コード例 #1
0
        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();
        }
コード例 #2
0
        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();
        }
コード例 #3
0
        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();
        }
コード例 #4
0
        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();
        }
コード例 #5
0
        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));
        }
コード例 #6
0
        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));
        }
コード例 #7
0
        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();
        }