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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.Collections.Generic;
- using System.IO;
- using System.Net;
- using System.Text;
- using System.Threading;
- using Nini.Config;
- using NUnit.Framework;
- using OpenMetaverse;
- using OpenSim.Framework;
- 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.Region.CoreModules.World.Permissions;
- using OpenSim.Tests.Common;
- namespace OpenSim.Region.Framework.Scenes.Tests
- {
- /// <summary>
- /// Teleport tests in a standalone OpenSim
- /// </summary>
- [TestFixture]
- public class ScenePresenceTeleportTests : 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 TestSameRegion()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- EntityTransferModule etm = new EntityTransferModule();
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- // Not strictly necessary since FriendsModule assumes it is the default (!)
- config.Configs["Modules"].Set("EntityTransferModule", etm.Name);
- TestScene scene = new SceneHelpers().SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
- SceneHelpers.SetupSceneModules(scene, config, etm);
- Vector3 teleportPosition = new Vector3(10, 11, 12);
- Vector3 teleportLookAt = new Vector3(20, 21, 22);
- ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
- sp.AbsolutePosition = new Vector3(30, 31, 32);
- scene.RequestTeleportLocation(
- sp.ControllingClient,
- scene.RegionInfo.RegionHandle,
- teleportPosition,
- teleportLookAt,
- (uint)TeleportFlags.ViaLocation);
- Assert.That(sp.AbsolutePosition, Is.EqualTo(teleportPosition));
- Assert.That(scene.GetRootAgentCount(), Is.EqualTo(1));
- Assert.That(scene.GetChildAgentCount(), Is.EqualTo(0));
- // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
- // position instead).
- // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
- }
- /*
- [Test]
- public void TestSameSimulatorIsolatedRegionsV1()
- {
- TestHelpers.InMethod();
- // TestHelpers.EnableLogging();
- UUID userId = TestHelpers.ParseTail(0x1);
- 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), 1002, 1000);
- SceneHelpers.SetupSceneModules(sceneA, config, etmA);
- SceneHelpers.SetupSceneModules(sceneB, config, etmB);
- SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
- // FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour
- lscm.ServiceVersion = 0.1f;
- Vector3 teleportPosition = new Vector3(10, 11, 12);
- Vector3 teleportLookAt = new Vector3(20, 21, 22);
- ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
- sp.AbsolutePosition = new Vector3(30, 31, 32);
- List<TestClient> destinationTestClients = new List<TestClient>();
- EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(
- (TestClient)sp.ControllingClient, destinationTestClients);
- sceneA.RequestTeleportLocation(
- sp.ControllingClient,
- sceneB.RegionInfo.RegionHandle,
- teleportPosition,
- teleportLookAt,
- (uint)TeleportFlags.ViaLocation);
- // SetupInformClientOfNeighbour() will have handled the callback into the target scene to setup the child
- // agent. This call will now complete the movement of the user into the destination and upgrade the agent
- // from child to root.
- destinationTestClients[0].CompleteMovement();
- Assert.That(sceneA.GetScenePresence(userId), Is.Null);
- ScenePresence sceneBSp = sceneB.GetScenePresence(userId);
- Assert.That(sceneBSp, Is.Not.Null);
- Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
- Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
- Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
- Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
- Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
- Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
- // TODO: Add assertions to check correct circuit details in both scenes.
- // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
- // position instead).
- // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
- }
- */
- [Test]
- public void TestSameSimulatorIsolatedRegionsV2()
- {
- TestHelpers.InMethod();
- // TestHelpers.EnableLogging();
- UUID userId = TestHelpers.ParseTail(0x1);
- 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);
- SceneHelpers sh = new SceneHelpers();
- TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
- TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
- SceneHelpers.SetupSceneModules(sceneA, config, etmA);
- SceneHelpers.SetupSceneModules(sceneB, config, etmB);
- SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
- Vector3 teleportPosition = new Vector3(10, 11, 12);
- Vector3 teleportLookAt = new Vector3(20, 21, 22);
- ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
- sp.AbsolutePosition = new Vector3(30, 31, 32);
- List<TestClient> destinationTestClients = new List<TestClient>();
- EntityTransferHelpers.SetupSendRegionTeleportTriggersDestinationClientCreateAndCompleteMovement(
- (TestClient)sp.ControllingClient, destinationTestClients);
- sceneA.RequestTeleportLocation(
- sp.ControllingClient,
- sceneB.RegionInfo.RegionHandle,
- teleportPosition,
- teleportLookAt,
- (uint)TeleportFlags.ViaLocation);
- Assert.That(sceneA.GetScenePresence(userId), Is.Null);
- ScenePresence sceneBSp = sceneB.GetScenePresence(userId);
- Assert.That(sceneBSp, Is.Not.Null);
- Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
- Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
- Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
- Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
- Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
- Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
- // TODO: Add assertions to check correct circuit details in both scenes.
- // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
- // position instead).
- // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
- }
- /// <summary>
- /// Test teleport procedures when the target simulator returns false when queried about access.
- /// </summary>
- [Test]
- public void TestSameSimulatorIsolatedRegions_DeniedOnQueryAccess()
- {
- TestHelpers.InMethod();
- // TestHelpers.EnableLogging();
- UUID userId = TestHelpers.ParseTail(0x1);
- Vector3 preTeleportPosition = new Vector3(30, 31, 32);
- EntityTransferModule etmA = new EntityTransferModule();
- EntityTransferModule etmB = new EntityTransferModule();
- LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.Configs["Modules"].Set("EntityTransferModule", etmA.Name);
- config.Configs["Modules"].Set("SimulationServices", lscm.Name);
- 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.
- config.Configs["EntityTransfer"].Set("wait_for_callback", false);
- config.AddConfig("Startup");
- config.Configs["Startup"].Set("serverside_object_permissions", true);
- SceneHelpers sh = new SceneHelpers();
- TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
- TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
- SceneHelpers.SetupSceneModules(sceneA, config, etmA );
- // We need to set up the permisions module on scene B so that our later use of agent limit to deny
- // QueryAccess won't succeed anyway because administrators are always allowed in and the default
- // IsAdministrator if no permissions module is present is true.
- SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new DefaultPermissionsModule(), etmB });
- // Shared scene modules
- SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
- Vector3 teleportPosition = new Vector3(10, 11, 12);
- Vector3 teleportLookAt = new Vector3(20, 21, 22);
- ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
- sp.AbsolutePosition = preTeleportPosition;
- // Make sceneB return false on query access
- sceneB.RegionInfo.RegionSettings.AgentLimit = 0;
- sceneA.RequestTeleportLocation(
- sp.ControllingClient,
- sceneB.RegionInfo.RegionHandle,
- teleportPosition,
- teleportLookAt,
- (uint)TeleportFlags.ViaLocation);
- // ((TestClient)sp.ControllingClient).CompleteTeleportClientSide();
- Assert.That(sceneB.GetScenePresence(userId), Is.Null);
- ScenePresence sceneASp = sceneA.GetScenePresence(userId);
- Assert.That(sceneASp, Is.Not.Null);
- Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
- Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
- Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1));
- Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
- Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0));
- Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
- // TODO: Add assertions to check correct circuit details in both scenes.
- // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
- // position instead).
- // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
- // TestHelpers.DisableLogging();
- }
- /// <summary>
- /// Test teleport procedures when the target simulator create agent step is refused.
- /// </summary>
- [Test]
- public void TestSameSimulatorIsolatedRegions_DeniedOnCreateAgent()
- {
- TestHelpers.InMethod();
- // TestHelpers.EnableLogging();
- UUID userId = TestHelpers.ParseTail(0x1);
- Vector3 preTeleportPosition = new Vector3(30, 31, 32);
- EntityTransferModule etmA = new EntityTransferModule();
- EntityTransferModule etmB = new EntityTransferModule();
- LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.Configs["Modules"].Set("EntityTransferModule", etmA.Name);
- config.Configs["Modules"].Set("SimulationServices", lscm.Name);
- 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.
- config.Configs["EntityTransfer"].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), 1002, 1000);
- SceneHelpers.SetupSceneModules(sceneA, config, etmA);
- SceneHelpers.SetupSceneModules(sceneB, config, etmB);
- // Shared scene modules
- SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
- Vector3 teleportPosition = new Vector3(10, 11, 12);
- Vector3 teleportLookAt = new Vector3(20, 21, 22);
- ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
- sp.AbsolutePosition = preTeleportPosition;
- // Make sceneB refuse CreateAgent
- sceneB.LoginsEnabled = false;
- sceneA.RequestTeleportLocation(
- sp.ControllingClient,
- sceneB.RegionInfo.RegionHandle,
- teleportPosition,
- teleportLookAt,
- (uint)TeleportFlags.ViaLocation);
- // ((TestClient)sp.ControllingClient).CompleteTeleportClientSide();
- Assert.That(sceneB.GetScenePresence(userId), Is.Null);
- ScenePresence sceneASp = sceneA.GetScenePresence(userId);
- Assert.That(sceneASp, Is.Not.Null);
- Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
- Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
- Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1));
- Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
- Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0));
- Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
- // TODO: Add assertions to check correct circuit details in both scenes.
- // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
- // position instead).
- // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
- // TestHelpers.DisableLogging();
- }
- /// <summary>
- /// Test teleport when the destination region does not process (or does not receive) the connection attempt
- /// from the viewer.
- /// </summary>
- /// <remarks>
- /// This could be quite a common case where the source region can connect to a remove destination region
- /// (for CreateAgent) but the viewer cannot reach the destination region due to network issues.
- /// </remarks>
- [Test]
- public void TestSameSimulatorIsolatedRegions_DestinationDidNotProcessViewerConnection()
- {
- TestHelpers.InMethod();
- // TestHelpers.EnableLogging();
- UUID userId = TestHelpers.ParseTail(0x1);
- Vector3 preTeleportPosition = new Vector3(30, 31, 32);
- EntityTransferModule etmA = new EntityTransferModule();
- EntityTransferModule etmB = new EntityTransferModule();
- LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.Configs["Modules"].Set("EntityTransferModule", etmA.Name);
- config.Configs["Modules"].Set("SimulationServices", lscm.Name);
- 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.
- config.Configs["EntityTransfer"].Set("wait_for_callback", false);
- // config.AddConfig("Startup");
- // config.Configs["Startup"].Set("serverside_object_permissions", true);
- SceneHelpers sh = new SceneHelpers();
- TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
- TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
- SceneHelpers.SetupSceneModules(sceneA, config, etmA );
- // We need to set up the permisions module on scene B so that our later use of agent limit to deny
- // QueryAccess won't succeed anyway because administrators are always allowed in and the default
- // IsAdministrator if no permissions module is present is true.
- SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new DefaultPermissionsModule(), etmB });
- // Shared scene modules
- SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
- Vector3 teleportPosition = new Vector3(10, 11, 12);
- Vector3 teleportLookAt = new Vector3(20, 21, 22);
- ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
- sp.AbsolutePosition = preTeleportPosition;
- sceneA.RequestTeleportLocation(
- sp.ControllingClient,
- sceneB.RegionInfo.RegionHandle,
- teleportPosition,
- teleportLookAt,
- (uint)TeleportFlags.ViaLocation);
- // FIXME: Not setting up InformClientOfNeighbour on the TestClient means that it does not initiate
- // communication with the destination region. But this is a very non-obvious way of doing it - really we
- // should be forced to expicitly set this up.
- Assert.That(sceneB.GetScenePresence(userId), Is.Null);
- ScenePresence sceneASp = sceneA.GetScenePresence(userId);
- Assert.That(sceneASp, Is.Not.Null);
- Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
- Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
- Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1));
- Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
- Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0));
- Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
- // TODO: Add assertions to check correct circuit details in both scenes.
- // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
- // position instead).
- // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
- // TestHelpers.DisableLogging();
- }
- /*
- [Test]
- public void TestSameSimulatorNeighbouringRegionsV1()
- {
- TestHelpers.InMethod();
- // TestHelpers.EnableLogging();
- UUID userId = TestHelpers.ParseTail(0x1);
- 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), 1001, 1000);
- SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
- SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
- SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
- // FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour
- lscm.ServiceVersion = 0.1f;
- Vector3 teleportPosition = new Vector3(10, 11, 12);
- Vector3 teleportLookAt = new Vector3(20, 21, 22);
- AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
- TestClient tc = new TestClient(acd, sceneA);
- List<TestClient> destinationTestClients = new List<TestClient>();
- EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);
- ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
- beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32);
- Assert.That(beforeSceneASp, Is.Not.Null);
- Assert.That(beforeSceneASp.IsChildAgent, Is.False);
- ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId);
- Assert.That(beforeSceneBSp, Is.Not.Null);
- Assert.That(beforeSceneBSp.IsChildAgent, Is.True);
- // In this case, we will not receieve a second InformClientOfNeighbour since the viewer already knows
- // about the neighbour region it is teleporting to.
- sceneA.RequestTeleportLocation(
- beforeSceneASp.ControllingClient,
- sceneB.RegionInfo.RegionHandle,
- teleportPosition,
- teleportLookAt,
- (uint)TeleportFlags.ViaLocation);
- destinationTestClients[0].CompleteMovement();
- ScenePresence afterSceneASp = sceneA.GetScenePresence(userId);
- Assert.That(afterSceneASp, Is.Not.Null);
- Assert.That(afterSceneASp.IsChildAgent, Is.True);
- ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId);
- Assert.That(afterSceneBSp, Is.Not.Null);
- Assert.That(afterSceneBSp.IsChildAgent, Is.False);
- Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
- Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
- Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
- Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1));
- Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
- Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
- // TODO: Add assertions to check correct circuit details in both scenes.
- // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
- // position instead).
- // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
- // TestHelpers.DisableLogging();
- }
- */
- [Test]
- public void TestSameSimulatorNeighbouringRegionsV2()
- {
- TestHelpers.InMethod();
- // TestHelpers.EnableLogging();
- UUID userId = TestHelpers.ParseTail(0x1);
- 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);
- SceneHelpers sh = new SceneHelpers();
- TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
- TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000);
- SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
- SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
- SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
- Vector3 teleportPosition = new Vector3(10, 11, 12);
- Vector3 teleportLookAt = new Vector3(20, 21, 22);
- AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
- TestClient tc = new TestClient(acd, sceneA);
- List<TestClient> destinationTestClients = new List<TestClient>();
- EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);
- ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
- beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32);
- Assert.That(beforeSceneASp, Is.Not.Null);
- Assert.That(beforeSceneASp.IsChildAgent, Is.False);
- ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId);
- Assert.That(beforeSceneBSp, Is.Not.Null);
- Assert.That(beforeSceneBSp.IsChildAgent, Is.True);
- // Here, we need to make clientA's receipt of SendRegionTeleport trigger clientB's CompleteMovement(). This
- // is to operate the teleport V2 mechanism where the EntityTransferModule will first request the client to
- // CompleteMovement to the region and then call UpdateAgent to the destination region to confirm the receipt
- // Both these operations will occur on different threads and will wait for each other.
- // We have to do this via ThreadPool directly since FireAndForget has been switched to sync for the V1
- // test protocol, where we are trying to avoid unpredictable async operations in regression tests.
- tc.OnTestClientSendRegionTeleport
- += (regionHandle, simAccess, regionExternalEndPoint, locationID, flags, capsURL)
- => ThreadPool.UnsafeQueueUserWorkItem(o => destinationTestClients[0].CompleteMovement(), null);
- sceneA.RequestTeleportLocation(
- beforeSceneASp.ControllingClient,
- sceneB.RegionInfo.RegionHandle,
- teleportPosition,
- teleportLookAt,
- (uint)TeleportFlags.ViaLocation);
- ScenePresence afterSceneASp = sceneA.GetScenePresence(userId);
- Assert.That(afterSceneASp, Is.Not.Null);
- Assert.That(afterSceneASp.IsChildAgent, Is.True);
- ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId);
- Assert.That(afterSceneBSp, Is.Not.Null);
- Assert.That(afterSceneBSp.IsChildAgent, Is.False);
- Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
- Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
- Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
- Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1));
- Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
- Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
- // TODO: Add assertions to check correct circuit details in both scenes.
- // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
- // position instead).
- // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
- // TestHelpers.DisableLogging();
- }
- }
- }
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