsMessagingModule gmm = new GroupsMessagingModule(); IConfigSource configSource = new IniConfigSource(); { IConfig config = configSource.AddConfig("Messaging"); config.Set("MessageTransferModule", mtm.Name); } { IConfig config = configSource.AddConfig("Groups"); config.Set("Enabled", true); config.Set("Module", gm.Name); config.Set("DebugEnabled", true); config.Set("MessagingModule", gmm.Name); config.Set("MessagingEnabled", true); config.Set("MessageOnlineUsersOnly", true); } SceneHelpers.SetupSceneModules(scene, configSource, new MockGroupsServicesConnector(), mtm, gm, gmm); UUID userId = TestHelpers.ParseTail(0x1); string subjectText = "newman"; string messageText = "Hello"; string combinedSubjectMessage = string.Format("{0}|{1}", subjectText, messageText); ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); TestClient tc = (TestClient)sp.ControllingClient; UUID groupID = gm.CreateGroup(tc, "group1", null, true, UUID.Zero, 0, true, true, true); gm.JoinGroupRequest(tc, groupID); // Create a second user who doesn't want to receive notices ScenePresence sp2 = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x2)); TestClient tc2 = (TestClient)sp2.ControllingClient; gm.JoinGroupRequest(tc2, groupID); gm.SetGroupAcceptNotices(tc2, groupID, false, true); List <GridInstantMessage> spReceivedMessages = new List <GridInstantMessage>(); tc.OnReceivedInstantMessage += im => spReceivedMessages.Add(im); List <GridInstantMessage> sp2ReceivedMessages = new List <GridInstantMessage>(); tc2.OnReceivedInstantMessage += im => sp2ReceivedMessages.Add(im); GridInstantMessage noticeIm = new GridInstantMessage(); noticeIm.fromAgentID = userId.Guid; noticeIm.toAgentID = groupID.Guid; noticeIm.message = combinedSubjectMessage; noticeIm.dialog = (byte)InstantMessageDialog.GroupNotice; tc.HandleImprovedInstantMessage(noticeIm); Assert.That(spReceivedMessages.Count, Is.EqualTo(1)); Assert.That(spReceivedMessages[0].message, Is.EqualTo(combinedSubjectMessage)); Assert.That(sp2ReceivedMessages.Count, Is.EqualTo(0)); }
public void TestCrossOnSameSimulator() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); // TestEventQueueGetModule eqmA = new TestEventQueueGetModule(); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); // IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); // In order to run a single threaded regression test we do not want the entity transfer module waiting // for a callback from the destination scene before removing its avatar data. // entityTransferConfig.Set("wait_for_callback", false); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); // SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, eqmA); SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); TestClient tc = new TestClient(acd, sceneA); List <TestClient> destinationTestClients = new List <TestClient>(); EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); originalSp.AbsolutePosition = new Vector3(128, 32, 10); // originalSp.Flying = true; // Console.WriteLine("First pos {0}", originalSp.AbsolutePosition); // eqmA.ClearEvents(); AgentUpdateArgs moveArgs = new AgentUpdateArgs(); //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; moveArgs.SessionID = acd.SessionID; originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs); sceneA.Update(1); // Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition); // FIXME: This is a sufficient number of updates to for the presence to reach the northern border. // But really we want to do this in a more robust way. for (int i = 0; i < 100; i++) { sceneA.Update(1); // Console.WriteLine("Pos {0}", originalSp.AbsolutePosition); } // Need to sort processing of EnableSimulator message on adding scene presences before we can test eqm // messages // Dictionary<UUID, List<TestEventQueueGetModule.Event>> eqmEvents = eqmA.Events; // // Assert.That(eqmEvents.Count, Is.EqualTo(1)); // Assert.That(eqmEvents.ContainsKey(originalSp.UUID), Is.True); // // List<TestEventQueueGetModule.Event> spEqmEvents = eqmEvents[originalSp.UUID]; // // Assert.That(spEqmEvents.Count, Is.EqualTo(1)); // Assert.That(spEqmEvents[0].Name, Is.EqualTo("CrossRegion")); // sceneA should now only have a child agent ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID); Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True); ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID); // Agent remains a child until the client triggers complete movement Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient); int agentMovementCompleteReceived = 0; sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++; sceneBTc.CompleteMovement(); Assert.That(agentMovementCompleteReceived, Is.EqualTo(1)); Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False); }
protected void ConstructDefaultIarBytesForTestLoad() { // log4net.Config.XmlConfigurator.Configure(); InventoryArchiverModule archiverModule = new InventoryArchiverModule(); Scene scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(scene, archiverModule); UserAccountHelpers.CreateUserWithInventory(scene, m_uaLL1, "hampshire"); MemoryStream archiveWriteStream = new MemoryStream(); // Create scene object asset UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040"); SceneObjectGroup object1 = SceneHelpers.CreateSceneObject(1, ownerId, "Ray Gun Object", 0x50); UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060"); AssetBase asset1 = AssetHelpers.CreateAsset(asset1Id, object1); scene.AssetService.Store(asset1); // Create scene object item InventoryItemBase item1 = new InventoryItemBase(); item1.Name = m_item1Name; item1.ID = UUID.Parse("00000000-0000-0000-0000-000000000020"); item1.AssetID = asset1.FullID; item1.GroupID = UUID.Random(); item1.CreatorId = m_uaLL1.PrincipalID.ToString(); item1.Owner = m_uaLL1.PrincipalID; item1.Folder = scene.InventoryService.GetRootFolder(m_uaLL1.PrincipalID).ID; scene.AddInventoryItem(item1); // Create coalesced objects asset SceneObjectGroup cobj1 = SceneHelpers.CreateSceneObject(1, m_uaLL1.PrincipalID, "Object1", 0x120); cobj1.AbsolutePosition = new Vector3(15, 30, 45); SceneObjectGroup cobj2 = SceneHelpers.CreateSceneObject(1, m_uaLL1.PrincipalID, "Object2", 0x140); cobj2.AbsolutePosition = new Vector3(25, 50, 75); CoalescedSceneObjects coa = new CoalescedSceneObjects(m_uaLL1.PrincipalID, cobj1, cobj2); AssetBase coaAsset = AssetHelpers.CreateAsset(0x160, coa); scene.AssetService.Store(coaAsset); // Create coalesced objects inventory item InventoryItemBase coaItem = new InventoryItemBase(); coaItem.Name = m_coaItemName; coaItem.ID = UUID.Parse("00000000-0000-0000-0000-000000000180"); coaItem.AssetID = coaAsset.FullID; coaItem.GroupID = UUID.Random(); coaItem.CreatorId = m_uaLL1.PrincipalID.ToString(); coaItem.Owner = m_uaLL1.PrincipalID; coaItem.Folder = scene.InventoryService.GetRootFolder(m_uaLL1.PrincipalID).ID; scene.AddInventoryItem(coaItem); archiverModule.ArchiveInventory( UUID.Random(), m_uaLL1.FirstName, m_uaLL1.LastName, "/*", "hampshire", archiveWriteStream); m_iarStreamBytes = archiveWriteStream.ToArray(); }
public void Init() { m_serialiserModule = new SerialiserModule(); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, m_serialiserModule); }
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 }
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 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_DestinationDidNotProcessViewerConnection() { 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; sceneA.RequestTeleportLocation( sp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); // FIXME: Not setting up InformClientOfNeighbour on the TestClient means that it does not initiate // communication with the destination region. But this is a very non-obvious way of doing it - really we // should be forced to expicitly set this up. 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 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 TestSameSimulatorNeighbouringRegionsV2() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); TestClient tc = new TestClient(acd, sceneA); List <TestClient> destinationTestClients = new List <TestClient>(); EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd); beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32); Assert.That(beforeSceneASp, Is.Not.Null); Assert.That(beforeSceneASp.IsChildAgent, Is.False); ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId); Assert.That(beforeSceneBSp, Is.Not.Null); Assert.That(beforeSceneBSp.IsChildAgent, Is.True); // Here, we need to make clientA's receipt of SendRegionTeleport trigger clientB's CompleteMovement(). This // is to operate the teleport V2 mechanism where the EntityTransferModule will first request the client to // CompleteMovement to the region and then call UpdateAgent to the destination region to confirm the receipt // Both these operations will occur on different threads and will wait for each other. // We have to do this via ThreadPool directly since FireAndForget has been switched to sync for the V1 // test protocol, where we are trying to avoid unpredictable async operations in regression tests. tc.OnTestClientSendRegionTeleport += (regionHandle, simAccess, regionExternalEndPoint, locationID, flags, capsURL) => ThreadPool.UnsafeQueueUserWorkItem(o => destinationTestClients[0].CompleteMovement(), null); sceneA.RequestTeleportLocation( beforeSceneASp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); ScenePresence afterSceneASp = sceneA.GetScenePresence(userId); Assert.That(afterSceneASp, Is.Not.Null); Assert.That(afterSceneASp.IsChildAgent, Is.True); ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId); Assert.That(afterSceneBSp, Is.Not.Null); Assert.That(afterSceneBSp.IsChildAgent, Is.False); Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName)); Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition)); Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0)); Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1)); Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1)); Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); // TODO: Add assertions to check correct circuit details in both scenes. // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera // position instead). // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); // TestHelpers.DisableLogging(); }
public void TestTakeCopyWhenCopierIsNotOwnerWithoutPerms() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); TestScene scene = new SceneHelpers().SetupScene("s1", TestHelpers.ParseTail(0x99), 1000, 1000, config); SceneHelpers.SetupSceneModules(scene, config, new PermissionsModule(), new BasicInventoryAccessModule()); UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(0x1)); TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, ua.PrincipalID).ControllingClient; // 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; SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", TestHelpers.ParseTail(0x2)); uint soLocalId = so.LocalId; { // Check that object is not copied if copy base perms is missing. // Should not allow copy if base does not have this. so.RootPart.BaseMask = (uint)OpenMetaverse.PermissionMask.Transfer; // Must be set so anyone can copy so.RootPart.EveryoneMask = (uint)OpenMetaverse.PermissionMask.Copy; // Check that object is not copied List <uint> localIds = new List <uint>(); localIds.Add(so.LocalId); // Specifying a UUID.Zero in this case will plop it in the Objects folder if we have perms scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero); // Check that object isn't copied until we crank the sogd handle. SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart, Is.Not.Null); Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False); sogd.InventoryDeQueueAndDelete(); // Check that object is still there. SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart2, Is.Not.Null); Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); // Check that we have a copy in inventory InventoryItemBase item = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1"); Assert.That(item, Is.Null); } { // Check that object is not copied if copy trans perms is missing. // Should not allow copy if base does not have this. so.RootPart.BaseMask = (uint)OpenMetaverse.PermissionMask.Copy; // Must be set so anyone can copy so.RootPart.EveryoneMask = (uint)OpenMetaverse.PermissionMask.Copy; // Check that object is not copied List <uint> localIds = new List <uint>(); localIds.Add(so.LocalId); // Specifying a UUID.Zero in this case will plop it in the Objects folder if we have perms scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero); // Check that object isn't copied until we crank the sogd handle. SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart, Is.Not.Null); Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False); sogd.InventoryDeQueueAndDelete(); // Check that object is still there. SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart2, Is.Not.Null); Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); // Check that we have a copy in inventory InventoryItemBase item = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1"); Assert.That(item, Is.Null); } { // Check that object is not copied if everyone copy perms is missing. // Should not allow copy if base does not have this. so.RootPart.BaseMask = (uint)(OpenMetaverse.PermissionMask.Copy | OpenMetaverse.PermissionMask.Transfer); // Make sure everyone perm does not allow copy so.RootPart.EveryoneMask = (uint)(OpenMetaverse.PermissionMask.All & ~OpenMetaverse.PermissionMask.Copy); // Check that object is not copied List <uint> localIds = new List <uint>(); localIds.Add(so.LocalId); // Specifying a UUID.Zero in this case will plop it in the Objects folder if we have perms scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero); // Check that object isn't copied until we crank the sogd handle. SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart, Is.Not.Null); Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False); sogd.InventoryDeQueueAndDelete(); // Check that object is still there. SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart2, Is.Not.Null); Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); // Check that we have a copy in inventory InventoryItemBase item = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1"); Assert.That(item, Is.Null); } }
public void TestLoadOarDeededLand() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID landID = TestHelpers.ParseTail(0x10); MockGroupsServicesConnector groupsService = new MockGroupsServicesConnector(); IConfigSource configSource = new IniConfigSource(); IConfig config = configSource.AddConfig("Groups"); config.Set("Enabled", true); config.Set("Module", "GroupsModule"); config.Set("DebugEnabled", true); SceneHelpers.SetupSceneModules( m_scene, configSource, new object[] { new GroupsModule(), groupsService, new LandManagementModule() }); // Create group in scene for loading // FIXME: For now we'll put up with the issue that we'll get a group ID that varies across tests. UUID groupID = groupsService.CreateGroup(UUID.Zero, "group1", "", true, UUID.Zero, 3, true, true, true, UUID.Zero); // Construct OAR MemoryStream oarStream = new MemoryStream(); TarArchiveWriter tar = new TarArchiveWriter(oarStream); tar.WriteDir(ArchiveConstants.LANDDATA_PATH); tar.WriteFile( ArchiveConstants.CONTROL_FILE_PATH, new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup())); LandObject lo = new LandObject(groupID, true, m_scene); lo.SetLandBitmap(lo.BasicFullRegionLandBitmap()); LandData ld = lo.LandData; ld.GlobalID = landID; string ldPath = ArchiveConstants.CreateOarLandDataPath(ld); Dictionary <string, object> options = new Dictionary <string, object>(); tar.WriteFile(ldPath, LandDataSerializer.Serialize(ld, options)); tar.Close(); oarStream = new MemoryStream(oarStream.ToArray()); // Load OAR m_scene.EventManager.OnOarFileLoaded += LoadCompleted; m_oarEvent.Reset(); m_archiverModule.DearchiveRegion(oarStream); m_oarEvent.WaitOne(60000); ILandObject rLo = m_scene.LandChannel.GetLandObject(16, 16); LandData rLd = rLo.LandData; Assert.That(rLd.GlobalID, Is.EqualTo(landID)); Assert.That(rLd.OwnerID, Is.EqualTo(groupID)); Assert.That(rLd.GroupID, Is.EqualTo(groupID)); Assert.That(rLd.IsGroupOwned, Is.EqualTo(true)); }
public void TestTakeCopyWhenCopierIsOwnerWithPerms() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); TestScene scene = new SceneHelpers().SetupScene("s1", TestHelpers.ParseTail(0x99), 1000, 1000, config); SceneHelpers.SetupSceneModules(scene, config, new PermissionsModule(), new BasicInventoryAccessModule()); UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(0x1)); TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, ua.PrincipalID).ControllingClient; // 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; SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", ua.PrincipalID); uint soLocalId = so.LocalId; // so.UpdatePermissions( // ua.PrincipalID, (byte)PermissionWho.Owner, so.LocalId, (uint)OpenMetaverse.PermissionMask.Copy, 1); // so.UpdatePermissions( // ua.PrincipalID, (byte)PermissionWho.Owner, so.LocalId, (uint)OpenMetaverse.PermissionMask.Transfer, 0); // so.UpdatePermissions( // ua.PrincipalID, (byte)PermissionWho.Base, so.LocalId, (uint)OpenMetaverse.PermissionMask.Transfer, 0); // scene.HandleObjectPermissionsUpdate(client, client.AgentId, client.SessionId, (byte)PermissionWho.Owner, so.LocalId, (uint)OpenMetaverse.PermissionMask.Transfer, 0); // Ideally we might change these via client-focussed method calls as commented out above. However, this // becomes very convoluted so we will set only the copy perm directly. so.RootPart.BaseMask = (uint)OpenMetaverse.PermissionMask.Copy; // so.RootPart.OwnerMask = (uint)OpenMetaverse.PermissionMask.Copy; List <uint> localIds = new List <uint>(); localIds.Add(so.LocalId); // Specifying a UUID.Zero in this case will currently plop it in Lost and Found scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero); // Check that object isn't copied until we crank the sogd handle. SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart, Is.Not.Null); Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False); sogd.InventoryDeQueueAndDelete(); // Check that object is still there. SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart2, Is.Not.Null); Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); // Check that we have a copy in inventory InventoryItemBase item = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Lost And Found/so1"); Assert.That(item, Is.Not.Null); }
public void TestSaveMultiRegionOar() { TestHelpers.InMethod(); // Create test regions int WIDTH = 2; int HEIGHT = 2; List <Scene> scenes = new List <Scene>(); // Maps (Directory in OAR file -> scene) Dictionary <string, Scene> regionPaths = new Dictionary <string, Scene>(); // Maps (Scene -> expected object paths) Dictionary <UUID, List <string> > expectedPaths = new Dictionary <UUID, List <string> >(); // List of expected assets List <UUID> expectedAssets = new List <UUID>(); for (uint y = 0; y < HEIGHT; y++) { for (uint x = 0; x < WIDTH; x++) { Scene scene; if (x == 0 && y == 0) { scene = m_scene; // this scene was already created in SetUp() } else { scene = m_sceneHelpers.SetupScene(string.Format("Unit test region {0}", (y * WIDTH) + x + 1), UUID.Random(), 1000 + x, 1000 + y); SceneHelpers.SetupSceneModules(scene, new ArchiverModule(), m_serialiserModule, new TerrainModule()); } scenes.Add(scene); string dir = String.Format("{0}_{1}_{2}", x + 1, y + 1, scene.RegionInfo.RegionName.Replace(" ", "_")); regionPaths[dir] = scene; SceneObjectGroup sog1; SceneObjectGroup sog2; UUID ncAssetUuid; CreateTestObjects(scene, out sog1, out sog2, out ncAssetUuid); expectedPaths[scene.RegionInfo.RegionID] = new List <string>(); expectedPaths[scene.RegionInfo.RegionID].Add(ArchiveHelpers.CreateObjectPath(sog1)); expectedPaths[scene.RegionInfo.RegionID].Add(ArchiveHelpers.CreateObjectPath(sog2)); expectedAssets.Add(ncAssetUuid); } } // Save OAR MemoryStream archiveWriteStream = new MemoryStream(); Guid requestId = new Guid("00000000-0000-0000-0000-808080808080"); Dictionary <string, Object> options = new Dictionary <string, Object>(); options.Add("all", true); m_scene.EventManager.OnOarFileSaved += SaveCompleted; m_oarEvent.Reset(); m_archiverModule.ArchiveRegion(archiveWriteStream, requestId, options); m_oarEvent.WaitOne(60000); // Check that the OAR contains the expected data Assert.That(m_lastRequestId, Is.EqualTo(requestId)); byte[] archive = archiveWriteStream.ToArray(); MemoryStream archiveReadStream = new MemoryStream(archive); TarArchiveReader tar = new TarArchiveReader(archiveReadStream); Dictionary <UUID, List <string> > foundPaths = new Dictionary <UUID, List <string> >(); List <UUID> foundAssets = new List <UUID>(); foreach (Scene scene in scenes) { foundPaths[scene.RegionInfo.RegionID] = new List <string>(); } string filePath; TarArchiveReader.TarEntryType tarEntryType; byte[] data = tar.ReadEntry(out filePath, out tarEntryType); Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); Dictionary <string, object> archiveOptions = new Dictionary <string, object>(); ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, Guid.Empty, archiveOptions); arr.LoadControlFile(filePath, data, new DearchiveScenesInfo()); Assert.That(arr.ControlFileLoaded, Is.True); while (tar.ReadEntry(out filePath, out tarEntryType) != null) { if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH)) { // Assets are shared, so this file doesn't belong to any specific region. string fileName = filePath.Remove(0, ArchiveConstants.ASSETS_PATH.Length); if (fileName.EndsWith("_notecard.txt")) { foundAssets.Add(UUID.Parse(fileName.Substring(0, fileName.Length - "_notecard.txt".Length))); } } else { // This file belongs to one of the regions. Find out which one. Assert.IsTrue(filePath.StartsWith(ArchiveConstants.REGIONS_PATH)); string[] parts = filePath.Split(new Char[] { '/' }, 3); Assert.AreEqual(3, parts.Length); string regionDirectory = parts[1]; string relativePath = parts[2]; Scene scene = regionPaths[regionDirectory]; if (relativePath.StartsWith(ArchiveConstants.OBJECTS_PATH)) { foundPaths[scene.RegionInfo.RegionID].Add(relativePath); } } } Assert.AreEqual(scenes.Count, foundPaths.Count); foreach (Scene scene in scenes) { Assert.That(foundPaths[scene.RegionInfo.RegionID], Is.EquivalentTo(expectedPaths[scene.RegionInfo.RegionID])); } Assert.That(foundAssets, Is.EquivalentTo(expectedAssets)); }
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 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); }