ClientStackHelpers.cs 4.0 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Net;
  29. using Nini.Config;
  30. using OpenMetaverse;
  31. using OpenMetaverse.Packets;
  32. using OpenSim.Framework;
  33. using OpenSim.Region.ClientStack.LindenUDP;
  34. using OpenSim.Region.Framework.Scenes;
  35. namespace OpenSim.Tests.Common
  36. {
  37. /// <summary>
  38. /// This class adds full UDP client classes and associated scene presence to scene.
  39. /// </summary>
  40. /// <remarks>
  41. /// This is used for testing client stack code. For testing other code, use SceneHelper methods instead since
  42. /// they operate without the burden of setting up UDP structures which should be unnecessary for testing scene
  43. /// code.
  44. /// </remarks>
  45. public static class ClientStackHelpers
  46. {
  47. public static ScenePresence AddChildClient(
  48. Scene scene, LLUDPServer udpServer, UUID agentId, UUID sessionId, uint circuitCode)
  49. {
  50. IPEndPoint testEp = new IPEndPoint(IPAddress.Loopback, 999);
  51. UseCircuitCodePacket uccp = new UseCircuitCodePacket();
  52. UseCircuitCodePacket.CircuitCodeBlock uccpCcBlock
  53. = new UseCircuitCodePacket.CircuitCodeBlock();
  54. uccpCcBlock.Code = circuitCode;
  55. uccpCcBlock.ID = agentId;
  56. uccpCcBlock.SessionID = sessionId;
  57. uccp.CircuitCode = uccpCcBlock;
  58. byte[] uccpBytes = uccp.ToBytes();
  59. UDPPacketBuffer upb = new UDPPacketBuffer(testEp, uccpBytes.Length);
  60. upb.DataLength = uccpBytes.Length; // God knows why this isn't set by the constructor.
  61. Buffer.BlockCopy(uccpBytes, 0, upb.Data, 0, uccpBytes.Length);
  62. AgentCircuitData acd = new AgentCircuitData();
  63. acd.AgentID = agentId;
  64. acd.SessionID = sessionId;
  65. scene.AuthenticateHandler.AddNewCircuit(circuitCode, acd);
  66. udpServer.PacketReceived(upb);
  67. return scene.GetScenePresence(agentId);
  68. }
  69. public static TestLLUDPServer AddUdpServer(Scene scene)
  70. {
  71. return AddUdpServer(scene, new IniConfigSource());
  72. }
  73. public static TestLLUDPServer AddUdpServer(Scene scene, IniConfigSource configSource)
  74. {
  75. uint port = 0;
  76. AgentCircuitManager acm = scene.AuthenticateHandler;
  77. TestLLUDPServer udpServer = new TestLLUDPServer(IPAddress.Any, ref port, 0, false, configSource, acm);
  78. udpServer.AddScene(scene);
  79. return udpServer;
  80. }
  81. }
  82. }