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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.Communications.Cache;
- 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.Agent.Capabilities;
- using OpenSim.Region.CoreModules.Avatar.Gods;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory;
- using OpenSim.Services.Interfaces;
- using OpenSim.Tests.Common.Mock;
- namespace OpenSim.Tests.Common.Setup
- {
- /// <summary>
- /// Helpers for setting up scenes.
- /// </summary>
- public class SceneSetupHelpers
- {
- // These static variables in order to allow regions to be linked by shared modules and same
- // CommunicationsManager.
- private static ISharedRegionModule m_assetService = null;
- private static ISharedRegionModule m_inventoryService = null;
- private static TestCommunicationsManager commsManager = null;
- /// <summary>
- /// Set up a test scene
- /// </summary>
- ///
- /// Automatically starts service threads, as would the normal runtime.
- ///
- /// <returns></returns>
- public static TestScene SetupScene()
- {
- return SetupScene("");
- }
-
- /// <summary>
- /// Set up a test scene
- /// </summary>
- ///
- /// <param name="realServices">Starts real inventory and asset services, as opposed to mock ones, if true</param>
- /// <returns></returns>
- public static TestScene SetupScene(String realServices)
- {
- return SetupScene(
- "Unit test region", UUID.Random(), 1000, 1000, new TestCommunicationsManager(), realServices);
- }
- /// <summary>
- /// Set up a test scene
- /// </summary>
- ///
- /// <param name="realServices">Starts real inventory and asset services, as opposed to mock ones, if true</param>
- /// <param name="cm">This should be the same if simulating two scenes within a standalone</param>
- /// <returns></returns>
- public static TestScene SetupScene(TestCommunicationsManager cm, String realServices)
- {
- return SetupScene(
- "Unit test region", UUID.Random(), 1000, 1000, cm, "");
- }
- /// <summary>
- /// Set up a test scene
- /// </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, TestCommunicationsManager cm)
- {
- return SetupScene(name, id, x, y, cm, "");
- }
- /// <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>
- /// <param name="realServices">Starts real inventory and asset services, as opposed to mock ones, if true</param>
- /// <returns></returns>
- public static TestScene SetupScene(
- string name, UUID id, uint x, uint y, TestCommunicationsManager cm, String realServices)
- {
- bool newScene= false;
- Console.WriteLine("Setting up test scene {0}", name);
-
- // If cm is the same as our last commsManager used, this means the tester wants to link
- // regions. In this case, don't use the sameshared region modules and dont initialize them again.
- // Also, no need to start another MainServer and MainConsole instance.
- if (cm == null || cm != commsManager)
- {
- System.Console.WriteLine("Starting a brand new scene");
- newScene = true;
- MainConsole.Instance = new LocalConsole("TEST PROMPT");
- MainServer.Instance = new BaseHttpServer(980);
- commsManager = cm;
- }
- // We must set up a console otherwise setup of some modules may fail
- 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(cm);
- StorageManager sm = new StorageManager("OpenSim.Data.Null.dll", "", "");
- IConfigSource configSource = new IniConfigSource();
- TestScene testScene = new TestScene(
- regInfo, acm, cm, scs, sm, null, false, false, false, configSource, null);
- INonSharedRegionModule capsModule = new CapabilitiesModule();
- capsModule.Initialise(new IniConfigSource());
- testScene.AddRegionModule(capsModule.Name, capsModule);
- capsModule.AddRegion(testScene);
-
- IRegionModule godsModule = new GodsModule();
- godsModule.Initialise(testScene, new IniConfigSource());
- testScene.AddModule(godsModule.Name, godsModule);
- realServices = realServices.ToLower();
- IConfigSource config = new IniConfigSource();
-
- // If we have a brand new scene, need to initialize shared region modules
- if ((m_assetService == null && m_inventoryService == null) || newScene)
- {
- if (realServices.Contains("asset"))
- StartAssetService(testScene, true);
- else
- StartAssetService(testScene, false);
- if (realServices.Contains("inventory"))
- StartInventoryService(testScene, true);
- else
- StartInventoryService(testScene, false);
- }
- // If not, make sure the shared module gets references to this new scene
- else
- {
- m_assetService.AddRegion(testScene);
- m_assetService.RegionLoaded(testScene);
- m_inventoryService.AddRegion(testScene);
- m_inventoryService.RegionLoaded(testScene);
- }
- m_inventoryService.PostInitialise();
- m_assetService.PostInitialise();
- testScene.CommsManager.UserService.SetInventoryService(testScene.InventoryService);
- testScene.SetModuleInterfaces();
- testScene.LandChannel = new TestLandChannel();
- testScene.LoadWorldMap();
- PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager();
- physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll");
- testScene.PhysicsScene
- = physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test");
-
- return testScene;
- }
- private static void StartAssetService(Scene testScene, bool real)
- {
- ISharedRegionModule assetService = new LocalAssetServicesConnector();
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.AddConfig("AssetService");
- config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector");
- if (real)
- config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService");
- else
- config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Tests.Common.dll:TestAssetService");
- config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
- assetService.Initialise(config);
- assetService.AddRegion(testScene);
- assetService.RegionLoaded(testScene);
- testScene.AddRegionModule(assetService.Name, assetService);
- m_assetService = assetService;
- }
- private static void StartInventoryService(Scene testScene, bool real)
- {
- ISharedRegionModule inventoryService = new LocalInventoryServicesConnector();
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.AddConfig("InventoryService");
- config.Configs["Modules"].Set("InventoryServices", "LocalInventoryServicesConnector");
- if (real)
- config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Services.InventoryService.dll:InventoryService");
- else
- config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Tests.Common.dll:TestInventoryService");
- config.Configs["InventoryService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
- inventoryService.Initialise(config);
- inventoryService.AddRegion(testScene);
- inventoryService.RegionLoaded(testScene);
- testScene.AddRegionModule(inventoryService.Name, inventoryService);
- m_inventoryService = inventoryService;
- }
- /// <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, null, 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);
- module.RegionLoaded(scene);
- scene.AddRegionModule(module.Name, module);
- }
- 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";
- 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 TestClient AddRootAgent(Scene scene, UUID agentId)
- {
- return AddRootAgent(scene, GenerateAgentData(agentId));
- }
- /// <summary>
- /// Add a root agent.
- /// </summary>
- ///
- /// 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
- ///
- /// <param name="scene"></param>
- /// <param name="agentData"></param>
- /// <returns></returns>
- public static TestClient AddRootAgent(Scene scene, AgentCircuitData agentData)
- {
- string reason;
- // We emulate the proper login sequence here by doing things in three stages
- // Stage 1: simulate login by telling the scene to expect a new user connection
- scene.NewUserConnection(agentData, out reason);
- // Stage 2: add the new client as a child agent to the scene
- TestClient client = new TestClient(agentData, scene);
- scene.AddNewClient(client);
- // Stage 3: Invoke agent crossing, which converts the child agent into a root agent (with appearance,
- // inventory, etc.)
- //scene.AgentCrossing(agentData.AgentID, new Vector3(90, 90, 90), false); OBSOLETE
- ScenePresence scp = scene.GetScenePresence(agentData.AgentID);
- scp.MakeRootAgent(new Vector3(90,90,90), true);
- return client;
- }
- /// <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
- = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
- part.Name = name;
- //part.UpdatePrimFlags(false, false, true);
- //part.ObjectFlags |= (uint)PrimFlags.Phantom;
- scene.AddNewSceneObject(new SceneObjectGroup(part), false);
- return part;
- }
- /// <summary>
- /// Delete a scene object asynchronously
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="part"></param>
- /// <param name="action"></param>
- /// <param name="destinationId"></param>
- /// <param name="client"></param>
- public static void DeleteSceneObjectAsync(
- TestScene scene, SceneObjectPart part, DeRezAction action, UUID destinationId, IClientAPI client)
- {
- // Turn off the timer on the async sog deleter - we'll crank it by hand within a unit test
- AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
- sogd.Enabled = false;
- scene.DeRezObject(client, part.LocalId, UUID.Zero, action, destinationId);
- sogd.InventoryDeQueueAndDelete();
- }
- }
-
- }
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