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These changes replace all direct references to the AssetCache with IAssetCache. There is no change to functionality. Everything works as before. This is laying the groundwork for making it possible to register alternative asset caching mechanisms without disrupting other parts of OpenSim or their dependencies upon AssetCache functionality.
248 lines
11 KiB
C#
248 lines
11 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 OpenSim 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.Net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Servers;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.CoreModules.Agent.Capabilities;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Tests.Common.Setup
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{
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/// <summary>
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/// Helpers for setting up scenes.
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/// </summary>
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public class SceneSetupHelpers
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{
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/// <summary>
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/// Set up a test scene
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/// </summary>
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/// <returns></returns>
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public static TestScene SetupScene()
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{
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return SetupScene("Unit test region", UUID.Random(), 1000, 1000, new TestCommunicationsManager());
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}
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/// <summary>
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/// Set up a test scene
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/// </summary>
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/// <param name="name">Name of the region</param>
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/// <param name="id">ID of the region</param>
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/// <param name="x">X co-ordinate of the region</param>
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/// <param name="y">Y co-ordinate of the region</param>
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/// <param name="cm">This should be the same if simulating two scenes within a standalone</param>
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/// <returns></returns>
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public static TestScene SetupScene(string name, UUID id, uint x, uint y, CommunicationsManager cm)
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{
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RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1");
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regInfo.RegionName = name;
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regInfo.RegionID = id;
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AgentCircuitManager acm = new AgentCircuitManager();
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SceneCommunicationService scs = new SceneCommunicationService(cm);
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SQLAssetServer assetService = new SQLAssetServer(new TestAssetDataPlugin());
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IAssetCache ac = (IAssetCache) new AssetCache(assetService);
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StorageManager sm = new StorageManager("OpenSim.Data.Null.dll", "", "");
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IConfigSource configSource = new IniConfigSource();
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TestScene testScene = new TestScene(
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regInfo, acm, cm, scs, ac, sm, null, false, false, false, configSource, null);
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IRegionModule capsModule = new CapabilitiesModule();
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capsModule.Initialise(testScene, new IniConfigSource());
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testScene.AddModule(capsModule.Name, capsModule);
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testScene.SetModuleInterfaces();
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testScene.LandChannel = new TestLandChannel();
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testScene.LoadWorldMap();
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PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager();
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physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll");
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testScene.PhysicsScene
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= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", configSource, "test");
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return testScene;
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}
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/// <summary>
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/// Setup modules for a scene using their default settings.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="modules"></param>
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public static void SetupSceneModules(Scene scene, params IRegionModule[] modules)
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{
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SetupSceneModules(scene, null, modules);
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}
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/// <summary>
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/// Setup modules for a scene.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="config"></param>
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/// <param name="modules"></param>
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public static void SetupSceneModules(Scene scene, IConfigSource config, params IRegionModule[] modules)
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{
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foreach (IRegionModule module in modules)
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{
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module.Initialise(scene, config);
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scene.AddModule(module.Name, module);
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}
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scene.SetModuleInterfaces();
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}
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/// <summary>
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/// Generate some standard agent connection data.
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/// </summary>
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/// <param name="agentId"></param>
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/// <returns></returns>
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public static AgentCircuitData GenerateAgentData(UUID agentId)
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{
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string firstName = "testfirstname";
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AgentCircuitData agentData = new AgentCircuitData();
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agentData.AgentID = agentId;
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agentData.firstname = firstName;
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agentData.lastname = "testlastname";
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agentData.SessionID = UUID.Zero;
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agentData.SecureSessionID = UUID.Zero;
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agentData.circuitcode = 123;
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agentData.BaseFolder = UUID.Zero;
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agentData.InventoryFolder = UUID.Zero;
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agentData.startpos = Vector3.Zero;
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agentData.CapsPath = "http://wibble.com";
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return agentData;
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}
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/// <summary>
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/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="agentId"></param>
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/// <returns></returns>
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public static TestClient AddRootAgent(Scene scene, UUID agentId)
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{
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return AddRootAgent(scene, GenerateAgentData(agentId));
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}
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/// <summary>
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/// Add a root agent.
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/// </summary>
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///
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/// This function
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///
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/// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the
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/// userserver if grid) would give initial login data back to the client and separately tell the scene that the
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/// agent was coming.
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///
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/// 2) Connects the agent with the scene
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///
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/// This function performs actions equivalent with notifying the scene that an agent is
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/// coming and then actually connecting the agent to the scene. The one step missed out is the very first
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///
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/// <param name="scene"></param>
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/// <param name="agentData"></param>
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/// <returns></returns>
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public static TestClient AddRootAgent(Scene scene, AgentCircuitData agentData)
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{
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// We emulate the proper login sequence here by doing things in three stages
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// Stage 1: simulate login by telling the scene to expect a new user connection
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scene.NewUserConnection(agentData);
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// Stage 2: add the new client as a child agent to the scene
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TestClient client = new TestClient(agentData, scene);
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scene.AddNewClient(client);
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// Stage 3: Invoke agent crossing, which converts the child agent into a root agent (with appearance,
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// inventory, etc.)
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scene.AgentCrossing(agentData.AgentID, new Vector3(90, 90, 90), false);
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return client;
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}
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/// <summary>
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/// Add a test object
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/// </summary>
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/// <param name="scene"></param>
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/// <returns></returns>
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public static SceneObjectPart AddSceneObject(Scene scene)
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{
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return AddSceneObject(scene, "Test Object");
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}
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/// <summary>
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/// Add a test object
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="name"></param>
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/// <returns></returns>
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public static SceneObjectPart AddSceneObject(Scene scene, string name)
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{
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SceneObjectPart part
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= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
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part.Name = name;
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//part.UpdatePrimFlags(false, false, true);
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//part.ObjectFlags |= (uint)PrimFlags.Phantom;
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scene.AddNewSceneObject(new SceneObjectGroup(part), false);
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return part;
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}
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/// <summary>
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/// Delete a scene object asynchronously
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="part"></param>
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/// <param name="action"></param>
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/// <param name="destinationId"></param>
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/// <param name="client"></param>
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public static void DeleteSceneObjectAsync(
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TestScene scene, SceneObjectPart part, DeRezAction action, UUID destinationId, IClientAPI client)
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{
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// Turn off the timer on the async sog deleter - we'll crank it by hand within a unit test
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AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
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sogd.Enabled = false;
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scene.DeRezObject(client, part.LocalId, UUID.Zero, action, destinationId);
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sogd.InventoryDeQueueAndDelete();
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}
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}
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}
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