Files
opensim/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs
Justin Clark-Casey (justincc) 953b7f4917 Add test to check persistence of newly added pre-linked objects
Added a MockRegionDataPlugin to do in-memory persistence for tests since adding this to OpenSim.Data.Null.NullDataStore doesn't seem appropriate
NullDataStore can do nothing because OpenSim only ever retrieve region objects from the database on startup.  Adding an in-memory store here would be unecessary overhead.
2010-09-06 23:00:24 +01:00

431 lines
16 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:
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* 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
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* * 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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using System;
using System.Collections.Generic;
using System.Reflection;
using System.Text;
using System.Threading;
using System.Timers;
using Timer=System.Timers.Timer;
using Nini.Config;
using NUnit.Framework;
using NUnit.Framework.SyntaxHelpers;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.CoreModules.World.Serialiser;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
using OpenSim.Tests.Common.Setup;
namespace OpenSim.Region.Framework.Scenes.Tests
{
/// <summary>
/// Scene presence tests
/// </summary>
[TestFixture]
public class ScenePresenceTests
{
public Scene scene, scene2, scene3;
public UUID agent1, agent2, agent3;
public static Random random;
public ulong region1,region2,region3;
public AgentCircuitData acd1;
public SceneObjectGroup sog1, sog2, sog3;
public TestClient testclient;
[TestFixtureSetUp]
public void Init()
{
scene = SceneSetupHelpers.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
scene2 = SceneSetupHelpers.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
scene3 = SceneSetupHelpers.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);
ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
interregionComms.Initialise(new IniConfigSource());
interregionComms.PostInitialise();
SceneSetupHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
SceneSetupHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
SceneSetupHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms);
agent1 = UUID.Random();
agent2 = UUID.Random();
agent3 = UUID.Random();
random = new Random();
sog1 = NewSOG(UUID.Random(), scene, agent1);
sog2 = NewSOG(UUID.Random(), scene, agent1);
sog3 = NewSOG(UUID.Random(), scene, agent1);
//ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
region1 = scene.RegionInfo.RegionHandle;
region2 = scene2.RegionInfo.RegionHandle;
region3 = scene3.RegionInfo.RegionHandle;
}
/// <summary>
/// Test adding a root agent to a scene. Doesn't yet actually complete crossing the agent into the scene.
/// </summary>
[Test]
public void T010_TestAddRootAgent()
{
TestHelper.InMethod();
string firstName = "testfirstname";
AgentCircuitData agent = new AgentCircuitData();
agent.AgentID = agent1;
agent.firstname = firstName;
agent.lastname = "testlastname";
agent.SessionID = UUID.Random();
agent.SecureSessionID = UUID.Random();
agent.circuitcode = 123;
agent.BaseFolder = UUID.Zero;
agent.InventoryFolder = UUID.Zero;
agent.startpos = Vector3.Zero;
agent.CapsPath = GetRandomCapsObjectPath();
agent.ChildrenCapSeeds = new Dictionary<ulong, string>();
agent.child = true;
if (scene.PresenceService == null)
Console.WriteLine("Presence Service is null");
scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID);
string reason;
scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
testclient = new TestClient(agent, scene);
scene.AddNewClient(testclient);
ScenePresence presence = scene.GetScenePresence(agent1);
Assert.That(presence, Is.Not.Null, "presence is null");
Assert.That(presence.Firstname, Is.EqualTo(firstName), "First name not same");
acd1 = agent;
}
/// <summary>
/// Test removing an uncrossed root agent from a scene.
/// </summary>
[Test]
public void T011_TestRemoveRootAgent()
{
TestHelper.InMethod();
scene.RemoveClient(agent1);
ScenePresence presence = scene.GetScenePresence(agent1);
Assert.That(presence, Is.Null, "presence is not null");
}
[Test]
public void T012_TestAddNeighbourRegion()
{
TestHelper.InMethod();
string reason;
if (acd1 == null)
fixNullPresence();
scene.NewUserConnection(acd1, 0, out reason);
if (testclient == null)
testclient = new TestClient(acd1, scene);
scene.AddNewClient(testclient);
ScenePresence presence = scene.GetScenePresence(agent1);
presence.MakeRootAgent(new Vector3(90,90,90),false);
string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
presence.AddNeighbourRegion(region2, cap);
presence.AddNeighbourRegion(region3, cap);
List<ulong> neighbours = presence.GetKnownRegionList();
Assert.That(neighbours.Count, Is.EqualTo(2));
}
public void fixNullPresence()
{
string firstName = "testfirstname";
AgentCircuitData agent = new AgentCircuitData();
agent.AgentID = agent1;
agent.firstname = firstName;
agent.lastname = "testlastname";
agent.SessionID = UUID.Zero;
agent.SecureSessionID = UUID.Zero;
agent.circuitcode = 123;
agent.BaseFolder = UUID.Zero;
agent.InventoryFolder = UUID.Zero;
agent.startpos = Vector3.Zero;
agent.CapsPath = GetRandomCapsObjectPath();
acd1 = agent;
}
[Test]
public void T013_TestRemoveNeighbourRegion()
{
TestHelper.InMethod();
ScenePresence presence = scene.GetScenePresence(agent1);
presence.RemoveNeighbourRegion(region3);
List<ulong> neighbours = presence.GetKnownRegionList();
Assert.That(neighbours.Count,Is.EqualTo(1));
/*
presence.MakeChildAgent;
presence.MakeRootAgent;
CompleteAvatarMovement
*/
}
// I'm commenting this test, because this is not supposed to happen here
//[Test]
public void T020_TestMakeRootAgent()
{
TestHelper.InMethod();
ScenePresence presence = scene.GetScenePresence(agent1);
Assert.That(presence.IsChildAgent, Is.False, "Starts out as a root agent");
presence.MakeChildAgent();
Assert.That(presence.IsChildAgent, Is.True, "Did not change to child agent after MakeChildAgent");
// Accepts 0 but rejects Constants.RegionSize
Vector3 pos = new Vector3(0,unchecked(Constants.RegionSize-1),0);
presence.MakeRootAgent(pos,true);
Assert.That(presence.IsChildAgent, Is.False, "Did not go back to root agent");
Assert.That(presence.AbsolutePosition, Is.EqualTo(pos), "Position is not the same one entered");
}
// I'm commenting this test because it does not represent
// crossings. The Thread.Sleep's in here are not meaningful mocks,
// and they sometimes fail in panda.
// We need to talk in order to develop a test
// that really tests region crossings. There are 3 async components,
// but things are synchronous among them. So there should be
// 3 threads in here.
//[Test]
public void T021_TestCrossToNewRegion()
{
TestHelper.InMethod();
scene.RegisterRegionWithGrid();
scene2.RegisterRegionWithGrid();
// Adding child agent to region 1001
string reason;
scene2.NewUserConnection(acd1,0, out reason);
scene2.AddNewClient(testclient);
ScenePresence presence = scene.GetScenePresence(agent1);
presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true);
ScenePresence presence2 = scene2.GetScenePresence(agent1);
// Adding neighbour region caps info to presence2
string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
presence2.AddNeighbourRegion(region1, cap);
Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region.");
Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region.");
// Cross to x+1
presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100);
presence.Update();
EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
// Mimicking communication between client and server, by waiting OK from client
// sent by TestClient.CrossRegion call. Originally, this is network comm.
if (!wh.WaitOne(5000,false))
{
presence.Update();
if (!wh.WaitOne(8000,false))
throw new ArgumentException("1 - Timeout waiting for signal/variable.");
}
// This is a TestClient specific method that fires OnCompleteMovementToRegion event, which
// would normally be fired after receiving the reply packet from comm. done on the last line.
testclient.CompleteMovement();
// Crossings are asynchronous
int timer = 10;
// Make sure cross hasn't already finished
if (!presence.IsInTransit && !presence.IsChildAgent)
{
// If not and not in transit yet, give it some more time
Thread.Sleep(5000);
}
// Enough time, should at least be in transit by now.
while (presence.IsInTransit && timer > 0)
{
Thread.Sleep(1000);
timer-=1;
}
Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1.");
Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected.");
Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent.");
// Cross Back
presence2.AbsolutePosition = new Vector3(-10, 3, 100);
presence2.Update();
if (!wh.WaitOne(5000,false))
{
presence2.Update();
if (!wh.WaitOne(8000,false))
throw new ArgumentException("2 - Timeout waiting for signal/variable.");
}
testclient.CompleteMovement();
if (!presence2.IsInTransit && !presence2.IsChildAgent)
{
// If not and not in transit yet, give it some more time
Thread.Sleep(5000);
}
// Enough time, should at least be in transit by now.
while (presence2.IsInTransit && timer > 0)
{
Thread.Sleep(1000);
timer-=1;
}
Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2.");
Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");
}
[Test]
public void T030_TestAddAttachments()
{
TestHelper.InMethod();
ScenePresence presence = scene.GetScenePresence(agent1);
presence.AddAttachment(sog1);
presence.AddAttachment(sog2);
presence.AddAttachment(sog3);
Assert.That(presence.HasAttachments(), Is.True);
Assert.That(presence.ValidateAttachments(), Is.True);
}
[Test]
public void T031_RemoveAttachments()
{
TestHelper.InMethod();
ScenePresence presence = scene.GetScenePresence(agent1);
presence.RemoveAttachment(sog1);
presence.RemoveAttachment(sog2);
presence.RemoveAttachment(sog3);
Assert.That(presence.HasAttachments(), Is.False);
}
// I'm commenting this test because scene setup NEEDS InventoryService to
// be non-null
//[Test]
public void T032_CrossAttachments()
{
TestHelper.InMethod();
ScenePresence presence = scene.GetScenePresence(agent1);
ScenePresence presence2 = scene2.GetScenePresence(agent1);
presence2.AddAttachment(sog1);
presence2.AddAttachment(sog2);
ISharedRegionModule serialiser = new SerialiserModule();
SceneSetupHelpers.SetupSceneModules(scene, new IniConfigSource(), serialiser);
SceneSetupHelpers.SetupSceneModules(scene2, new IniConfigSource(), serialiser);
Assert.That(presence.HasAttachments(), Is.False, "Presence has attachments before cross");
//Assert.That(presence2.CrossAttachmentsIntoNewRegion(region1, true), Is.True, "Cross was not successful");
Assert.That(presence2.HasAttachments(), Is.False, "Presence2 objects were not deleted");
Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects");
}
[TearDown]
public void TearDown()
{
if (MainServer.Instance != null) MainServer.Instance.Stop();
}
public static string GetRandomCapsObjectPath()
{
UUID caps = UUID.Random();
string capsPath = caps.ToString();
capsPath = capsPath.Remove(capsPath.Length - 4, 4);
return capsPath;
}
private SceneObjectGroup NewSOG(UUID uuid, Scene scene, UUID agent)
{
SceneObjectPart sop = new SceneObjectPart();
sop.Name = RandomName();
sop.Description = RandomName();
sop.Text = RandomName();
sop.SitName = RandomName();
sop.TouchName = RandomName();
sop.UUID = uuid;
sop.Shape = PrimitiveBaseShape.Default;
sop.Shape.State = 1;
sop.OwnerID = agent;
SceneObjectGroup sog = new SceneObjectGroup(sop);
sog.SetScene(scene);
return sog;
}
private static string RandomName()
{
StringBuilder name = new StringBuilder();
int size = random.Next(5,12);
char ch ;
for (int i=0; i<size; i++)
{
ch = Convert.ToChar(Convert.ToInt32(Math.Floor(26 * random.NextDouble() + 65))) ;
name.Append(ch);
}
return name.ToString();
}
}
}