123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302 |
- /*
- * 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 log4net.Config;
- using Nini.Config;
- using NUnit.Framework;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Servers;
- using OpenSim.Framework.Servers.HttpServer;
- using OpenSim.Region.CoreModules.Avatar.Chat;
- using OpenSim.Region.CoreModules.Framework;
- using OpenSim.Region.CoreModules.Framework.EntityTransfer;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Services.Interfaces;
- using OpenSim.Tests.Common;
- using System.Threading;
- namespace OpenSim.Region.CoreModules.Avatar.Chat.Tests
- {
- [TestFixture]
- public class ChatModuleTests : OpenSimTestCase
- {
- [TestFixtureSetUp]
- public void FixtureInit()
- {
- // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
- // We must do this here so that child agent positions are updated in a predictable manner.
- 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;
- }
- private void SetupNeighbourRegions(TestScene sceneA, TestScene sceneB)
- {
- // XXX: HTTP server is not (and should not be) necessary for this test, though it's absence makes the
- // CapabilitiesModule complain when it can't set up HTTP endpoints.
- BaseHttpServer httpServer = new BaseHttpServer(99999);
- MainServer.AddHttpServer(httpServer);
- MainServer.Instance = httpServer;
- // We need entity transfer modules so that when sp2 logs into the east region, the region calls
- // EntityTransferModuleto set up a child agent on the west region.
- // XXX: However, this is not an entity transfer so is misleading.
- EntityTransferModule etmA = new EntityTransferModule();
- EntityTransferModule etmB = new EntityTransferModule();
- LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Chat");
- IConfig modulesConfig = config.AddConfig("Modules");
- modulesConfig.Set("EntityTransferModule", etmA.Name);
- modulesConfig.Set("SimulationServices", lscm.Name);
- SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
- SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, new ChatModule());
- SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB, new ChatModule());
- }
- /// <summary>
- /// Tests chat between neighbour regions on the east-west axis
- /// </summary>
- /// <remarks>
- /// Really, this is a combination of a child agent position update test and a chat range test. These need
- /// to be separated later on.
- /// </remarks>
- [Test]
- public void TestInterRegionChatDistanceEastWest()
- {
- TestHelpers.InMethod();
- // TestHelpers.EnableLogging();
- UUID sp1Uuid = TestHelpers.ParseTail(0x11);
- UUID sp2Uuid = TestHelpers.ParseTail(0x12);
- Vector3 sp1Position = new Vector3(6, 128, 20);
- Vector3 sp2Position = new Vector3(250, 128, 20);
- SceneHelpers sh = new SceneHelpers();
- TestScene sceneWest = sh.SetupScene("sceneWest", TestHelpers.ParseTail(0x1), 1000, 1000);
- TestScene sceneEast = sh.SetupScene("sceneEast", TestHelpers.ParseTail(0x2), 1001, 1000);
- SetupNeighbourRegions(sceneWest, sceneEast);
- ScenePresence sp1 = SceneHelpers.AddScenePresence(sceneEast, sp1Uuid);
- TestClient sp1Client = (TestClient)sp1.ControllingClient;
- // If we don't set agents to flying, test will go wrong as they instantly fall to z = 0.
- // TODO: May need to create special complete no-op test physics module rather than basic physics, since
- // physics is irrelevant to this test.
- sp1.Flying = true;
- // When sp1 logs in to sceneEast, it sets up a child agent in sceneWest and informs the sp2 client to
- // make the connection. For this test, will simplify this chain by making the connection directly.
- ScenePresence sp1Child = SceneHelpers.AddChildScenePresence(sceneWest, sp1Uuid);
- TestClient sp1ChildClient = (TestClient)sp1Child.ControllingClient;
- sp1.AbsolutePosition = sp1Position;
- ScenePresence sp2 = SceneHelpers.AddScenePresence(sceneWest, sp2Uuid);
- TestClient sp2Client = (TestClient)sp2.ControllingClient;
- sp2.Flying = true;
- ScenePresence sp2Child = SceneHelpers.AddChildScenePresence(sceneEast, sp2Uuid);
- TestClient sp2ChildClient = (TestClient)sp2Child.ControllingClient;
- sp2.AbsolutePosition = sp2Position;
- // We must update the scenes in order to make the root new root agents trigger position updates in their
- // children.
- sceneWest.Update(4);
- sceneEast.Update(4);
- sp1.DrawDistance += 64;
- sp2.DrawDistance += 64;
- sceneWest.Update(2);
- sceneEast.Update(2);
- // Check child positions are correct.
- Assert.AreEqual(
- new Vector3(sp1Position.X + sceneEast.RegionInfo.RegionSizeX, sp1Position.Y, sp1Position.Z),
- sp1ChildClient.SceneAgent.AbsolutePosition);
- Assert.AreEqual(
- new Vector3(sp2Position.X - sceneWest.RegionInfo.RegionSizeX, sp2Position.Y, sp2Position.Z),
- sp2ChildClient.SceneAgent.AbsolutePosition);
- string receivedSp1ChatMessage = "";
- string receivedSp2ChatMessage = "";
- sp1ChildClient.OnReceivedChatMessage
- += (message, type, fromPos, fromName, fromAgentID, ownerID, source, audible) => receivedSp1ChatMessage = message;
- sp2ChildClient.OnReceivedChatMessage
- += (message, type, fromPos, fromName, fromAgentID, ownerID, source, audible) => receivedSp2ChatMessage = message;
- TestUserInRange(sp1Client, "ello darling", ref receivedSp2ChatMessage);
- TestUserInRange(sp2Client, "fantastic cats", ref receivedSp1ChatMessage);
- sp1Position = new Vector3(30, 128, 20);
- sp1.AbsolutePosition = sp1Position;
- sceneWest.Update(1);
- sceneEast.Update(1);
- Thread.Sleep(12000); // child updates are now time limited
- sceneWest.Update(5);
- sceneEast.Update(5);
- // Check child position is correct.
- Assert.AreEqual(
- new Vector3(sp1Position.X + sceneEast.RegionInfo.RegionSizeX, sp1Position.Y, sp1Position.Z),
- sp1ChildClient.SceneAgent.AbsolutePosition);
- TestUserOutOfRange(sp1Client, "beef", ref receivedSp2ChatMessage);
- TestUserOutOfRange(sp2Client, "lentils", ref receivedSp1ChatMessage);
- }
- /// <summary>
- /// Tests chat between neighbour regions on the north-south axis
- /// </summary>
- /// <remarks>
- /// Really, this is a combination of a child agent position update test and a chat range test. These need
- /// to be separated later on.
- /// </remarks>
- [Test]
- public void TestInterRegionChatDistanceNorthSouth()
- {
- TestHelpers.InMethod();
- // TestHelpers.EnableLogging();
- UUID sp1Uuid = TestHelpers.ParseTail(0x11);
- UUID sp2Uuid = TestHelpers.ParseTail(0x12);
- Vector3 sp1Position = new Vector3(128, 250, 20);
- Vector3 sp2Position = new Vector3(128, 6, 20);
- SceneHelpers sh = new SceneHelpers();
- TestScene sceneNorth = sh.SetupScene("sceneNorth", TestHelpers.ParseTail(0x1), 1000, 1000);
- TestScene sceneSouth = sh.SetupScene("sceneSouth", TestHelpers.ParseTail(0x2), 1000, 1001);
- SetupNeighbourRegions(sceneNorth, sceneSouth);
- ScenePresence sp1 = SceneHelpers.AddScenePresence(sceneNorth, sp1Uuid);
- TestClient sp1Client = (TestClient)sp1.ControllingClient;
- // If we don't set agents to flying, test will go wrong as they instantly fall to z = 0.
- // TODO: May need to create special complete no-op test physics module rather than basic physics, since
- // physics is irrelevant to this test.
- sp1.Flying = true;
- // When sp1 logs in to sceneEast, it sets up a child agent in sceneNorth and informs the sp2 client to
- // make the connection. For this test, will simplify this chain by making the connection directly.
- ScenePresence sp1Child = SceneHelpers.AddChildScenePresence(sceneSouth, sp1Uuid);
- TestClient sp1ChildClient = (TestClient)sp1Child.ControllingClient;
- sp1.AbsolutePosition = sp1Position;
- ScenePresence sp2 = SceneHelpers.AddScenePresence(sceneSouth, sp2Uuid);
- TestClient sp2Client = (TestClient)sp2.ControllingClient;
- sp2.Flying = true;
- ScenePresence sp2Child = SceneHelpers.AddChildScenePresence(sceneNorth, sp2Uuid);
- TestClient sp2ChildClient = (TestClient)sp2Child.ControllingClient;
- sp2.AbsolutePosition = sp2Position;
- // We must update the scenes in order to make the root new root agents trigger position updates in their
- // children.
- sceneNorth.Update(4);
- sceneSouth.Update(4);
- sp1.DrawDistance += 64;
- sp2.DrawDistance += 64;
- sceneNorth.Update(4);
- sceneSouth.Update(4);
- // Check child positions are correct.
- Assert.AreEqual(
- new Vector3(sp1Position.X, sp1Position.Y - sceneNorth.RegionInfo.RegionSizeY, sp1Position.Z),
- sp1ChildClient.SceneAgent.AbsolutePosition);
- Assert.AreEqual(
- new Vector3(sp2Position.X, sp2Position.Y + sceneSouth.RegionInfo.RegionSizeY, sp2Position.Z),
- sp2ChildClient.SceneAgent.AbsolutePosition);
- string receivedSp1ChatMessage = "";
- string receivedSp2ChatMessage = "";
- sp1ChildClient.OnReceivedChatMessage
- += (message, type, fromPos, fromName, fromAgentID, ownerID, source, audible) => receivedSp1ChatMessage = message;
- sp2ChildClient.OnReceivedChatMessage
- += (message, type, fromPos, fromName, fromAgentID, ownerID, source, audible) => receivedSp2ChatMessage = message;
- TestUserInRange(sp1Client, "ello darling", ref receivedSp2ChatMessage);
- TestUserInRange(sp2Client, "fantastic cats", ref receivedSp1ChatMessage);
- sp1Position = new Vector3(30, 128, 20);
- sp1.AbsolutePosition = sp1Position;
- sceneNorth.Update(1);
- sceneSouth.Update(1);
- Thread.Sleep(12000); // child updates are now time limited
- sceneNorth.Update(5);
- sceneSouth.Update(5);
- // Check child position is correct.
- Assert.AreEqual(
- new Vector3(sp1Position.X, sp1Position.Y - sceneNorth.RegionInfo.RegionSizeY, sp1Position.Z),
- sp1ChildClient.SceneAgent.AbsolutePosition);
- TestUserOutOfRange(sp1Client, "beef", ref receivedSp2ChatMessage);
- TestUserOutOfRange(sp2Client, "lentils", ref receivedSp1ChatMessage);
- }
- private void TestUserInRange(TestClient speakClient, string testMessage, ref string receivedMessage)
- {
- receivedMessage = "";
- speakClient.Chat(0, ChatTypeEnum.Say, testMessage);
- Assert.AreEqual(testMessage, receivedMessage);
- }
- private void TestUserOutOfRange(TestClient speakClient, string testMessage, ref string receivedMessage)
- {
- receivedMessage = "";
- speakClient.Chat(0, ChatTypeEnum.Say, testMessage);
- Assert.AreNotEqual(testMessage, receivedMessage);
- }
- }
- }
|