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+/*
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+ * Copyright (c) Contributors, http://opensimulator.org/
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+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
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+ *
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+ * Redistribution and use in source and binary forms, with or without
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+ * modification, are permitted provided that the following conditions are met:
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+ * * Redistributions of source code must retain the above copyright
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+ * notice, this list of conditions and the following disclaimer.
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+ * * Redistributions in binary form must reproduce the above copyright
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+ * notice, this list of conditions and the following disclaimer in the
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+ * documentation and/or other materials provided with the distribution.
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+ * * Neither the name of the OpenSimulator Project nor the
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+ * names of its contributors may be used to endorse or promote products
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+ * derived from this software without specific prior written permission.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ */
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+
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+using System;
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+using System.Threading;
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+using Nini.Config;
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+using NUnit.Framework;
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+using OpenMetaverse;
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+using OpenSim.Framework;
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+using OpenSim.Region.CoreModules.Framework.EntityTransfer;
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+using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
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+using OpenSim.Region.Framework.Scenes;
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+using OpenSim.Region.ScriptEngine.Shared;
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+using OpenSim.Tests.Common;
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+
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+namespace OpenSim.Region.ScriptEngine.XEngine.Tests
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+{
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+ /// <summary>
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+ /// XEngine tests connected with crossing scripts between regions.
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+ /// </summary>
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+ [TestFixture]
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+ public class XEngineCrossingTests : OpenSimTestCase
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+ {
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+ [TestFixtureSetUp]
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+ public void FixtureInit()
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+ {
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+ // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
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+ Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
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+ }
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+
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+ [TestFixtureTearDown]
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+ public void TearDown()
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+ {
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+ // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
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+ // threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
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+ // tests really shouldn't).
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+ Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
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+ }
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+
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+ /// <summary>
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+ /// Test script state preservation when a script crosses between regions on the same simulator.
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+ /// </summary>
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+ [Test]
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+ public void TestScriptCrossOnSameSimulator()
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+ {
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+ TestHelpers.InMethod();
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+// TestHelpers.EnableLogging();
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+
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+ UUID userId = TestHelpers.ParseTail(0x1);
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+ int sceneObjectIdTail = 0x2;
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+
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+ EntityTransferModule etmA = new EntityTransferModule();
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+ EntityTransferModule etmB = new EntityTransferModule();
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+ LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
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+ XEngine xEngineA = new XEngine();
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+ XEngine xEngineB = new XEngine();
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+ xEngineA.DebugLevel = 1;
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+ xEngineB.DebugLevel = 1;
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+
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+ IConfigSource configSource = new IniConfigSource();
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+
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+ IConfig startupConfig = configSource.AddConfig("Startup");
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+ startupConfig.Set("DefaultScriptEngine", "XEngine");
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+
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+ IConfig xEngineConfig = configSource.AddConfig("XEngine");
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+ xEngineConfig.Set("Enabled", "true");
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+ xEngineConfig.Set("StartDelay", "0");
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+
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+ // These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call
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+ // to AssemblyResolver.OnAssemblyResolve fails.
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+ xEngineConfig.Set("AppDomainLoading", "false");
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+
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+ IConfig modulesConfig = configSource.AddConfig("Modules");
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+ modulesConfig.Set("EntityTransferModule", etmA.Name);
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+ modulesConfig.Set("SimulationServices", lscm.Name);
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+
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+ SceneHelpers sh = new SceneHelpers();
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+ TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000, configSource);
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+ TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999, configSource);
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+
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+ SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, configSource, lscm);
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+ SceneHelpers.SetupSceneModules(sceneA, configSource, etmA, xEngineA);
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+ SceneHelpers.SetupSceneModules(sceneB, configSource, etmB, xEngineB);
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+ sceneA.StartScripts();
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+ sceneB.StartScripts();
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+
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+ SceneObjectGroup soSceneA = SceneHelpers.AddSceneObject(sceneA, 1, userId, "so1-", sceneObjectIdTail);
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+ soSceneA.AbsolutePosition = new Vector3(128, 10, 20);
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+
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+ // CREATE SCRIPT TODO
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+ InventoryItemBase scriptItemSceneA = new InventoryItemBase();
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+ // itemTemplate.ID = itemId;
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+ scriptItemSceneA.Name = "script1";
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+ scriptItemSceneA.Folder = soSceneA.UUID;
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+ scriptItemSceneA.InvType = (int)InventoryType.LSL;
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+
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+ AutoResetEvent chatEvent = new AutoResetEvent(false);
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+ OSChatMessage messageReceived = null;
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+ sceneA.EventManager.OnChatFromWorld += (s, m) => { messageReceived = m; chatEvent.Set(); };
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+
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+ sceneA.RezNewScript(userId, scriptItemSceneA,
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+@"integer c = 0;
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+
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+default
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+{
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+ state_entry()
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+ {
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+ llSay(0, ""Script running"");
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+ }
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+
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+ changed(integer change)
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+ {
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+ llSay(0, ""Changed"");
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+ }
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+
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+ touch_start(integer n)
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+ {
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+ c = c + 1;
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+ llSay(0, (string)c);
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+ }
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+}");
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+
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+ chatEvent.WaitOne(60000);
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+
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+ Assert.That(messageReceived, Is.Not.Null, "No chat message received.");
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+ Assert.That(messageReceived.Message, Is.EqualTo("Script running"));
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+
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+ {
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+ // XXX: Should not be doing this so directly. Should call some variant of EventManager.touch() instead.
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+ DetectParams[] det = new DetectParams[1];
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+ det[0] = new DetectParams();
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+ det[0].Key = userId;
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+ det[0].Populate(sceneA);
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+
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+ EventParams ep = new EventParams("touch_start", new Object[] { new LSL_Types.LSLInteger(1) }, det);
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+
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+ xEngineA.PostObjectEvent(soSceneA.LocalId, ep);
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+ chatEvent.WaitOne(60000);
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+
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+ Assert.That(messageReceived.Message, Is.EqualTo("1"));
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+ }
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+
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+ sceneB.EventManager.OnChatFromWorld += (s, m) => { messageReceived = m; chatEvent.Set(); };
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+
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+ // Cross with a negative value
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+ soSceneA.AbsolutePosition = new Vector3(128, -10, 20);
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+
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+ chatEvent.WaitOne(60000);
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+ Assert.That(messageReceived.Message, Is.EqualTo("Changed"));
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+
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+ // TEST sending event to moved prim and output
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+ {
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+ SceneObjectGroup soSceneB = sceneB.GetSceneObjectGroup(soSceneA.Name);
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+ TaskInventoryItem scriptItemSceneB = soSceneB.RootPart.Inventory.GetInventoryItem(scriptItemSceneA.Name);
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+
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+ // XXX: Should not be doing this so directly. Should call some variant of EventManager.touch() instead.
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+ DetectParams[] det = new DetectParams[1];
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+ det[0] = new DetectParams();
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+ det[0].Key = userId;
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+ det[0].Populate(sceneB);
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+
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+ EventParams ep = new EventParams("touch_start", new Object[] { new LSL_Types.LSLInteger(1) }, det);
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+
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+ xEngineB.PostObjectEvent(soSceneB.LocalId, ep);
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+ chatEvent.WaitOne(60000);
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+
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+ Assert.That(messageReceived.Message, Is.EqualTo("2"));
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+ }
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+ }
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+ }
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+}
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