Files
opensim/OpenSim/Tests/Common/Helpers/SceneHelpers.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

676 lines
28 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Net;
using System.Collections.Generic;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Console;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.CoreModules.Avatar.Gods;
using OpenSim.Region.CoreModules.Asset;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Authentication;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence;
using OpenSim.Services.Interfaces;
using OpenSim.Tests.Common.Mock;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Tests.Common
{
/// <summary>
/// Helpers for setting up scenes.
/// </summary>
public class SceneHelpers
{
/// <summary>
/// We need a scene manager so that test clients can retrieve a scene when performing teleport tests.
/// </summary>
public SceneManager SceneManager { get; private set; }
private AgentCircuitManager m_acm = new AgentCircuitManager();
private ISimulationDataService m_simDataService
= OpenSim.Server.Base.ServerUtils.LoadPlugin<ISimulationDataService>("OpenSim.Tests.Common.dll", null);
private IEstateDataService m_estateDataService = null;
private LocalAssetServicesConnector m_assetService;
private LocalAuthenticationServicesConnector m_authenticationService;
private LocalInventoryServicesConnector m_inventoryService;
private LocalGridServicesConnector m_gridService;
private LocalUserAccountServicesConnector m_userAccountService;
private LocalPresenceServicesConnector m_presenceService;
private CoreAssetCache m_cache;
public SceneHelpers() : this(null) {}
public SceneHelpers(CoreAssetCache cache)
{
SceneManager = new SceneManager();
m_assetService = StartAssetService(cache);
m_authenticationService = StartAuthenticationService();
m_inventoryService = StartInventoryService();
m_gridService = StartGridService();
m_userAccountService = StartUserAccountService();
m_presenceService = StartPresenceService();
m_inventoryService.PostInitialise();
m_assetService.PostInitialise();
m_userAccountService.PostInitialise();
m_presenceService.PostInitialise();
m_cache = cache;
}
/// <summary>
/// Set up a test scene
/// </summary>
/// <remarks>
/// Automatically starts services, as would the normal runtime.
/// </remarks>
/// <returns></returns>
public TestScene SetupScene()
{
return SetupScene("Unit test region", UUID.Random(), 1000, 1000);
}
public TestScene SetupScene(string name, UUID id, uint x, uint y)
{
return SetupScene(name, id, x, y, new IniConfigSource());
}
/// <summary>
/// Set up a scene.
/// </summary>
/// <param name="name">Name of the region</param>
/// <param name="id">ID of the region</param>
/// <param name="x">X co-ordinate of the region</param>
/// <param name="y">Y co-ordinate of the region</param>
/// <param name="configSource"></param>
/// <returns></returns>
public TestScene SetupScene(
string name, UUID id, uint x, uint y, IConfigSource configSource)
{
Console.WriteLine("Setting up test scene {0}", name);
// We must set up a console otherwise setup of some modules may fail
MainConsole.Instance = new MockConsole();
RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1");
regInfo.RegionName = name;
regInfo.RegionID = id;
SceneCommunicationService scs = new SceneCommunicationService();
TestScene testScene = new TestScene(
regInfo, m_acm, scs, m_simDataService, m_estateDataService, configSource, null);
INonSharedRegionModule godsModule = new GodsModule();
godsModule.Initialise(new IniConfigSource());
godsModule.AddRegion(testScene);
// Add scene to services
m_assetService.AddRegion(testScene);
if (m_cache != null)
{
m_cache.AddRegion(testScene);
m_cache.RegionLoaded(testScene);
testScene.AddRegionModule(m_cache.Name, m_cache);
}
m_assetService.RegionLoaded(testScene);
testScene.AddRegionModule(m_assetService.Name, m_assetService);
m_authenticationService.AddRegion(testScene);
m_authenticationService.RegionLoaded(testScene);
testScene.AddRegionModule(m_authenticationService.Name, m_authenticationService);
m_inventoryService.AddRegion(testScene);
m_inventoryService.RegionLoaded(testScene);
testScene.AddRegionModule(m_inventoryService.Name, m_inventoryService);
m_gridService.AddRegion(testScene);
m_gridService.RegionLoaded(testScene);
testScene.AddRegionModule(m_gridService.Name, m_gridService);
m_userAccountService.AddRegion(testScene);
m_userAccountService.RegionLoaded(testScene);
testScene.AddRegionModule(m_userAccountService.Name, m_userAccountService);
m_presenceService.AddRegion(testScene);
m_presenceService.RegionLoaded(testScene);
testScene.AddRegionModule(m_presenceService.Name, m_presenceService);
testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random();
testScene.SetModuleInterfaces();
testScene.LandChannel = new TestLandChannel(testScene);
testScene.LoadWorldMap();
PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager();
physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll");
testScene.PhysicsScene
= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test");
testScene.RegionInfo.EstateSettings = new EstateSettings();
testScene.LoginsEnabled = true;
testScene.RegisterRegionWithGrid();
SceneManager.Add(testScene);
return testScene;
}
private static LocalAssetServicesConnector StartAssetService(CoreAssetCache cache)
{
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector");
config.AddConfig("AssetService");
config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService");
config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
LocalAssetServicesConnector assetService = new LocalAssetServicesConnector();
assetService.Initialise(config);
if (cache != null)
{
IConfigSource cacheConfig = new IniConfigSource();
cacheConfig.AddConfig("Modules");
cacheConfig.Configs["Modules"].Set("AssetCaching", "CoreAssetCache");
cacheConfig.AddConfig("AssetCache");
cache.Initialise(cacheConfig);
}
return assetService;
}
private static LocalAuthenticationServicesConnector StartAuthenticationService()
{
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.AddConfig("AuthenticationService");
config.Configs["Modules"].Set("AuthenticationServices", "LocalAuthenticationServicesConnector");
config.Configs["AuthenticationService"].Set(
"LocalServiceModule", "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService");
config.Configs["AuthenticationService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
LocalAuthenticationServicesConnector service = new LocalAuthenticationServicesConnector();
service.Initialise(config);
return service;
}
private static LocalInventoryServicesConnector StartInventoryService()
{
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.AddConfig("InventoryService");
config.Configs["Modules"].Set("InventoryServices", "LocalInventoryServicesConnector");
config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Services.InventoryService.dll:XInventoryService");
config.Configs["InventoryService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
LocalInventoryServicesConnector inventoryService = new LocalInventoryServicesConnector();
inventoryService.Initialise(config);
return inventoryService;
}
private static LocalGridServicesConnector StartGridService()
{
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.AddConfig("GridService");
config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector");
config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll:NullRegionData");
config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService");
config.Configs["GridService"].Set("ConnectionString", "!static");
LocalGridServicesConnector gridService = new LocalGridServicesConnector();
gridService.Initialise(config);
return gridService;
}
/// <summary>
/// Start a user account service
/// </summary>
/// <param name="testScene"></param>
/// <returns></returns>
private static LocalUserAccountServicesConnector StartUserAccountService()
{
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.AddConfig("UserAccountService");
config.Configs["Modules"].Set("UserAccountServices", "LocalUserAccountServicesConnector");
config.Configs["UserAccountService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
config.Configs["UserAccountService"].Set(
"LocalServiceModule", "OpenSim.Services.UserAccountService.dll:UserAccountService");
LocalUserAccountServicesConnector userAccountService = new LocalUserAccountServicesConnector();
userAccountService.Initialise(config);
return userAccountService;
}
/// <summary>
/// Start a presence service
/// </summary>
/// <param name="testScene"></param>
private static LocalPresenceServicesConnector StartPresenceService()
{
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.AddConfig("PresenceService");
config.Configs["Modules"].Set("PresenceServices", "LocalPresenceServicesConnector");
config.Configs["PresenceService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
config.Configs["PresenceService"].Set(
"LocalServiceModule", "OpenSim.Services.PresenceService.dll:PresenceService");
LocalPresenceServicesConnector presenceService = new LocalPresenceServicesConnector();
presenceService.Initialise(config);
return presenceService;
}
/// <summary>
/// Setup modules for a scene using their default settings.
/// </summary>
/// <param name="scene"></param>
/// <param name="modules"></param>
public static void SetupSceneModules(Scene scene, params object[] modules)
{
SetupSceneModules(scene, new IniConfigSource(), modules);
}
/// <summary>
/// Setup modules for a scene.
/// </summary>
/// <remarks>
/// If called directly, then all the modules must be shared modules.
/// </remarks>
/// <param name="scenes"></param>
/// <param name="config"></param>
/// <param name="modules"></param>
public static void SetupSceneModules(Scene scene, IConfigSource config, params object[] modules)
{
SetupSceneModules(new Scene[] { scene }, config, modules);
}
/// <summary>
/// Setup modules for a scene using their default settings.
/// </summary>
/// <param name="scenes"></param>
/// <param name="modules"></param>
public static void SetupSceneModules(Scene[] scenes, params object[] modules)
{
SetupSceneModules(scenes, new IniConfigSource(), modules);
}
/// <summary>
/// Setup modules for scenes.
/// </summary>
/// <remarks>
/// If called directly, then all the modules must be shared modules.
///
/// We are emulating here the normal calls made to setup region modules
/// (Initialise(), PostInitialise(), AddRegion, RegionLoaded()).
/// TODO: Need to reuse normal runtime module code.
/// </remarks>
/// <param name="scenes"></param>
/// <param name="config"></param>
/// <param name="modules"></param>
public static void SetupSceneModules(Scene[] scenes, IConfigSource config, params object[] modules)
{
List<IRegionModuleBase> newModules = new List<IRegionModuleBase>();
foreach (object module in modules)
{
IRegionModuleBase m = (IRegionModuleBase)module;
// Console.WriteLine("MODULE {0}", m.Name);
m.Initialise(config);
newModules.Add(m);
}
foreach (IRegionModuleBase module in newModules)
{
if (module is ISharedRegionModule) ((ISharedRegionModule)module).PostInitialise();
}
foreach (IRegionModuleBase module in newModules)
{
foreach (Scene scene in scenes)
{
module.AddRegion(scene);
scene.AddRegionModule(module.Name, module);
}
}
// RegionLoaded is fired after all modules have been appropriately added to all scenes
foreach (IRegionModuleBase module in newModules)
foreach (Scene scene in scenes)
module.RegionLoaded(scene);
foreach (Scene scene in scenes) { scene.SetModuleInterfaces(); }
}
/// <summary>
/// Generate some standard agent connection data.
/// </summary>
/// <param name="agentId"></param>
/// <returns></returns>
public static AgentCircuitData GenerateAgentData(UUID agentId)
{
AgentCircuitData acd = GenerateCommonAgentData();
acd.AgentID = agentId;
acd.firstname = "testfirstname";
acd.lastname = "testlastname";
acd.ServiceURLs = new Dictionary<string, object>();
return acd;
}
/// <summary>
/// Generate some standard agent connection data.
/// </summary>
/// <param name="agentId"></param>
/// <returns></returns>
public static AgentCircuitData GenerateAgentData(UserAccount ua)
{
AgentCircuitData acd = GenerateCommonAgentData();
acd.AgentID = ua.PrincipalID;
acd.firstname = ua.FirstName;
acd.lastname = ua.LastName;
acd.ServiceURLs = ua.ServiceURLs;
return acd;
}
private static AgentCircuitData GenerateCommonAgentData()
{
AgentCircuitData acd = new AgentCircuitData();
// XXX: Sessions must be unique, otherwise one presence can overwrite another in NullPresenceData.
acd.SessionID = UUID.Random();
acd.SecureSessionID = UUID.Random();
acd.circuitcode = 123;
acd.BaseFolder = UUID.Zero;
acd.InventoryFolder = UUID.Zero;
acd.startpos = Vector3.Zero;
acd.CapsPath = "http://wibble.com";
acd.Appearance = new AvatarAppearance();
return acd;
}
/// <summary>
/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
/// </summary>
/// <remarks>
/// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
/// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
/// </remarks>
/// <param name="scene"></param>
/// <param name="agentId"></param>
/// <returns></returns>
public static ScenePresence AddScenePresence(Scene scene, UUID agentId)
{
return AddScenePresence(scene, GenerateAgentData(agentId));
}
/// <summary>
/// Add a root agent.
/// </summary>
/// <param name="scene"></param>
/// <param name="ua"></param>
/// <returns></returns>
public static ScenePresence AddScenePresence(Scene scene, UserAccount ua)
{
return AddScenePresence(scene, GenerateAgentData(ua));
}
/// <summary>
/// Add a root agent.
/// </summary>
/// <remarks>
/// This function
///
/// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the
/// userserver if grid) would give initial login data back to the client and separately tell the scene that the
/// agent was coming.
///
/// 2) Connects the agent with the scene
///
/// This function performs actions equivalent with notifying the scene that an agent is
/// coming and then actually connecting the agent to the scene. The one step missed out is the very first
/// </remarks>
/// <param name="scene"></param>
/// <param name="agentData"></param>
/// <returns></returns>
public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData)
{
return AddScenePresence(scene, new TestClient(agentData, scene), agentData);
}
/// <summary>
/// Add a root agent.
/// </summary>
/// <remarks>
/// This function
///
/// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the
/// userserver if grid) would give initial login data back to the client and separately tell the scene that the
/// agent was coming.
///
/// 2) Connects the agent with the scene
///
/// This function performs actions equivalent with notifying the scene that an agent is
/// coming and then actually connecting the agent to the scene. The one step missed out is the very first
/// </remarks>
/// <param name="scene"></param>
/// <param name="agentData"></param>
/// <returns></returns>
public static ScenePresence AddScenePresence(
Scene scene, IClientAPI client, AgentCircuitData agentData)
{
// We emulate the proper login sequence here by doing things in four stages
// Stage 0: login
// We need to punch through to the underlying service because scene will not, correctly, let us call it
// through it's reference to the LPSC
LocalPresenceServicesConnector lpsc = (LocalPresenceServicesConnector)scene.PresenceService;
lpsc.m_PresenceService.LoginAgent(agentData.AgentID.ToString(), agentData.SessionID, agentData.SecureSessionID);
// Stages 1 & 2
ScenePresence sp = IntroduceClientToScene(scene, client, agentData, TeleportFlags.ViaLogin);
// Stage 3: Complete the entrance into the region. This converts the child agent into a root agent.
sp.CompleteMovement(sp.ControllingClient, true);
return sp;
}
/// <summary>
/// Introduce an agent into the scene by adding a new client.
/// </summary>
/// <returns>The scene presence added</returns>
/// <param name='scene'></param>
/// <param name='testClient'></param>
/// <param name='agentData'></param>
/// <param name='tf'></param>
private static ScenePresence IntroduceClientToScene(
Scene scene, IClientAPI client, AgentCircuitData agentData, TeleportFlags tf)
{
string reason;
// Stage 1: tell the scene to expect a new user connection
if (!scene.NewUserConnection(agentData, (uint)tf, out reason))
Console.WriteLine("NewUserConnection failed: " + reason);
// Stage 2: add the new client as a child agent to the scene
scene.AddNewClient(client, PresenceType.User);
return scene.GetScenePresence(client.AgentId);
}
public static ScenePresence AddChildScenePresence(Scene scene, UUID agentId)
{
AgentCircuitData acd = GenerateAgentData(agentId);
acd.child = true;
// XXX: ViaLogin may not be correct for child agents
TestClient client = new TestClient(acd, scene);
return IntroduceClientToScene(scene, client, acd, TeleportFlags.ViaLogin);
}
/// <summary>
/// Add a test object
/// </summary>
/// <param name="scene"></param>
/// <returns></returns>
public static SceneObjectGroup AddSceneObject(Scene scene)
{
return AddSceneObject(scene, "Test Object", UUID.Zero);
}
/// <summary>
/// Add a test object
/// </summary>
/// <param name="scene"></param>
/// <param name="name"></param>
/// <param name="ownerId"></param>
/// <returns></returns>
public static SceneObjectGroup AddSceneObject(Scene scene, string name, UUID ownerId)
{
SceneObjectGroup so = new SceneObjectGroup(CreateSceneObjectPart(name, UUID.Random(), ownerId));
//part.UpdatePrimFlags(false, false, true);
//part.ObjectFlags |= (uint)PrimFlags.Phantom;
scene.AddNewSceneObject(so, false);
return so;
}
/// <summary>
/// Create a scene object part.
/// </summary>
/// <param name="name"></param>
/// <param name="id"></param>
/// <param name="ownerId"></param>
/// <returns></returns>
public static SceneObjectPart CreateSceneObjectPart(string name, UUID id, UUID ownerId)
{
return new SceneObjectPart(
ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
{ Name = name, UUID = id, Scale = new Vector3(1, 1, 1) };
}
/// <summary>
/// Create a scene object but do not add it to the scene.
/// </summary>
/// <remarks>
/// UUID always starts at 00000000-0000-0000-0000-000000000001. For some purposes, (e.g. serializing direct
/// to another object's inventory) we do not need a scene unique ID. So it would be better to add the
/// UUID when we actually add an object to a scene rather than on creation.
/// </remarks>
/// <param name="parts">The number of parts that should be in the scene object</param>
/// <param name="ownerId"></param>
/// <returns></returns>
public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId)
{
return CreateSceneObject(parts, ownerId, 0x1);
}
/// <summary>
/// Create a scene object but do not add it to the scene.
/// </summary>
/// <param name="parts">The number of parts that should be in the scene object</param>
/// <param name="ownerId"></param>
/// <param name="uuidTail">
/// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
/// will be given to the root part, and incremented for each part thereafter.
/// </param>
/// <returns></returns>
public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, int uuidTail)
{
return CreateSceneObject(parts, ownerId, "", uuidTail);
}
/// <summary>
/// Create a scene object but do not add it to the scene.
/// </summary>
/// <param name="parts">
/// The number of parts that should be in the scene object
/// </param>
/// <param name="ownerId"></param>
/// <param name="partNamePrefix">
/// The prefix to be given to part names. This will be suffixed with "Part<part no>"
/// (e.g. mynamePart1 for the root part)
/// </param>
/// <param name="uuidTail">
/// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
/// will be given to the root part, and incremented for each part thereafter.
/// </param>
/// <returns></returns>
public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, string partNamePrefix, int uuidTail)
{
string rawSogId = string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail);
SceneObjectGroup sog
= new SceneObjectGroup(
CreateSceneObjectPart(string.Format("{0}Part1", partNamePrefix), new UUID(rawSogId), ownerId));
if (parts > 1)
for (int i = 2; i <= parts; i++)
sog.AddPart(
CreateSceneObjectPart(
string.Format("{0}Part{1}", partNamePrefix, i),
new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail + i - 1)),
ownerId));
return sog;
}
}
}