/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Net; using Nini.Config; using OpenMetaverse; using OpenMetaverse.Packets; using OpenSim.Framework; using OpenSim.Region.ClientStack.LindenUDP; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Tests.Common { /// /// This class adds full UDP client classes and associated scene presence to scene. /// /// /// This is used for testing client stack code. For testing other code, use SceneHelper methods instead since /// they operate without the burden of setting up UDP structures which should be unnecessary for testing scene /// code. /// public static class ClientStackHelpers { public static ScenePresence AddChildClient( Scene scene, LLUDPServer udpServer, UUID agentId, UUID sessionId, uint circuitCode) { IPEndPoint testEp = new IPEndPoint(IPAddress.Loopback, 999); UseCircuitCodePacket uccp = new UseCircuitCodePacket(); UseCircuitCodePacket.CircuitCodeBlock uccpCcBlock = new UseCircuitCodePacket.CircuitCodeBlock(); uccpCcBlock.Code = circuitCode; uccpCcBlock.ID = agentId; uccpCcBlock.SessionID = sessionId; uccp.CircuitCode = uccpCcBlock; byte[] uccpBytes = uccp.ToBytes(); UDPPacketBuffer upb = new UDPPacketBuffer(testEp, uccpBytes.Length); upb.DataLength = uccpBytes.Length; // God knows why this isn't set by the constructor. Buffer.BlockCopy(uccpBytes, 0, upb.Data, 0, uccpBytes.Length); AgentCircuitData acd = new AgentCircuitData(); acd.AgentID = agentId; acd.SessionID = sessionId; scene.AuthenticateHandler.AddNewCircuit(circuitCode, acd); udpServer.PacketReceived(upb); return scene.GetScenePresence(agentId); } public static TestLLUDPServer AddUdpServer(Scene scene) { return AddUdpServer(scene, new IniConfigSource()); } public static TestLLUDPServer AddUdpServer(Scene scene, IniConfigSource configSource) { uint port = 0; AgentCircuitManager acm = scene.AuthenticateHandler; TestLLUDPServer udpServer = new TestLLUDPServer(IPAddress.Any, ref port, 0, false, configSource, acm); udpServer.AddScene(scene); return udpServer; } } }