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- /*
- * 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.Threading;
- using Nini.Config;
- using NUnit.Framework;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.CoreModules.Framework.EntityTransfer;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.ScriptEngine.Shared;
- using OpenSim.Tests.Common;
- namespace OpenSim.Region.ScriptEngine.XEngine.Tests
- {
- /// <summary>
- /// XEngine tests connected with crossing scripts between regions.
- /// </summary>
- [TestFixture]
- public class XEngineCrossingTests : OpenSimTestCase
- {
- [TestFixtureSetUp]
- public void FixtureInit()
- {
- // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
- Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
- }
- [TestFixtureTearDown]
- public void TearDown()
- {
- // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
- // threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
- // tests really shouldn't).
- Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
- }
- /// <summary>
- /// Test script state preservation when a script crosses between regions on the same simulator.
- /// </summary>
- [Test]
- 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"));
- }
- }
- }
- }
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