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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
105 lines
4.0 KiB
C#
105 lines
4.0 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.Collections.Generic;
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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.Servers;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Region.ClientStack.Linden;
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using OpenSim.Region.CoreModules.Framework;
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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.Linden.Tests
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{
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[TestFixture]
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public class EventQueueTests : OpenSimTestCase
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{
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private TestScene m_scene;
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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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uint port = 9999;
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uint sslPort = 9998;
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// This is an unfortunate bit of clean up we have to do because MainServer manages things through static
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// variables and the VM is not restarted between tests.
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MainServer.RemoveHttpServer(port);
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BaseHttpServer server = new BaseHttpServer(port, false, sslPort, "");
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MainServer.AddHttpServer(server);
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MainServer.Instance = server;
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Startup");
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config.Configs["Startup"].Set("EventQueue", "true");
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CapabilitiesModule capsModule = new CapabilitiesModule();
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EventQueueGetModule eqgModule = new EventQueueGetModule();
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m_scene = new SceneHelpers().SetupScene();
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SceneHelpers.SetupSceneModules(m_scene, config, capsModule, eqgModule);
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}
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[Test]
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public void AddForClient()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
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// TODO: Add more assertions for the other aspects of event queues
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Assert.That(MainServer.Instance.GetPollServiceHandlerKeys().Count, Is.EqualTo(1));
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}
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[Test]
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public void RemoveForClient()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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UUID spId = TestHelpers.ParseTail(0x1);
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SceneHelpers.AddScenePresence(m_scene, spId);
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m_scene.IncomingCloseAgent(spId, false);
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// TODO: Add more assertions for the other aspects of event queues
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Assert.That(MainServer.Instance.GetPollServiceHandlerKeys().Count, Is.EqualTo(0));
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}
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}
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} |