123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163 |
- /*
- * 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.Collections.Generic;
- using System.Reflection;
- using Nini.Config;
- using NUnit.Framework;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications;
- using OpenSim.Framework.Servers;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.CoreModules.Framework;
- using OpenSim.Region.CoreModules.Framework.EntityTransfer;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
- using OpenSim.Tests.Common;
- using OpenSim.Tests.Common.Mock;
- namespace OpenSim.Region.Framework.Scenes.Tests
- {
- [TestFixture]
- public class ScenePresenceCrossingTests : 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;
- }
- [Test]
- 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);
- }
- }
- }
|