public void TestDeRezSceneObjectToAgents() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999); // We need this so that the creation of the root client for userB in sceneB can trigger the creation of a child client in sceneA LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); EntityTransferModule etmB = new EntityTransferModule(); IConfigSource config = new IniConfigSource(); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmB.Name); modulesConfig.Set("SimulationServices", lscm.Name); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules(sceneB, config, etmB); // We need this for derez SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule()); UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, ""); UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, ""); TestClient clientA = (TestClient)SceneHelpers.AddScenePresence(sceneA, uaA).ControllingClient; // This is the more long-winded route we have to take to get a child client created for userB in sceneA // rather than just calling AddScenePresence() as for userA AgentCircuitData acd = SceneHelpers.GenerateAgentData(uaB); TestClient clientB = new TestClient(acd, sceneB); List <TestClient> childClientsB = new List <TestClient>(); EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(clientB, childClientsB); SceneHelpers.AddScenePresence(sceneB, clientB, acd); SceneObjectGroup so = SceneHelpers.AddSceneObject(sceneA); uint soLocalId = so.LocalId; sceneA.DeleteSceneObject(so, false); Assert.That(clientA.ReceivedKills.Count, Is.EqualTo(1)); Assert.That(clientA.ReceivedKills[0], Is.EqualTo(soLocalId)); Assert.That(childClientsB[0].ReceivedKills.Count, Is.EqualTo(1)); Assert.That(childClientsB[0].ReceivedKills[0], Is.EqualTo(soLocalId)); }
public void TestCrossOnSameSimulator() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); // TestEventQueueGetModule eqmA = new TestEventQueueGetModule(); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); // IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); // In order to run a single threaded regression test we do not want the entity transfer module waiting // for a callback from the destination scene before removing its avatar data. // entityTransferConfig.Set("wait_for_callback", false); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); // SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, eqmA); SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); TestClient tc = new TestClient(acd, sceneA); List <TestClient> destinationTestClients = new List <TestClient>(); EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); originalSp.AbsolutePosition = new Vector3(128, 32, 10); // originalSp.Flying = true; // Console.WriteLine("First pos {0}", originalSp.AbsolutePosition); // eqmA.ClearEvents(); AgentUpdateArgs moveArgs = new AgentUpdateArgs(); //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; moveArgs.SessionID = acd.SessionID; originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs); sceneA.Update(1); // Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition); // FIXME: This is a sufficient number of updates to for the presence to reach the northern border. // But really we want to do this in a more robust way. for (int i = 0; i < 100; i++) { sceneA.Update(1); // Console.WriteLine("Pos {0}", originalSp.AbsolutePosition); } // Need to sort processing of EnableSimulator message on adding scene presences before we can test eqm // messages // Dictionary<UUID, List<TestEventQueueGetModule.Event>> eqmEvents = eqmA.Events; // // Assert.That(eqmEvents.Count, Is.EqualTo(1)); // Assert.That(eqmEvents.ContainsKey(originalSp.UUID), Is.True); // // List<TestEventQueueGetModule.Event> spEqmEvents = eqmEvents[originalSp.UUID]; // // Assert.That(spEqmEvents.Count, Is.EqualTo(1)); // Assert.That(spEqmEvents[0].Name, Is.EqualTo("CrossRegion")); // sceneA should now only have a child agent ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID); Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True); ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID); // Agent remains a child until the client triggers complete movement Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient); int agentMovementCompleteReceived = 0; sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++; sceneBTc.CompleteMovement(); Assert.That(agentMovementCompleteReceived, Is.EqualTo(1)); Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False); }
public void TestCrossOnSameSimulatorNoRootDestPerm() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); // We need to set up the permisions module on scene B so that our later use of agent limit to deny // QueryAccess won't succeed anyway because administrators are always allowed in and the default // IsAdministrator if no permissions module is present is true. SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new PermissionsModule(), etmB); AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); TestClient tc = new TestClient(acd, sceneA); List <TestClient> destinationTestClients = new List <TestClient>(); EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); // Make sure sceneB will not accept this avatar. sceneB.RegionInfo.EstateSettings.PublicAccess = false; ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); originalSp.AbsolutePosition = new Vector3(128, 32, 10); AgentUpdateArgs moveArgs = new AgentUpdateArgs(); //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; moveArgs.SessionID = acd.SessionID; originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs); sceneA.Update(1); // Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition); // FIXME: This is a sufficient number of updates to for the presence to reach the northern border. // But really we want to do this in a more robust way. for (int i = 0; i < 100; i++) { sceneA.Update(1); // Console.WriteLine("Pos {0}", originalSp.AbsolutePosition); } // sceneA agent should still be root ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID); Assert.That(spAfterCrossSceneA.IsChildAgent, Is.False); ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID); // sceneB agent should also still be root Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); // sceneB should ignore unauthorized attempt to upgrade agent to root TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient); int agentMovementCompleteReceived = 0; sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++; sceneBTc.CompleteMovement(); Assert.That(agentMovementCompleteReceived, Is.EqualTo(0)); Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); }
public void 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 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 TestSameSimulatorIsolatedRegionsV1() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); // In order to run a single threaded regression test we do not want the entity transfer module waiting // for a callback from the destination scene before removing its avatar data. entityTransferConfig.Set("wait_for_callback", false); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000); SceneHelpers.SetupSceneModules(sceneA, config, etmA); SceneHelpers.SetupSceneModules(sceneB, config, etmB); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); // FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour lscm.ServiceVersion = "SIMULATION/0.1"; Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId); sp.AbsolutePosition = new Vector3(30, 31, 32); List <TestClient> destinationTestClients = new List <TestClient>(); EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate( (TestClient)sp.ControllingClient, destinationTestClients); sceneA.RequestTeleportLocation( sp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); // SetupInformClientOfNeighbour() will have handled the callback into the target scene to setup the child // agent. This call will now complete the movement of the user into the destination and upgrade the agent // from child to root. destinationTestClients[0].CompleteMovement(); Assert.That(sceneA.GetScenePresence(userId), Is.Null); ScenePresence sceneBSp = sceneB.GetScenePresence(userId); Assert.That(sceneBSp, Is.Not.Null); Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName)); Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition)); Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0)); Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0)); Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1)); Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); // TODO: Add assertions to check correct circuit details in both scenes. // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera // position instead). // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); }
public void TestCrossOnSameSimulatorWithSittingAvatar() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); int sceneObjectIdTail = 0x2; Vector3 so1StartPos = new Vector3(128, 10, 20); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); // In order to run a single threaded regression test we do not want the entity transfer module waiting // for a callback from the destination scene before removing its avatar data. entityTransferConfig.Set("wait_for_callback", false); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); SceneObjectGroup so1 = SceneHelpers.AddSceneObject(sceneA, 1, userId, "", sceneObjectIdTail); UUID so1Id = so1.UUID; so1.AbsolutePosition = so1StartPos; AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); TestClient tc = new TestClient(acd, sceneA); List <TestClient> destinationTestClients = new List <TestClient>(); EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); ScenePresence sp1SceneA = SceneHelpers.AddScenePresence(sceneA, tc, acd); sp1SceneA.AbsolutePosition = so1StartPos; sp1SceneA.HandleAgentRequestSit(sp1SceneA.ControllingClient, sp1SceneA.UUID, so1.UUID, Vector3.Zero); // Cross sceneA.SceneGraph.UpdatePrimGroupPosition( so1.LocalId, new Vector3(so1StartPos.X, so1StartPos.Y - 20, so1StartPos.Z), userId); SceneObjectGroup so1PostCross; { ScenePresence sp1SceneAPostCross = sceneA.GetScenePresence(userId); Assert.IsTrue(sp1SceneAPostCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly false"); ScenePresence sp1SceneBPostCross = sceneB.GetScenePresence(userId); TestClient sceneBTc = ((TestClient)sp1SceneBPostCross.ControllingClient); sceneBTc.CompleteMovement(); Assert.IsFalse(sp1SceneBPostCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly true"); Assert.IsTrue(sp1SceneBPostCross.IsSatOnObject); Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id), "uck"); so1PostCross = sceneB.GetSceneObjectGroup(so1Id); Assert.NotNull(so1PostCross); Assert.AreEqual(1, so1PostCross.GetSittingAvatarsCount()); } Vector3 so1PostCrossPos = so1PostCross.AbsolutePosition; // Console.WriteLine("CRISSCROSS"); // Recross sceneB.SceneGraph.UpdatePrimGroupPosition( so1PostCross.LocalId, new Vector3(so1PostCrossPos.X, so1PostCrossPos.Y + 20, so1PostCrossPos.Z), userId); { ScenePresence sp1SceneBPostReCross = sceneB.GetScenePresence(userId); Assert.IsTrue(sp1SceneBPostReCross.IsChildAgent, "sp1SceneBPostReCross.IsChildAgent unexpectedly false"); ScenePresence sp1SceneAPostReCross = sceneA.GetScenePresence(userId); TestClient sceneATc = ((TestClient)sp1SceneAPostReCross.ControllingClient); sceneATc.CompleteMovement(); Assert.IsFalse(sp1SceneAPostReCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly true"); Assert.IsTrue(sp1SceneAPostReCross.IsSatOnObject); Assert.IsNull(sceneB.GetSceneObjectGroup(so1Id), "uck2"); SceneObjectGroup so1PostReCross = sceneA.GetSceneObjectGroup(so1Id); Assert.NotNull(so1PostReCross); Assert.AreEqual(1, so1PostReCross.GetSittingAvatarsCount()); } }
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 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 TestSameSimulatorNeighbouringRegionsTeleportV1() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); BaseHttpServer httpServer = new BaseHttpServer(99999); MainServer.AddHttpServer(httpServer); MainServer.Instance = httpServer; AttachmentsModule attModA = new AttachmentsModule(); AttachmentsModule attModB = new AttachmentsModule(); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); // In order to run a single threaded regression test we do not want the entity transfer module waiting // for a callback from the destination scene before removing its avatar data. entityTransferConfig.Set("wait_for_callback", false); modulesConfig.Set("InventoryAccessModule", "BasicInventoryAccessModule"); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules( sceneA, config, new CapabilitiesModule(), etmA, attModA, new BasicInventoryAccessModule()); SceneHelpers.SetupSceneModules( sceneB, config, new CapabilitiesModule(), etmB, attModB, new BasicInventoryAccessModule()); // FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour lscm.ServiceVersion = "SIMULATION/0.1"; UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(sceneA, 0x1); AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID); TestClient tc = new TestClient(acd, sceneA); List <TestClient> destinationTestClients = new List <TestClient>(); EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32); InventoryItemBase attItem = CreateAttachmentItem(sceneA, ua1.PrincipalID, "att", 0x10, 0x20); sceneA.AttachmentsModule.RezSingleAttachmentFromInventory( beforeTeleportSp, attItem.ID, (uint)AttachmentPoint.Chest); Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); m_numberOfAttachEventsFired = 0; sceneA.RequestTeleportLocation( beforeTeleportSp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); destinationTestClients[0].CompleteMovement(); // Check attachments have made it into sceneB ScenePresence afterTeleportSceneBSp = sceneB.GetScenePresence(ua1.PrincipalID); // This is appearance data, as opposed to actually rezzed attachments List <AvatarAttachment> sceneBAttachments = afterTeleportSceneBSp.Appearance.GetAttachments(); Assert.That(sceneBAttachments.Count, Is.EqualTo(1)); Assert.That(sceneBAttachments[0].AttachPoint, Is.EqualTo((int)AttachmentPoint.Chest)); Assert.That(sceneBAttachments[0].ItemID, Is.EqualTo(attItem.ID)); Assert.That(sceneBAttachments[0].AssetID, Is.EqualTo(attItem.AssetID)); Assert.That(afterTeleportSceneBSp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); // This is the actual attachment List <SceneObjectGroup> actualSceneBAttachments = afterTeleportSceneBSp.GetAttachments(); Assert.That(actualSceneBAttachments.Count, Is.EqualTo(1)); SceneObjectGroup actualSceneBAtt = actualSceneBAttachments[0]; Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name)); Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest)); Assert.IsFalse(actualSceneBAtt.Backup); Assert.That(sceneB.GetSceneObjectGroups().Count, Is.EqualTo(1)); // Check attachments have been removed from sceneA ScenePresence afterTeleportSceneASp = sceneA.GetScenePresence(ua1.PrincipalID); // Since this is appearance data, it is still present on the child avatar! List <AvatarAttachment> sceneAAttachments = afterTeleportSceneASp.Appearance.GetAttachments(); Assert.That(sceneAAttachments.Count, Is.EqualTo(1)); Assert.That(afterTeleportSceneASp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); // This is the actual attachment, which should no longer exist List <SceneObjectGroup> actualSceneAAttachments = afterTeleportSceneASp.GetAttachments(); Assert.That(actualSceneAAttachments.Count, Is.EqualTo(0)); Assert.That(sceneA.GetSceneObjectGroups().Count, Is.EqualTo(0)); // Check events Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0)); }