Add regression test for teleporting between neighbouring regions on the same simulator

This adds a non-advertised wait_for_callback option in [EntityTransfer].  Default is always true.
Teleport tests disable the wait for callback from the destination region in order to run within a single thread.
This commit is contained in:
Justin Clark-Casey (justincc)
2012-05-01 23:14:12 +01:00
parent 5786521103
commit 9d2e1c67a8
10 changed files with 248 additions and 33 deletions

View File

@@ -52,12 +52,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public const int DefaultMaxTransferDistance = 4095;
public const bool EnableWaitForCallbackFromTeleportDestDefault = true;
/// <summary>
/// The maximum distance, in standard region units (256m) that an agent is allowed to transfer.
/// </summary>
public int MaxTransferDistance { get; set; }
/// <summary>
/// If true then on a teleport, the source region waits for a callback from the destination region. If
/// a callback fails to arrive within a set time then the user is pulled back into the source region.
/// </summary>
public bool EnableWaitForCallbackFromTeleportDest { get; set; }
protected bool m_Enabled = false;
protected Scene m_aScene;
protected List<Scene> m_Scenes = new List<Scene>();
@@ -99,9 +107,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
IConfig transferConfig = source.Configs["EntityTransfer"];
if (transferConfig != null)
{
EnableWaitForCallbackFromTeleportDest
= transferConfig.GetBoolean("wait_for_callback", EnableWaitForCallbackFromTeleportDestDefault);
MaxTransferDistance = transferConfig.GetInt("max_distance", DefaultMaxTransferDistance);
}
else
{
MaxTransferDistance = DefaultMaxTransferDistance;
}
m_agentsInTransit = new List<UUID>();
m_Enabled = true;
@@ -499,6 +514,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
else
{
ICapabilitiesModule capModule = sp.Scene.CapsModule;
ulong regionHandle = reg.RegionHandle;
capModule.GetChildSeed(UUID.Zero, regionHandle);
agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
}
@@ -527,7 +545,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest");
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, sp.UUID);
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
if (eq != null)
{
@@ -546,7 +565,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
// trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
// that the client contacted the destination before we close things here.
if (!WaitForCallback(sp.UUID))
if (EnableWaitForCallbackFromTeleportDest && !WaitForCallback(sp.UUID))
{
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} failed due to no callback from destination region. Returning avatar to source region.",
@@ -1286,7 +1305,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
{
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
agent.BaseFolder = UUID.Zero;
@@ -1311,7 +1329,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
seeds.Add(neighbour.RegionHandle, agent.CapsPath);
}
else
{
agent.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, neighbour.RegionHandle);
}
cagents.Add(agent);
}
@@ -1926,7 +1946,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
int count = 200;
while (m_agentsInTransit.Contains(id) && count-- > 0)
{
//m_log.Debug(" >>> Waiting... " + count);
// m_log.Debug(" >>> Waiting... " + count);
Thread.Sleep(100);
}
@@ -1934,6 +1954,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return true;
else
return false;
return true;
}
protected void SetInTransit(UUID id)

View File

@@ -64,8 +64,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
m_scene = new SceneHelpers().SetupScene();
SceneHelpers sceneHelpers = new SceneHelpers();
m_scene = sceneHelpers.SetupScene();
SceneHelpers.SetupSceneModules(m_scene, config, m_iam);
// Create user
@@ -76,7 +77,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
AgentCircuitData acd = new AgentCircuitData();
acd.AgentID = m_userId;
m_tc = new TestClient(acd, m_scene);
m_tc = new TestClient(acd, m_scene);
}
[Test]