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refactor: Move test clientstack setup code out of BasicCircuitTests into OpenSim.Tests.Common.ClientStackHelpers
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@@ -47,7 +47,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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public class BasicCircuitTests : OpenSimTestCase
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{
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private Scene m_scene;
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private TestLLUDPServer m_udpServer;
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[TestFixtureSetUp]
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public void FixtureInit()
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@@ -90,55 +89,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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return onp;
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}
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private void AddUdpServer()
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{
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AddUdpServer(new IniConfigSource());
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}
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private void AddUdpServer(IniConfigSource configSource)
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{
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uint port = 0;
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AgentCircuitManager acm = m_scene.AuthenticateHandler;
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m_udpServer = new TestLLUDPServer(IPAddress.Any, ref port, 0, false, configSource, acm);
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m_udpServer.AddScene(m_scene);
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}
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/// <summary>
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/// Used by tests that aren't testing this stage.
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/// </summary>
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private ScenePresence AddClient()
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{
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UUID myAgentUuid = TestHelpers.ParseTail(0x1);
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UUID mySessionUuid = TestHelpers.ParseTail(0x2);
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uint myCircuitCode = 123456;
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IPEndPoint testEp = new IPEndPoint(IPAddress.Loopback, 999);
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UseCircuitCodePacket uccp = new UseCircuitCodePacket();
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UseCircuitCodePacket.CircuitCodeBlock uccpCcBlock
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= new UseCircuitCodePacket.CircuitCodeBlock();
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uccpCcBlock.Code = myCircuitCode;
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uccpCcBlock.ID = myAgentUuid;
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uccpCcBlock.SessionID = mySessionUuid;
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uccp.CircuitCode = uccpCcBlock;
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byte[] uccpBytes = uccp.ToBytes();
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UDPPacketBuffer upb = new UDPPacketBuffer(testEp, uccpBytes.Length);
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upb.DataLength = uccpBytes.Length; // God knows why this isn't set by the constructor.
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Buffer.BlockCopy(uccpBytes, 0, upb.Data, 0, uccpBytes.Length);
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AgentCircuitData acd = new AgentCircuitData();
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acd.AgentID = myAgentUuid;
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acd.SessionID = mySessionUuid;
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m_scene.AuthenticateHandler.AddNewCircuit(myCircuitCode, acd);
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m_udpServer.PacketReceived(upb);
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return m_scene.GetScenePresence(myAgentUuid);
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}
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/// <summary>
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/// Test adding a client to the stack
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/// </summary>
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@@ -148,7 +98,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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AddUdpServer();
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TestLLUDPServer udpServer = ClientStackHelpers.AddUdpServer(m_scene);
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UUID myAgentUuid = TestHelpers.ParseTail(0x1);
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UUID mySessionUuid = TestHelpers.ParseTail(0x2);
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@@ -169,7 +119,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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upb.DataLength = uccpBytes.Length; // God knows why this isn't set by the constructor.
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Buffer.BlockCopy(uccpBytes, 0, upb.Data, 0, uccpBytes.Length);
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m_udpServer.PacketReceived(upb);
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udpServer.PacketReceived(upb);
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// Presence shouldn't exist since the circuit manager doesn't know about this circuit for authentication yet
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Assert.That(m_scene.GetScenePresence(myAgentUuid), Is.Null);
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@@ -180,15 +130,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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m_scene.AuthenticateHandler.AddNewCircuit(myCircuitCode, acd);
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m_udpServer.PacketReceived(upb);
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udpServer.PacketReceived(upb);
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// Should succeed now
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ScenePresence sp = m_scene.GetScenePresence(myAgentUuid);
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Assert.That(sp.UUID, Is.EqualTo(myAgentUuid));
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Assert.That(m_udpServer.PacketsSent.Count, Is.EqualTo(1));
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Assert.That(udpServer.PacketsSent.Count, Is.EqualTo(1));
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Packet packet = m_udpServer.PacketsSent[0];
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Packet packet = udpServer.PacketsSent[0];
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Assert.That(packet, Is.InstanceOf(typeof(PacketAckPacket)));
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PacketAckPacket ackPacket = packet as PacketAckPacket;
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@@ -200,15 +150,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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public void TestLogoutClientDueToAck()
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{
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TestHelpers.InMethod();
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TestHelpers.EnableLogging();
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// TestHelpers.EnableLogging();
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IniConfigSource ics = new IniConfigSource();
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IConfig config = ics.AddConfig("ClientStack.LindenUDP");
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config.Set("AckTimeout", -1);
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AddUdpServer(ics);
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TestLLUDPServer udpServer = ClientStackHelpers.AddUdpServer(m_scene, ics);
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ScenePresence sp = AddClient();
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m_udpServer.ClientOutgoingPacketHandler(sp.ControllingClient, true, false, false);
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ScenePresence sp
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= ClientStackHelpers.AddChildClient(
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m_scene, udpServer, TestHelpers.ParseTail(0x1), TestHelpers.ParseTail(0x2), 123456);
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udpServer.ClientOutgoingPacketHandler(sp.ControllingClient, true, false, false);
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ScenePresence spAfterAckTimeout = m_scene.GetScenePresence(sp.UUID);
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Assert.That(spAfterAckTimeout, Is.Null);
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