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The root cause was that v2 was only closing neighbour agents if the root connection also needed a close. However, fixing this requires the neighbour regions also detect when they should not close due to re-teleports re-establishing the child connection. This involves restructuring the code to introduce a scene presence state machine that can serialize the different add and remove client calls that are now possible with the late close of the This commit appears to fix these issues and improve teleport, but still has holes on at least quick reteleporting (and possibly occasionally on ordinary teleports). Also, has not been completely tested yet in scenarios where regions are running on different simulators
321 lines
13 KiB
C#
321 lines
13 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Net;
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using log4net.Config;
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using Nini.Config;
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using NUnit.Framework;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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{
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/// <summary>
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/// This will contain basic tests for the LindenUDP client stack
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/// </summary>
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[TestFixture]
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public class BasicCircuitTests : OpenSimTestCase
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{
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private Scene m_scene;
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private TestLLUDPServer m_udpServer;
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[TestFixtureSetUp]
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public void FixtureInit()
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{
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// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
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Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
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}
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[TestFixtureTearDown]
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public void TearDown()
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{
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// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
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// threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
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// tests really shouldn't).
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Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
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}
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[SetUp]
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public override void SetUp()
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{
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base.SetUp();
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m_scene = new SceneHelpers().SetupScene();
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StatsManager.SimExtraStats = new SimExtraStatsCollector();
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}
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/// <summary>
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/// Build an object name packet for test purposes
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/// </summary>
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/// <param name="objectLocalId"></param>
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/// <param name="objectName"></param>
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private ObjectNamePacket BuildTestObjectNamePacket(uint objectLocalId, string objectName)
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{
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ObjectNamePacket onp = new ObjectNamePacket();
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ObjectNamePacket.ObjectDataBlock odb = new ObjectNamePacket.ObjectDataBlock();
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odb.LocalID = objectLocalId;
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odb.Name = Utils.StringToBytes(objectName);
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onp.ObjectData = new ObjectNamePacket.ObjectDataBlock[] { odb };
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onp.Header.Zerocoded = false;
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return onp;
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}
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private void AddUdpServer()
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{
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AddUdpServer(new IniConfigSource());
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}
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private void AddUdpServer(IniConfigSource configSource)
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{
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uint port = 0;
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AgentCircuitManager acm = m_scene.AuthenticateHandler;
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m_udpServer = new TestLLUDPServer(IPAddress.Any, ref port, 0, false, configSource, acm);
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m_udpServer.AddScene(m_scene);
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}
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/// <summary>
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/// Used by tests that aren't testing this stage.
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/// </summary>
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private ScenePresence AddClient()
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{
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UUID myAgentUuid = TestHelpers.ParseTail(0x1);
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UUID mySessionUuid = TestHelpers.ParseTail(0x2);
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uint myCircuitCode = 123456;
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IPEndPoint testEp = new IPEndPoint(IPAddress.Loopback, 999);
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UseCircuitCodePacket uccp = new UseCircuitCodePacket();
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UseCircuitCodePacket.CircuitCodeBlock uccpCcBlock
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= new UseCircuitCodePacket.CircuitCodeBlock();
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uccpCcBlock.Code = myCircuitCode;
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uccpCcBlock.ID = myAgentUuid;
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uccpCcBlock.SessionID = mySessionUuid;
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uccp.CircuitCode = uccpCcBlock;
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byte[] uccpBytes = uccp.ToBytes();
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UDPPacketBuffer upb = new UDPPacketBuffer(testEp, uccpBytes.Length);
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upb.DataLength = uccpBytes.Length; // God knows why this isn't set by the constructor.
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Buffer.BlockCopy(uccpBytes, 0, upb.Data, 0, uccpBytes.Length);
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AgentCircuitData acd = new AgentCircuitData();
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acd.AgentID = myAgentUuid;
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acd.SessionID = mySessionUuid;
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m_scene.AuthenticateHandler.AddNewCircuit(myCircuitCode, acd);
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m_udpServer.PacketReceived(upb);
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return m_scene.GetScenePresence(myAgentUuid);
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}
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/// <summary>
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/// Test adding a client to the stack
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/// </summary>
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[Test]
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public void TestAddClient()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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AddUdpServer();
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UUID myAgentUuid = TestHelpers.ParseTail(0x1);
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UUID mySessionUuid = TestHelpers.ParseTail(0x2);
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uint myCircuitCode = 123456;
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IPEndPoint testEp = new IPEndPoint(IPAddress.Loopback, 999);
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UseCircuitCodePacket uccp = new UseCircuitCodePacket();
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UseCircuitCodePacket.CircuitCodeBlock uccpCcBlock
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= new UseCircuitCodePacket.CircuitCodeBlock();
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uccpCcBlock.Code = myCircuitCode;
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uccpCcBlock.ID = myAgentUuid;
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uccpCcBlock.SessionID = mySessionUuid;
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uccp.CircuitCode = uccpCcBlock;
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byte[] uccpBytes = uccp.ToBytes();
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UDPPacketBuffer upb = new UDPPacketBuffer(testEp, uccpBytes.Length);
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upb.DataLength = uccpBytes.Length; // God knows why this isn't set by the constructor.
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Buffer.BlockCopy(uccpBytes, 0, upb.Data, 0, uccpBytes.Length);
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m_udpServer.PacketReceived(upb);
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// Presence shouldn't exist since the circuit manager doesn't know about this circuit for authentication yet
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Assert.That(m_scene.GetScenePresence(myAgentUuid), Is.Null);
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AgentCircuitData acd = new AgentCircuitData();
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acd.AgentID = myAgentUuid;
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acd.SessionID = mySessionUuid;
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m_scene.AuthenticateHandler.AddNewCircuit(myCircuitCode, acd);
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m_udpServer.PacketReceived(upb);
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// Should succeed now
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ScenePresence sp = m_scene.GetScenePresence(myAgentUuid);
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Assert.That(sp.UUID, Is.EqualTo(myAgentUuid));
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Assert.That(m_udpServer.PacketsSent.Count, Is.EqualTo(1));
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Packet packet = m_udpServer.PacketsSent[0];
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Assert.That(packet, Is.InstanceOf(typeof(PacketAckPacket)));
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PacketAckPacket ackPacket = packet as PacketAckPacket;
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Assert.That(ackPacket.Packets.Length, Is.EqualTo(1));
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Assert.That(ackPacket.Packets[0].ID, Is.EqualTo(0));
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}
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[Test]
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public void TestLogoutClientDueToAck()
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{
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TestHelpers.InMethod();
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TestHelpers.EnableLogging();
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IniConfigSource ics = new IniConfigSource();
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IConfig config = ics.AddConfig("ClientStack.LindenUDP");
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config.Set("AckTimeout", -1);
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AddUdpServer(ics);
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ScenePresence sp = AddClient();
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m_udpServer.ClientOutgoingPacketHandler(sp.ControllingClient, true, false, false);
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ScenePresence spAfterAckTimeout = m_scene.GetScenePresence(sp.UUID);
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Assert.That(spAfterAckTimeout, Is.Null);
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}
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// /// <summary>
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// /// Test removing a client from the stack
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// /// </summary>
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// [Test]
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// public void TestRemoveClient()
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// {
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// TestHelper.InMethod();
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//
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// uint myCircuitCode = 123457;
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//
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// TestLLUDPServer testLLUDPServer;
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// TestLLPacketServer testLLPacketServer;
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// AgentCircuitManager acm;
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// SetupStack(new MockScene(), out testLLUDPServer, out testLLPacketServer, out acm);
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// AddClient(myCircuitCode, new IPEndPoint(IPAddress.Loopback, 1000), testLLUDPServer, acm);
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//
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// testLLUDPServer.RemoveClientCircuit(myCircuitCode);
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// Assert.IsFalse(testLLUDPServer.HasCircuit(myCircuitCode));
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//
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// // Check that removing a non-existant circuit doesn't have any bad effects
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// testLLUDPServer.RemoveClientCircuit(101);
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// Assert.IsFalse(testLLUDPServer.HasCircuit(101));
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// }
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//
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// /// <summary>
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// /// Make sure that the client stack reacts okay to malformed packets
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// /// </summary>
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// [Test]
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// public void TestMalformedPacketSend()
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// {
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// TestHelper.InMethod();
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//
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// uint myCircuitCode = 123458;
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// EndPoint testEp = new IPEndPoint(IPAddress.Loopback, 1001);
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// MockScene scene = new MockScene();
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//
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// TestLLUDPServer testLLUDPServer;
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// TestLLPacketServer testLLPacketServer;
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// AgentCircuitManager acm;
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// SetupStack(scene, out testLLUDPServer, out testLLPacketServer, out acm);
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// AddClient(myCircuitCode, testEp, testLLUDPServer, acm);
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//
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// byte[] data = new byte[] { 0x01, 0x02, 0x03, 0x04 };
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//
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// // Send two garbled 'packets' in succession
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// testLLUDPServer.LoadReceive(data, testEp);
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// testLLUDPServer.LoadReceive(data, testEp);
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// testLLUDPServer.ReceiveData(null);
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//
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// // Check that we are still here
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// Assert.IsTrue(testLLUDPServer.HasCircuit(myCircuitCode));
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// Assert.That(testLLPacketServer.GetTotalPacketsReceived(), Is.EqualTo(0));
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//
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// // Check that sending a valid packet to same circuit still succeeds
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// Assert.That(scene.ObjectNameCallsReceived, Is.EqualTo(0));
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//
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// testLLUDPServer.LoadReceive(BuildTestObjectNamePacket(1, "helloooo"), testEp);
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// testLLUDPServer.ReceiveData(null);
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//
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// Assert.That(testLLPacketServer.GetTotalPacketsReceived(), Is.EqualTo(1));
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// Assert.That(testLLPacketServer.GetPacketsReceivedFor(PacketType.ObjectName), Is.EqualTo(1));
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// }
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//
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// /// <summary>
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// /// Test that the stack continues to work even if some client has caused a
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// /// SocketException on Socket.BeginReceive()
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// /// </summary>
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// [Test]
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// public void TestExceptionOnBeginReceive()
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// {
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// TestHelper.InMethod();
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//
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// MockScene scene = new MockScene();
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//
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// uint circuitCodeA = 130000;
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// EndPoint epA = new IPEndPoint(IPAddress.Loopback, 1300);
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// UUID agentIdA = UUID.Parse("00000000-0000-0000-0000-000000001300");
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// UUID sessionIdA = UUID.Parse("00000000-0000-0000-0000-000000002300");
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//
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// uint circuitCodeB = 130001;
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// EndPoint epB = new IPEndPoint(IPAddress.Loopback, 1301);
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// UUID agentIdB = UUID.Parse("00000000-0000-0000-0000-000000001301");
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// UUID sessionIdB = UUID.Parse("00000000-0000-0000-0000-000000002301");
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//
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// TestLLUDPServer testLLUDPServer;
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// TestLLPacketServer testLLPacketServer;
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// AgentCircuitManager acm;
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// SetupStack(scene, out testLLUDPServer, out testLLPacketServer, out acm);
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// AddClient(circuitCodeA, epA, agentIdA, sessionIdA, testLLUDPServer, acm);
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// AddClient(circuitCodeB, epB, agentIdB, sessionIdB, testLLUDPServer, acm);
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//
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// testLLUDPServer.LoadReceive(BuildTestObjectNamePacket(1, "packet1"), epA);
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// testLLUDPServer.LoadReceive(BuildTestObjectNamePacket(1, "packet2"), epB);
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// testLLUDPServer.LoadReceiveWithBeginException(epA);
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// testLLUDPServer.LoadReceive(BuildTestObjectNamePacket(2, "packet3"), epB);
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// testLLUDPServer.ReceiveData(null);
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//
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// Assert.IsFalse(testLLUDPServer.HasCircuit(circuitCodeA));
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//
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// Assert.That(testLLPacketServer.GetTotalPacketsReceived(), Is.EqualTo(3));
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// Assert.That(testLLPacketServer.GetPacketsReceivedFor(PacketType.ObjectName), Is.EqualTo(3));
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// }
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}
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}
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