Files
opensim/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
Justin Clark-Casey (justincc) 2cb2f1d7e3 Fix issue where objects removed via llDie() would not disappear for users looking in from neighbouring sims.
This was because this particular code path (unlike user delete) only sent kills to root presences, for no apparent good reason.
Added regression test for this case.
This fixes http://opensimulator.org/mantis/view.php?id=6627
2013-05-09 18:02:19 +01:00

510 lines
24 KiB
C#

/*
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using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Text;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Servers;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.CoreModules.Framework;
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Region.CoreModules.World.Permissions;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.Framework.Scenes.Tests
{
/// <summary>
/// Teleport tests in a standalone OpenSim
/// </summary>
[TestFixture]
public class ScenePresenceTeleportTests : OpenSimTestCase
{
[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 TestSameRegion()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
EntityTransferModule etm = new EntityTransferModule();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
// Not strictly necessary since FriendsModule assumes it is the default (!)
config.Configs["Modules"].Set("EntityTransferModule", etm.Name);
TestScene scene = new SceneHelpers().SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
SceneHelpers.SetupSceneModules(scene, config, etm);
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
sp.AbsolutePosition = new Vector3(30, 31, 32);
scene.RequestTeleportLocation(
sp.ControllingClient,
scene.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
Assert.That(sp.AbsolutePosition, Is.EqualTo(teleportPosition));
Assert.That(scene.GetRootAgentCount(), Is.EqualTo(1));
Assert.That(scene.GetChildAgentCount(), Is.EqualTo(0));
// 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));
}
[Test]
public void TestSameSimulatorIsolatedRegions()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmA.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), 1002, 1000);
SceneHelpers.SetupSceneModules(sceneA, config, etmA);
SceneHelpers.SetupSceneModules(sceneB, config, etmB);
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = new Vector3(30, 31, 32);
List<TestClient> destinationTestClients = new List<TestClient>();
EntityTransferHelpers.SetUpInformClientOfNeighbour((TestClient)sp.ControllingClient, destinationTestClients);
sceneA.RequestTeleportLocation(
sp.ControllingClient,
sceneB.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
// SetupInformClientOfNeighbour() will have handled the callback into the target scene to setup the child
// agent. This call will now complete the movement of the user into the destination and upgrade the agent
// from child to root.
destinationTestClients[0].CompleteMovement();
Assert.That(sceneA.GetScenePresence(userId), Is.Null);
ScenePresence sceneBSp = sceneB.GetScenePresence(userId);
Assert.That(sceneBSp, Is.Not.Null);
Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
// 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));
}
/// <summary>
/// Test teleport procedures when the target simulator returns false when queried about access.
/// </summary>
[Test]
public void TestSameSimulatorIsolatedRegions_DeniedOnQueryAccess()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
Vector3 preTeleportPosition = new Vector3(30, 31, 32);
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.Configs["Modules"].Set("EntityTransferModule", etmA.Name);
config.Configs["Modules"].Set("SimulationServices", lscm.Name);
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.
config.Configs["EntityTransfer"].Set("wait_for_callback", false);
config.AddConfig("Startup");
config.Configs["Startup"].Set("serverside_object_permissions", true);
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
SceneHelpers.SetupSceneModules(sceneA, config, etmA );
// We need to set up the permisions module on scene B so that our later use of agent limit to deny
// QueryAccess won't succeed anyway because administrators are always allowed in and the default
// IsAdministrator if no permissions module is present is true.
SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new PermissionsModule(), etmB });
// Shared scene modules
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = preTeleportPosition;
// Make sceneB return false on query access
sceneB.RegionInfo.RegionSettings.AgentLimit = 0;
sceneA.RequestTeleportLocation(
sp.ControllingClient,
sceneB.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
// ((TestClient)sp.ControllingClient).CompleteTeleportClientSide();
Assert.That(sceneB.GetScenePresence(userId), Is.Null);
ScenePresence sceneASp = sceneA.GetScenePresence(userId);
Assert.That(sceneASp, Is.Not.Null);
Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1));
Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0));
Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
// 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();
}
/// <summary>
/// Test teleport procedures when the target simulator create agent step is refused.
/// </summary>
[Test]
public void TestSameSimulatorIsolatedRegions_DeniedOnCreateAgent()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
Vector3 preTeleportPosition = new Vector3(30, 31, 32);
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.Configs["Modules"].Set("EntityTransferModule", etmA.Name);
config.Configs["Modules"].Set("SimulationServices", lscm.Name);
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.
config.Configs["EntityTransfer"].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), 1002, 1000);
SceneHelpers.SetupSceneModules(sceneA, config, etmA);
SceneHelpers.SetupSceneModules(sceneB, config, etmB);
// Shared scene modules
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = preTeleportPosition;
// Make sceneB refuse CreateAgent
sceneB.LoginsEnabled = false;
sceneA.RequestTeleportLocation(
sp.ControllingClient,
sceneB.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
// ((TestClient)sp.ControllingClient).CompleteTeleportClientSide();
Assert.That(sceneB.GetScenePresence(userId), Is.Null);
ScenePresence sceneASp = sceneA.GetScenePresence(userId);
Assert.That(sceneASp, Is.Not.Null);
Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1));
Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0));
Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
// 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();
}
/// <summary>
/// Test teleport when the destination region does not process (or does not receive) the connection attempt
/// from the viewer.
/// </summary>
/// <remarks>
/// This could be quite a common case where the source region can connect to a remove destination region
/// (for CreateAgent) but the viewer cannot reach the destination region due to network issues.
/// </remarks>
[Test]
public void TestSameSimulatorIsolatedRegions_DestinationDidNotProcessViewerConnection()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
Vector3 preTeleportPosition = new Vector3(30, 31, 32);
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.Configs["Modules"].Set("EntityTransferModule", etmA.Name);
config.Configs["Modules"].Set("SimulationServices", lscm.Name);
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.
config.Configs["EntityTransfer"].Set("wait_for_callback", false);
// config.AddConfig("Startup");
// config.Configs["Startup"].Set("serverside_object_permissions", true);
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
SceneHelpers.SetupSceneModules(sceneA, config, etmA );
// We need to set up the permisions module on scene B so that our later use of agent limit to deny
// QueryAccess won't succeed anyway because administrators are always allowed in and the default
// IsAdministrator if no permissions module is present is true.
SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new PermissionsModule(), etmB });
// Shared scene modules
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = preTeleportPosition;
sceneA.RequestTeleportLocation(
sp.ControllingClient,
sceneB.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
// FIXME: Not setting up InformClientOfNeighbour on the TestClient means that it does not initiate
// communication with the destination region. But this is a very non-obvious way of doing it - really we
// should be forced to expicitly set this up.
Assert.That(sceneB.GetScenePresence(userId), Is.Null);
ScenePresence sceneASp = sceneA.GetScenePresence(userId);
Assert.That(sceneASp, Is.Not.Null);
Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1));
Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0));
Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
// 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();
}
[Test]
public void TestSameSimulatorNeighbouringRegions()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmA.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, lscm);
SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
TestClient tc = new TestClient(acd, sceneA);
List<TestClient> destinationTestClients = new List<TestClient>();
EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32);
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);
// In this case, we will not receieve a second InformClientOfNeighbour since the viewer already knows
// about the neighbour region it is teleporting to.
sceneA.RequestTeleportLocation(
beforeSceneASp.ControllingClient,
sceneB.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
destinationTestClients[0].CompleteMovement();
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));
Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1));
Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
// 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();
}
}
}