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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.Net;
- using System.Collections.Generic;
- using Nini.Config;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications;
- using OpenSim.Framework.Console;
- using OpenSim.Framework.Servers;
- using OpenSim.Framework.Servers.HttpServer;
- using OpenSim.Region.Physics.Manager;
- using OpenSim.Region.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.CoreModules.Avatar.Gods;
- using OpenSim.Region.CoreModules.Asset;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Authentication;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence;
- using OpenSim.Services.Interfaces;
- using OpenSim.Tests.Common.Mock;
- namespace OpenSim.Tests.Common
- {
- /// <summary>
- /// Helpers for setting up scenes.
- /// </summary>
- public class SceneHelpers
- {
- public static TestScene SetupScene()
- {
- return SetupScene(null);
- }
- /// <summary>
- /// Set up a test scene
- /// </summary>
- /// <remarks>
- /// Automatically starts service threads, as would the normal runtime.
- /// </remarks>
- /// <returns></returns>
- public static TestScene SetupScene(CoreAssetCache cache)
- {
- return SetupScene("Unit test region", UUID.Random(), 1000, 1000, cache);
- }
- public static TestScene SetupScene(string name, UUID id, uint x, uint y)
- {
- return SetupScene(name, id, x, y, null);
- }
- /// <summary>
- /// Set up a scene. If it's more then one scene, use the same CommunicationsManager to link regions
- /// or a different, to get a brand new scene with new shared region modules.
- /// </summary>
- /// <param name="name">Name of the region</param>
- /// <param name="id">ID of the region</param>
- /// <param name="x">X co-ordinate of the region</param>
- /// <param name="y">Y co-ordinate of the region</param>
- /// <param name="cm">This should be the same if simulating two scenes within a standalone</param>
- /// <returns></returns>
- public static TestScene SetupScene(string name, UUID id, uint x, uint y, CoreAssetCache cache)
- {
- Console.WriteLine("Setting up test scene {0}", name);
- // We must set up a console otherwise setup of some modules may fail
- MainConsole.Instance = new MockConsole("TEST PROMPT");
-
- RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1");
- regInfo.RegionName = name;
- regInfo.RegionID = id;
- AgentCircuitManager acm = new AgentCircuitManager();
- SceneCommunicationService scs = new SceneCommunicationService();
- ISimulationDataService simDataService = OpenSim.Server.Base.ServerUtils.LoadPlugin<ISimulationDataService>("OpenSim.Tests.Common.dll", null);
- IEstateDataService estateDataService = null;
- IConfigSource configSource = new IniConfigSource();
- TestScene testScene = new TestScene(
- regInfo, acm, scs, simDataService, estateDataService, null, false, false, false, configSource, null);
- IRegionModule godsModule = new GodsModule();
- godsModule.Initialise(testScene, new IniConfigSource());
- testScene.AddModule(godsModule.Name, godsModule);
- LocalAssetServicesConnector assetService = StartAssetService(testScene, cache);
- StartAuthenticationService(testScene);
- LocalInventoryServicesConnector inventoryService = StartInventoryService(testScene);
- StartGridService(testScene);
- LocalUserAccountServicesConnector userAccountService = StartUserAccountService(testScene);
- LocalPresenceServicesConnector presenceService = StartPresenceService(testScene);
- inventoryService.PostInitialise();
- assetService.PostInitialise();
- userAccountService.PostInitialise();
- presenceService.PostInitialise();
-
- testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random();
- testScene.SetModuleInterfaces();
- testScene.LandChannel = new TestLandChannel(testScene);
- testScene.LoadWorldMap();
- PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager();
- physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll");
- testScene.PhysicsScene
- = physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test");
- testScene.RegionInfo.EstateSettings = new EstateSettings();
- testScene.LoginsDisabled = false;
- return testScene;
- }
- private static LocalAssetServicesConnector StartAssetService(Scene testScene, CoreAssetCache cache)
- {
- LocalAssetServicesConnector assetService = new LocalAssetServicesConnector();
- IConfigSource config = new IniConfigSource();
-
- config.AddConfig("Modules");
- config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector");
- config.AddConfig("AssetService");
- config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService");
- config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
-
- assetService.Initialise(config);
- assetService.AddRegion(testScene);
- if (cache != null)
- {
- IConfigSource cacheConfig = new IniConfigSource();
- cacheConfig.AddConfig("Modules");
- cacheConfig.Configs["Modules"].Set("AssetCaching", "CoreAssetCache");
- cacheConfig.AddConfig("AssetCache");
- cache.Initialise(cacheConfig);
- cache.AddRegion(testScene);
- cache.RegionLoaded(testScene);
- testScene.AddRegionModule(cache.Name, cache);
- }
- assetService.RegionLoaded(testScene);
- testScene.AddRegionModule(assetService.Name, assetService);
-
- return assetService;
- }
- private static void StartAuthenticationService(Scene testScene)
- {
- ISharedRegionModule service = new LocalAuthenticationServicesConnector();
- IConfigSource config = new IniConfigSource();
-
- config.AddConfig("Modules");
- config.AddConfig("AuthenticationService");
- config.Configs["Modules"].Set("AuthenticationServices", "LocalAuthenticationServicesConnector");
- config.Configs["AuthenticationService"].Set(
- "LocalServiceModule", "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService");
- config.Configs["AuthenticationService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
-
- service.Initialise(config);
- service.AddRegion(testScene);
- service.RegionLoaded(testScene);
- testScene.AddRegionModule(service.Name, service);
- //m_authenticationService = service;
- }
- private static LocalInventoryServicesConnector StartInventoryService(Scene testScene)
- {
- LocalInventoryServicesConnector inventoryService = new LocalInventoryServicesConnector();
-
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.AddConfig("InventoryService");
- config.Configs["Modules"].Set("InventoryServices", "LocalInventoryServicesConnector");
- config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Services.InventoryService.dll:InventoryService");
- config.Configs["InventoryService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
-
- inventoryService.Initialise(config);
- inventoryService.AddRegion(testScene);
- inventoryService.RegionLoaded(testScene);
- testScene.AddRegionModule(inventoryService.Name, inventoryService);
-
- return inventoryService;
- }
- private static LocalGridServicesConnector StartGridService(Scene testScene)
- {
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.AddConfig("GridService");
- config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector");
- config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll:NullRegionData");
- config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService");
- LocalGridServicesConnector gridService = new LocalGridServicesConnector();
- gridService.Initialise(config);
- gridService.AddRegion(testScene);
- gridService.RegionLoaded(testScene);
-
- return gridService;
- }
- /// <summary>
- /// Start a user account service
- /// </summary>
- /// <param name="testScene"></param>
- /// <returns></returns>
- private static LocalUserAccountServicesConnector StartUserAccountService(Scene testScene)
- {
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.AddConfig("UserAccountService");
- config.Configs["Modules"].Set("UserAccountServices", "LocalUserAccountServicesConnector");
- config.Configs["UserAccountService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
- config.Configs["UserAccountService"].Set(
- "LocalServiceModule", "OpenSim.Services.UserAccountService.dll:UserAccountService");
- LocalUserAccountServicesConnector userAccountService = new LocalUserAccountServicesConnector();
- userAccountService.Initialise(config);
- userAccountService.AddRegion(testScene);
- userAccountService.RegionLoaded(testScene);
- testScene.AddRegionModule(userAccountService.Name, userAccountService);
-
- return userAccountService;
- }
- /// <summary>
- /// Start a presence service
- /// </summary>
- /// <param name="testScene"></param>
- private static LocalPresenceServicesConnector StartPresenceService(Scene testScene)
- {
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.AddConfig("PresenceService");
- config.Configs["Modules"].Set("PresenceServices", "LocalPresenceServicesConnector");
- config.Configs["PresenceService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
- config.Configs["PresenceService"].Set(
- "LocalServiceModule", "OpenSim.Services.PresenceService.dll:PresenceService");
- LocalPresenceServicesConnector presenceService = new LocalPresenceServicesConnector();
- presenceService.Initialise(config);
- presenceService.AddRegion(testScene);
- presenceService.RegionLoaded(testScene);
- testScene.AddRegionModule(presenceService.Name, presenceService);
-
- return presenceService;
- }
- /// <summary>
- /// Setup modules for a scene using their default settings.
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="modules"></param>
- public static void SetupSceneModules(Scene scene, params object[] modules)
- {
- SetupSceneModules(scene, new IniConfigSource(), modules);
- }
- /// <summary>
- /// Setup modules for a scene.
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="config"></param>
- /// <param name="modules"></param>
- public static void SetupSceneModules(Scene scene, IConfigSource config, params object[] modules)
- {
- List<IRegionModuleBase> newModules = new List<IRegionModuleBase>();
- foreach (object module in modules)
- {
- if (module is IRegionModule)
- {
- IRegionModule m = (IRegionModule)module;
- m.Initialise(scene, config);
- scene.AddModule(m.Name, m);
- m.PostInitialise();
- }
- else if (module is IRegionModuleBase)
- {
- // for the new system, everything has to be initialised first,
- // shared modules have to be post-initialised, then all get an AddRegion with the scene
- IRegionModuleBase m = (IRegionModuleBase)module;
- m.Initialise(config);
- newModules.Add(m);
- }
- }
- foreach (IRegionModuleBase module in newModules)
- {
- if (module is ISharedRegionModule) ((ISharedRegionModule)module).PostInitialise();
- }
- foreach (IRegionModuleBase module in newModules)
- {
- module.AddRegion(scene);
- scene.AddRegionModule(module.Name, module);
- }
-
- // RegionLoaded is fired after all modules have been appropriately added to all scenes
- foreach (IRegionModuleBase module in newModules)
- module.RegionLoaded(scene);
- scene.SetModuleInterfaces();
- }
- /// <summary>
- /// Generate some standard agent connection data.
- /// </summary>
- /// <param name="agentId"></param>
- /// <returns></returns>
- public static AgentCircuitData GenerateAgentData(UUID agentId)
- {
- string firstName = "testfirstname";
- AgentCircuitData agentData = new AgentCircuitData();
- agentData.AgentID = agentId;
- agentData.firstname = firstName;
- agentData.lastname = "testlastname";
- agentData.SessionID = UUID.Zero;
- agentData.SecureSessionID = UUID.Zero;
- agentData.circuitcode = 123;
- agentData.BaseFolder = UUID.Zero;
- agentData.InventoryFolder = UUID.Zero;
- agentData.startpos = Vector3.Zero;
- agentData.CapsPath = "http://wibble.com";
- agentData.ServiceURLs = new Dictionary<string, object>();
- agentData.Appearance = new AvatarAppearance();
- return agentData;
- }
- /// <summary>
- /// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="agentId"></param>
- /// <returns></returns>
- public static ScenePresence AddScenePresence(Scene scene, UUID agentId)
- {
- return AddScenePresence(scene, GenerateAgentData(agentId));
- }
- /// <summary>
- /// Add a root agent.
- /// </summary>
- /// <remarks>
- /// This function
- ///
- /// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the
- /// userserver if grid) would give initial login data back to the client and separately tell the scene that the
- /// agent was coming.
- ///
- /// 2) Connects the agent with the scene
- ///
- /// This function performs actions equivalent with notifying the scene that an agent is
- /// coming and then actually connecting the agent to the scene. The one step missed out is the very first
- /// </remarks>
- /// <param name="scene"></param>
- /// <param name="agentData"></param>
- /// <returns></returns>
- public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData)
- {
- string reason;
- // We emulate the proper login sequence here by doing things in four stages
- // Stage 0: log the presence
- scene.PresenceService.LoginAgent(agentData.AgentID.ToString(), agentData.SessionID, agentData.SecureSessionID);
- // Stage 1: simulate login by telling the scene to expect a new user connection
- if (!scene.NewUserConnection(agentData, (uint)TeleportFlags.ViaLogin, out reason))
- Console.WriteLine("NewUserConnection failed: " + reason);
- // Stage 2: add the new client as a child agent to the scene
- TestClient client = new TestClient(agentData, scene);
- scene.AddNewClient(client, PresenceType.User);
- // Stage 3: Complete the entrance into the region. This converts the child agent into a root agent.
- ScenePresence scp = scene.GetScenePresence(agentData.AgentID);
- scp.CompleteMovement(client, true);
- //scp.MakeRootAgent(new Vector3(90, 90, 90), true);
- return scp;
- }
- /// <summary>
- /// Add a test object
- /// </summary>
- /// <param name="scene"></param>
- /// <returns></returns>
- public static SceneObjectPart AddSceneObject(Scene scene)
- {
- return AddSceneObject(scene, "Test Object");
- }
- /// <summary>
- /// Add a test object
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="name"></param>
- /// <returns></returns>
- public static SceneObjectPart AddSceneObject(Scene scene, string name)
- {
- SceneObjectPart part = CreateSceneObjectPart(name, UUID.Random(), UUID.Zero);
- //part.UpdatePrimFlags(false, false, true);
- //part.ObjectFlags |= (uint)PrimFlags.Phantom;
- scene.AddNewSceneObject(new SceneObjectGroup(part), false);
- return part;
- }
-
- /// <summary>
- /// Create a scene object part.
- /// </summary>
- /// <param name="name"></param>
- /// <param name="id"></param>
- /// <param name="ownerId"></param>
- /// <returns></returns>
- public static SceneObjectPart CreateSceneObjectPart(string name, UUID id, UUID ownerId)
- {
- return new SceneObjectPart(
- ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
- { Name = name, UUID = id, Scale = new Vector3(1, 1, 1) };
- }
-
- /// <summary>
- /// Create a scene object but do not add it to the scene.
- /// </summary>
- /// <remarks>
- /// UUID always starts at 00000000-0000-0000-0000-000000000001
- /// </remarks>
- /// <param name="parts">The number of parts that should be in the scene object</param>
- /// <param name="ownerId"></param>
- /// <returns></returns>
- public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId)
- {
- return CreateSceneObject(parts, ownerId, "", 0x1);
- }
-
- /// <summary>
- /// Create a scene object but do not add it to the scene.
- /// </summary>
- /// <param name="parts">
- /// The number of parts that should be in the scene object
- /// </param>
- /// <param name="ownerId"></param>
- /// <param name="partNamePrefix">
- /// The prefix to be given to part names. This will be suffixed with "Part<part no>"
- /// (e.g. mynamePart0 for the root part)
- /// </param>
- /// <param name="uuidTail">
- /// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
- /// will be given to the root part, and incremented for each part thereafter.
- /// </param>
- /// <returns></returns>
- public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, string partNamePrefix, int uuidTail)
- {
- string rawSogId = string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail);
-
- SceneObjectGroup sog
- = new SceneObjectGroup(
- CreateSceneObjectPart(string.Format("{0}Part0", partNamePrefix), new UUID(rawSogId), ownerId));
-
- if (parts > 1)
- for (int i = 1; i < parts; i++)
- sog.AddPart(
- CreateSceneObjectPart(
- string.Format("{0}Part{1}", partNamePrefix, i),
- new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail + i)),
- ownerId));
-
- return sog;
- }
- }
- }
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