/* * 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 System.Text; using System.Threading; using System.Timers; using Timer = System.Timers.Timer; using Nini.Config; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.ClientStack.Linden; using OpenSim.Region.CoreModules.Framework.EntityTransfer; using OpenSim.Region.CoreModules.World.Serialiser; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; using OpenSim.Tests.Common; using OpenSim.Tests.Common.Mock; using GridRegion = OpenSim.Services.Interfaces.GridRegion; namespace OpenSim.Region.Framework.Scenes.Tests { /// /// Scene presence tests /// [TestFixture] public class ScenePresenceAgentTests : OpenSimTestCase { // public Scene scene, scene2, scene3; // public UUID agent1, agent2, agent3; // public static Random random; // public ulong region1, region2, region3; // public AgentCircuitData acd1; // public TestClient testclient; // [TestFixtureSetUp] // public void Init() // { //// TestHelpers.InMethod(); //// //// SceneHelpers sh = new SceneHelpers(); //// //// scene = sh.SetupScene("Neighbour x", UUID.Random(), 1000, 1000); //// scene2 = sh.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000); //// scene3 = sh.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000); //// //// ISharedRegionModule interregionComms = new LocalSimulationConnectorModule(); //// interregionComms.Initialise(new IniConfigSource()); //// interregionComms.PostInitialise(); //// SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms); //// SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms); //// SceneHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms); // //// agent1 = UUID.Random(); //// agent2 = UUID.Random(); //// agent3 = UUID.Random(); // //// region1 = scene.RegionInfo.RegionHandle; //// region2 = scene2.RegionInfo.RegionHandle; //// region3 = scene3.RegionInfo.RegionHandle; // } [Test] public void TestCreateRootScenePresence() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID spUuid = TestHelpers.ParseTail(0x1); TestScene scene = new SceneHelpers().SetupScene(); SceneHelpers.AddScenePresence(scene, spUuid); Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null); Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1)); ScenePresence sp = scene.GetScenePresence(spUuid); Assert.That(sp, Is.Not.Null); Assert.That(sp.IsChildAgent, Is.False); Assert.That(sp.UUID, Is.EqualTo(spUuid)); } [Test] public void TestCreateDuplicateRootScenePresence() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID spUuid = TestHelpers.ParseTail(0x1); TestScene scene = new SceneHelpers().SetupScene(); SceneHelpers.AddScenePresence(scene, spUuid); SceneHelpers.AddScenePresence(scene, spUuid); Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null); Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1)); ScenePresence sp = scene.GetScenePresence(spUuid); Assert.That(sp, Is.Not.Null); Assert.That(sp.IsChildAgent, Is.False); Assert.That(sp.UUID, Is.EqualTo(spUuid)); } [Test] public void TestCloseAgent() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); TestScene scene = new SceneHelpers().SetupScene(); ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); scene.IncomingCloseAgent(sp.UUID, false); Assert.That(scene.GetScenePresence(sp.UUID), Is.Null); Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null); Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(0)); // TestHelpers.DisableLogging(); } [Test] public void TestCreateChildScenePresence() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); LocalSimulationConnectorModule lsc = new LocalSimulationConnectorModule(); IConfigSource configSource = new IniConfigSource(); IConfig config = configSource.AddConfig("Modules"); config.Set("SimulationServices", "LocalSimulationConnectorModule"); SceneHelpers sceneHelpers = new SceneHelpers(); TestScene scene = sceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(scene, configSource, lsc); UUID agentId = TestHelpers.ParseTail(0x01); AgentCircuitData acd = SceneHelpers.GenerateAgentData(agentId); acd.child = true; GridRegion region = scene.GridService.GetRegionByName(UUID.Zero, scene.RegionInfo.RegionName); string reason; // *** This is the first stage, when a neighbouring region is told that a viewer is about to try and // establish a child scene presence. We pass in the circuit code that the client has to connect with *** // XXX: ViaLogin may not be correct here. scene.SimulationService.CreateAgent(region, acd, (uint)TeleportFlags.ViaLogin, out reason); Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null); Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1)); // There's no scene presence yet since only an agent circuit has been established. Assert.That(scene.GetScenePresence(agentId), Is.Null); // *** This is the second stage, where the client established a child agent/scene presence using the // circuit code given to the scene in stage 1 *** TestClient client = new TestClient(acd, scene); scene.AddNewClient(client, PresenceType.User); Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null); Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1)); ScenePresence sp = scene.GetScenePresence(agentId); Assert.That(sp, Is.Not.Null); Assert.That(sp.UUID, Is.EqualTo(agentId)); Assert.That(sp.IsChildAgent, Is.True); } /// /// Test that if a root agent logs into a region, a child agent is also established in the neighbouring region /// /// /// Please note that unlike the other tests here, this doesn't rely on anything set up in the instance fields. /// INCOMPLETE /// [Test] public void TestChildAgentEstablishedInNeighbour() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); // UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001"); TestScene myScene1 = new SceneHelpers().SetupScene("Neighbour y", UUID.Random(), 1000, 1000); TestScene myScene2 = new SceneHelpers().SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000); IConfigSource configSource = new IniConfigSource(); IConfig config = configSource.AddConfig("Startup"); config.Set("serverside_object_permissions", true); config.Set("EventQueue", true); EntityTransferModule etm = new EntityTransferModule(); EventQueueGetModule eqgm1 = new EventQueueGetModule(); SceneHelpers.SetupSceneModules(myScene1, configSource, etm, eqgm1); EventQueueGetModule eqgm2 = new EventQueueGetModule(); SceneHelpers.SetupSceneModules(myScene2, configSource, etm, eqgm2); // SceneHelpers.AddScenePresence(myScene1, agent1Id); // ScenePresence childPresence = myScene2.GetScenePresence(agent1); // // // TODO: Need to do a fair amount of work to allow synchronous establishment of child agents // Assert.That(childPresence, Is.Not.Null); // Assert.That(childPresence.IsChildAgent, Is.True); } // /// // /// Test adding a root agent to a scene. Doesn't yet actually complete crossing the agent into the scene. // /// // [Test] // public void T010_TestAddRootAgent() // { // TestHelpers.InMethod(); // // string firstName = "testfirstname"; // // AgentCircuitData agent = new AgentCircuitData(); // agent.AgentID = agent1; // agent.firstname = firstName; // agent.lastname = "testlastname"; // agent.SessionID = UUID.Random(); // agent.SecureSessionID = UUID.Random(); // agent.circuitcode = 123; // agent.BaseFolder = UUID.Zero; // agent.InventoryFolder = UUID.Zero; // agent.startpos = Vector3.Zero; // agent.CapsPath = GetRandomCapsObjectPath(); // agent.ChildrenCapSeeds = new Dictionary(); // agent.child = true; // // scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID); // // string reason; // scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason); // testclient = new TestClient(agent, scene); // scene.AddNewClient(testclient); // // ScenePresence presence = scene.GetScenePresence(agent1); // // Assert.That(presence, Is.Not.Null, "presence is null"); // Assert.That(presence.Firstname, Is.EqualTo(firstName), "First name not same"); // acd1 = agent; // } // // /// // /// Test removing an uncrossed root agent from a scene. // /// // [Test] // public void T011_TestRemoveRootAgent() // { // TestHelpers.InMethod(); // // scene.RemoveClient(agent1); // // ScenePresence presence = scene.GetScenePresence(agent1); // // Assert.That(presence, Is.Null, "presence is not null"); // } // I'm commenting this test because it does not represent // crossings. The Thread.Sleep's in here are not meaningful mocks, // and they sometimes fail in panda. // We need to talk in order to develop a test // that really tests region crossings. There are 3 async components, // but things are synchronous among them. So there should be // 3 threads in here. //[Test] // public void T021_TestCrossToNewRegion() // { // TestHelpers.InMethod(); // // scene.RegisterRegionWithGrid(); // scene2.RegisterRegionWithGrid(); // // // Adding child agent to region 1001 // string reason; // scene2.NewUserConnection(acd1,0, out reason); // scene2.AddNewClient(testclient, PresenceType.User); // // ScenePresence presence = scene.GetScenePresence(agent1); // presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true); // // ScenePresence presence2 = scene2.GetScenePresence(agent1); // // // Adding neighbour region caps info to presence2 // // string cap = presence.ControllingClient.RequestClientInfo().CapsPath; // presence2.AddNeighbourRegion(region1, cap); // // Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region."); // Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region."); // // // Cross to x+1 // presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100); // presence.Update(); // // EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing"); // // // Mimicking communication between client and server, by waiting OK from client // // sent by TestClient.CrossRegion call. Originally, this is network comm. // if (!wh.WaitOne(5000,false)) // { // presence.Update(); // if (!wh.WaitOne(8000,false)) // throw new ArgumentException("1 - Timeout waiting for signal/variable."); // } // // // This is a TestClient specific method that fires OnCompleteMovementToRegion event, which // // would normally be fired after receiving the reply packet from comm. done on the last line. // testclient.CompleteMovement(); // // // Crossings are asynchronous // int timer = 10; // // // Make sure cross hasn't already finished // if (!presence.IsInTransit && !presence.IsChildAgent) // { // // If not and not in transit yet, give it some more time // Thread.Sleep(5000); // } // // // Enough time, should at least be in transit by now. // while (presence.IsInTransit && timer > 0) // { // Thread.Sleep(1000); // timer-=1; // } // // Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1."); // Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected."); // Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent."); // // // Cross Back // presence2.AbsolutePosition = new Vector3(-10, 3, 100); // presence2.Update(); // // if (!wh.WaitOne(5000,false)) // { // presence2.Update(); // if (!wh.WaitOne(8000,false)) // throw new ArgumentException("2 - Timeout waiting for signal/variable."); // } // testclient.CompleteMovement(); // // if (!presence2.IsInTransit && !presence2.IsChildAgent) // { // // If not and not in transit yet, give it some more time // Thread.Sleep(5000); // } // // // Enough time, should at least be in transit by now. // while (presence2.IsInTransit && timer > 0) // { // Thread.Sleep(1000); // timer-=1; // } // // Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2."); // Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected."); // Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again."); // } } }