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

@@ -2895,8 +2895,8 @@ namespace OpenSim.Region.Framework.Scenes
x = x / Constants.RegionSize;
y = y / Constants.RegionSize;
//m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
//m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
// m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
// m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
if (Util.IsOutsideView(DrawDistance, x, newRegionX, y, newRegionY))
{
byebyeRegions.Add(handle);

View File

@@ -128,7 +128,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
IConfig config = configSource.AddConfig("Modules");
config.Set("SimulationServices", "LocalSimulationConnectorModule");
TestScene scene = new SceneHelpers().SetupScene();
SceneHelpers sceneHelpers = new SceneHelpers();
TestScene scene = sceneHelpers.SetupScene();
SceneHelpers.SetupSceneModules(scene, configSource, lsc);
UUID agentId = TestHelpers.ParseTail(0x01);

View File

@@ -33,8 +33,9 @@ using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Servers;
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.CoreModules.Framework;
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
@@ -49,6 +50,22 @@ namespace OpenSim.Region.Framework.Scenes.Tests
[TestFixture]
public class ScenePresenceTeleportTests
{
[TestFixtureSetUp]
public void FixtureInit()
{
// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
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;
}
[Test]
public void TestSameRegionTeleport()
{
@@ -96,10 +113,14 @@ namespace OpenSim.Region.Framework.Scenes.Tests
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
// Not strictly necessary since FriendsModule assumes it is the default (!)
config.Configs["Modules"].Set("EntityTransferModule", etm.Name);
config.Configs["Modules"].Set("SimulationServices", lscm.Name);
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etm.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
// In order to run a single threaded regression test we do not want the entity transfer module waiting
// for a callback from the destination scene before removing its avatar data.
entityTransferConfig.Set("wait_for_callback", false);
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
@@ -110,12 +131,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
sp.AbsolutePosition = new Vector3(30, 31, 32);
// XXX: A very nasty hack to tell the client about the destination scene without having to crank the whole
// UDP stack (?)
((TestClient)sp.ControllingClient).TeleportTargetScene = sceneB;
// ((TestClient)sp.ControllingClient).TeleportTargetScene = sceneB;
sceneA.RequestTeleportLocation(
sp.ControllingClient,
@@ -124,6 +145,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
((TestClient)sp.ControllingClient).CompleteTeleportClientSide();
Assert.That(sceneA.GetScenePresence(userId), Is.Null);
ScenePresence sceneBSp = sceneB.GetScenePresence(userId);
@@ -137,5 +160,80 @@ namespace OpenSim.Region.Framework.Scenes.Tests
// position instead).
// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
}
[Test]
public void TestSameSimulatorNeighbouringRegionsTeleport()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
EntityTransferModule etm = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etm.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
// In order to run a single threaded regression test we do not want the entity transfer module waiting
// for a callback from the destination scene before removing its avatar data.
entityTransferConfig.Set("wait_for_callback", false);
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000);
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, etm, lscm);
SceneHelpers.SetupSceneModules(sceneA, new CapabilitiesModule());
SceneHelpers.SetupSceneModules(sceneB, new CapabilitiesModule());
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
originalSp.AbsolutePosition = new Vector3(30, 31, 32);
ScenePresence beforeSceneASp = sceneA.GetScenePresence(userId);
Assert.That(beforeSceneASp, Is.Not.Null);
Assert.That(beforeSceneASp.IsChildAgent, Is.False);
ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId);
Assert.That(beforeSceneBSp, Is.Not.Null);
Assert.That(beforeSceneBSp.IsChildAgent, Is.True);
// XXX: A very nasty hack to tell the client about the destination scene without having to crank the whole
// UDP stack (?)
// ((TestClient)beforeSceneASp.ControllingClient).TeleportTargetScene = sceneB;
sceneA.RequestTeleportLocation(
beforeSceneASp.ControllingClient,
sceneB.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
((TestClient)beforeSceneASp.ControllingClient).CompleteTeleportClientSide();
ScenePresence afterSceneASp = sceneA.GetScenePresence(userId);
Assert.That(afterSceneASp, Is.Not.Null);
Assert.That(afterSceneASp.IsChildAgent, Is.True);
ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId);
Assert.That(afterSceneBSp, Is.Not.Null);
Assert.That(afterSceneBSp.IsChildAgent, Is.False);
Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
// TODO: Add assertions to check correct circuit details in both scenes.
// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
// position instead).
// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
// TestHelpers.DisableLogging();
}
}
}