Prevent duplicate invocations or race dontision in SP.CompleteMovement()

This can happen under poor network conditions if a viewer repeats the message send
If this happens, physics actors can get orphaned, which unecessarily raises physics frame times
This commit is contained in:
Justin Clark-Casey (justincc)
2014-01-16 20:23:31 +00:00
parent 2d9d6fe922
commit 3ffd90496a
2 changed files with 65 additions and 56 deletions

View File

@@ -111,6 +111,45 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
}
/// <summary>
/// Test that duplicate complete movement calls are ignored.
/// </summary>
/// <remarks>
/// If duplicate calls are not ignored then there is a risk of race conditions or other unexpected effects.
/// </remarks>
[Test]
public void TestDupeCompleteMovementCalls()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID spUuid = TestHelpers.ParseTail(0x1);
TestScene scene = new SceneHelpers().SetupScene();
int makeRootAgentEvents = 0;
scene.EventManager.OnMakeRootAgent += spi => makeRootAgentEvents++;
ScenePresence sp = SceneHelpers.AddScenePresence(scene, spUuid);
Assert.That(makeRootAgentEvents, Is.EqualTo(1));
// Normally these would be invoked by a CompleteMovement message coming in to the UDP stack. But for
// convenience, here we will invoke it manually.
sp.CompleteMovement(sp.ControllingClient, true);
Assert.That(makeRootAgentEvents, Is.EqualTo(1));
// Check rest of exepcted parameters.
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
Assert.That(sp.IsChildAgent, Is.False);
Assert.That(sp.UUID, Is.EqualTo(spUuid));
Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
}
[Test]
public void TestCreateDuplicateRootScenePresence()
{
@@ -249,58 +288,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests
// Assert.That(childPresence, Is.Not.Null);
// Assert.That(childPresence.IsChildAgent, Is.True);
}
// /// <summary>
// /// Test adding a root agent to a scene. Doesn't yet actually complete crossing the agent into the scene.
// /// </summary>
// [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<ulong, string>();
// 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.AddNewAgent(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;
// }
//
// /// <summary>
// /// Test removing an uncrossed root agent from a scene.
// /// </summary>
// [Test]
// public void T011_TestRemoveRootAgent()
// {
// TestHelpers.InMethod();
//
// scene.RemoveClient(agent1);
//
// ScenePresence presence = scene.GetScenePresence(agent1);
//
// Assert.That(presence, Is.Null, "presence is not null");
// }
}
}