clockwerk-opensim-stable – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Net; |
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30 | using System.Collections.Generic; |
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31 | using Nini.Config; |
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32 | using OpenMetaverse; |
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33 | using OpenSim.Framework; |
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34 | using OpenSim.Framework.Communications; |
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35 | using OpenSim.Framework.Console; |
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36 | using OpenSim.Framework.Servers; |
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37 | using OpenSim.Framework.Servers.HttpServer; |
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38 | using OpenSim.Region.Physics.Manager; |
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39 | using OpenSim.Region.Framework; |
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40 | using OpenSim.Region.Framework.Interfaces; |
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41 | using OpenSim.Region.Framework.Scenes; |
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42 | using OpenSim.Region.CoreModules.Avatar.Gods; |
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43 | using OpenSim.Region.CoreModules.Asset; |
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44 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset; |
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45 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Authentication; |
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46 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory; |
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47 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid; |
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48 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts; |
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49 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence; |
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50 | using OpenSim.Services.Interfaces; |
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51 | using OpenSim.Tests.Common.Mock; |
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52 | using GridRegion = OpenSim.Services.Interfaces.GridRegion; |
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53 | |||
54 | namespace OpenSim.Tests.Common |
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55 | { |
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56 | /// <summary> |
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57 | /// Helpers for setting up scenes. |
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58 | /// </summary> |
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59 | public class SceneHelpers |
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60 | { |
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61 | /// <summary> |
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62 | /// We need a scene manager so that test clients can retrieve a scene when performing teleport tests. |
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63 | /// </summary> |
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64 | public SceneManager SceneManager { get; private set; } |
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65 | |||
66 | private AgentCircuitManager m_acm = new AgentCircuitManager(); |
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67 | private ISimulationDataService m_simDataService |
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68 | = OpenSim.Server.Base.ServerUtils.LoadPlugin<ISimulationDataService>("OpenSim.Tests.Common.dll", null); |
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69 | private IEstateDataService m_estateDataService = null; |
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70 | |||
71 | private LocalAssetServicesConnector m_assetService; |
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72 | private LocalAuthenticationServicesConnector m_authenticationService; |
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73 | private LocalInventoryServicesConnector m_inventoryService; |
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74 | private LocalGridServicesConnector m_gridService; |
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75 | private LocalUserAccountServicesConnector m_userAccountService; |
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76 | private LocalPresenceServicesConnector m_presenceService; |
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77 | |||
78 | private CoreAssetCache m_cache; |
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79 | |||
80 | public SceneHelpers() : this(null) {} |
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81 | |||
82 | public SceneHelpers(CoreAssetCache cache) |
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83 | { |
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84 | SceneManager = new SceneManager(); |
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85 | |||
86 | m_assetService = StartAssetService(cache); |
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87 | m_authenticationService = StartAuthenticationService(); |
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88 | m_inventoryService = StartInventoryService(); |
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89 | m_gridService = StartGridService(); |
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90 | m_userAccountService = StartUserAccountService(); |
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91 | m_presenceService = StartPresenceService(); |
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92 | |||
93 | m_inventoryService.PostInitialise(); |
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94 | m_assetService.PostInitialise(); |
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95 | m_userAccountService.PostInitialise(); |
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96 | m_presenceService.PostInitialise(); |
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97 | |||
98 | m_cache = cache; |
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99 | } |
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100 | |||
101 | /// <summary> |
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102 | /// Set up a test scene |
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103 | /// </summary> |
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104 | /// <remarks> |
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105 | /// Automatically starts services, as would the normal runtime. |
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106 | /// </remarks> |
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107 | /// <returns></returns> |
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108 | public TestScene SetupScene() |
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109 | { |
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110 | return SetupScene("Unit test region", UUID.Random(), 1000, 1000); |
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111 | } |
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112 | |||
113 | public TestScene SetupScene(string name, UUID id, uint x, uint y) |
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114 | { |
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115 | return SetupScene(name, id, x, y, new IniConfigSource()); |
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116 | } |
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117 | |||
118 | /// <summary> |
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119 | /// Set up a scene. |
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120 | /// </summary> |
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121 | /// <param name="name">Name of the region</param> |
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122 | /// <param name="id">ID of the region</param> |
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123 | /// <param name="x">X co-ordinate of the region</param> |
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124 | /// <param name="y">Y co-ordinate of the region</param> |
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125 | /// <param name="configSource"></param> |
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126 | /// <returns></returns> |
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127 | public TestScene SetupScene( |
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128 | string name, UUID id, uint x, uint y, IConfigSource configSource) |
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129 | { |
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130 | Console.WriteLine("Setting up test scene {0}", name); |
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131 | |||
132 | // We must set up a console otherwise setup of some modules may fail |
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133 | MainConsole.Instance = new MockConsole(); |
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134 | |||
135 | RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1"); |
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136 | regInfo.RegionName = name; |
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137 | regInfo.RegionID = id; |
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138 | |||
139 | SceneCommunicationService scs = new SceneCommunicationService(); |
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140 | |||
141 | TestScene testScene = new TestScene( |
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142 | regInfo, m_acm, scs, m_simDataService, m_estateDataService, configSource, null); |
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143 | |||
144 | INonSharedRegionModule godsModule = new GodsModule(); |
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145 | godsModule.Initialise(new IniConfigSource()); |
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146 | godsModule.AddRegion(testScene); |
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147 | |||
148 | // Add scene to services |
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149 | m_assetService.AddRegion(testScene); |
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150 | |||
151 | if (m_cache != null) |
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152 | { |
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153 | m_cache.AddRegion(testScene); |
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154 | m_cache.RegionLoaded(testScene); |
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155 | testScene.AddRegionModule(m_cache.Name, m_cache); |
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156 | } |
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157 | |||
158 | m_assetService.RegionLoaded(testScene); |
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159 | testScene.AddRegionModule(m_assetService.Name, m_assetService); |
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160 | |||
161 | m_authenticationService.AddRegion(testScene); |
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162 | m_authenticationService.RegionLoaded(testScene); |
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163 | testScene.AddRegionModule(m_authenticationService.Name, m_authenticationService); |
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164 | |||
165 | m_inventoryService.AddRegion(testScene); |
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166 | m_inventoryService.RegionLoaded(testScene); |
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167 | testScene.AddRegionModule(m_inventoryService.Name, m_inventoryService); |
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168 | |||
169 | m_gridService.AddRegion(testScene); |
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170 | m_gridService.RegionLoaded(testScene); |
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171 | testScene.AddRegionModule(m_gridService.Name, m_gridService); |
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172 | |||
173 | m_userAccountService.AddRegion(testScene); |
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174 | m_userAccountService.RegionLoaded(testScene); |
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175 | testScene.AddRegionModule(m_userAccountService.Name, m_userAccountService); |
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176 | |||
177 | m_presenceService.AddRegion(testScene); |
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178 | m_presenceService.RegionLoaded(testScene); |
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179 | testScene.AddRegionModule(m_presenceService.Name, m_presenceService); |
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180 | |||
181 | testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random(); |
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182 | testScene.SetModuleInterfaces(); |
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183 | |||
184 | testScene.LandChannel = new TestLandChannel(testScene); |
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185 | testScene.LoadWorldMap(); |
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186 | |||
187 | PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager(); |
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188 | physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll"); |
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189 | testScene.PhysicsScene |
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190 | = physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test"); |
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191 | |||
192 | testScene.RegionInfo.EstateSettings = new EstateSettings(); |
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193 | testScene.LoginsEnabled = true; |
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194 | testScene.RegisterRegionWithGrid(); |
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195 | |||
196 | SceneManager.Add(testScene); |
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197 | |||
198 | return testScene; |
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199 | } |
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200 | |||
201 | private static LocalAssetServicesConnector StartAssetService(CoreAssetCache cache) |
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202 | { |
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203 | IConfigSource config = new IniConfigSource(); |
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204 | config.AddConfig("Modules"); |
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205 | config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); |
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206 | config.AddConfig("AssetService"); |
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207 | config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); |
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208 | config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); |
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209 | |||
210 | LocalAssetServicesConnector assetService = new LocalAssetServicesConnector(); |
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211 | assetService.Initialise(config); |
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212 | |||
213 | if (cache != null) |
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214 | { |
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215 | IConfigSource cacheConfig = new IniConfigSource(); |
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216 | cacheConfig.AddConfig("Modules"); |
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217 | cacheConfig.Configs["Modules"].Set("AssetCaching", "CoreAssetCache"); |
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218 | cacheConfig.AddConfig("AssetCache"); |
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219 | |||
220 | cache.Initialise(cacheConfig); |
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221 | } |
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222 | |||
223 | return assetService; |
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224 | } |
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225 | |||
226 | private static LocalAuthenticationServicesConnector StartAuthenticationService() |
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227 | { |
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228 | IConfigSource config = new IniConfigSource(); |
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229 | config.AddConfig("Modules"); |
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230 | config.AddConfig("AuthenticationService"); |
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231 | config.Configs["Modules"].Set("AuthenticationServices", "LocalAuthenticationServicesConnector"); |
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232 | config.Configs["AuthenticationService"].Set( |
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233 | "LocalServiceModule", "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService"); |
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234 | config.Configs["AuthenticationService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); |
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235 | |||
236 | LocalAuthenticationServicesConnector service = new LocalAuthenticationServicesConnector(); |
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237 | service.Initialise(config); |
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238 | |||
239 | return service; |
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240 | } |
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241 | |||
242 | private static LocalInventoryServicesConnector StartInventoryService() |
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243 | { |
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244 | IConfigSource config = new IniConfigSource(); |
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245 | config.AddConfig("Modules"); |
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246 | config.AddConfig("InventoryService"); |
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247 | config.Configs["Modules"].Set("InventoryServices", "LocalInventoryServicesConnector"); |
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248 | config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Services.InventoryService.dll:XInventoryService"); |
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249 | config.Configs["InventoryService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); |
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250 | |||
251 | LocalInventoryServicesConnector inventoryService = new LocalInventoryServicesConnector(); |
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252 | inventoryService.Initialise(config); |
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253 | |||
254 | return inventoryService; |
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255 | } |
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256 | |||
257 | private static LocalGridServicesConnector StartGridService() |
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258 | { |
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259 | IConfigSource config = new IniConfigSource(); |
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260 | config.AddConfig("Modules"); |
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261 | config.AddConfig("GridService"); |
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262 | config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector"); |
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263 | config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll:NullRegionData"); |
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264 | config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService"); |
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265 | config.Configs["GridService"].Set("ConnectionString", "!static"); |
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266 | |||
267 | LocalGridServicesConnector gridService = new LocalGridServicesConnector(); |
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268 | gridService.Initialise(config); |
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269 | |||
270 | return gridService; |
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271 | } |
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272 | |||
273 | /// <summary> |
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274 | /// Start a user account service |
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275 | /// </summary> |
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276 | /// <param name="testScene"></param> |
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277 | /// <returns></returns> |
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278 | private static LocalUserAccountServicesConnector StartUserAccountService() |
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279 | { |
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280 | IConfigSource config = new IniConfigSource(); |
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281 | config.AddConfig("Modules"); |
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282 | config.AddConfig("UserAccountService"); |
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283 | config.Configs["Modules"].Set("UserAccountServices", "LocalUserAccountServicesConnector"); |
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284 | config.Configs["UserAccountService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); |
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285 | config.Configs["UserAccountService"].Set( |
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286 | "LocalServiceModule", "OpenSim.Services.UserAccountService.dll:UserAccountService"); |
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287 | |||
288 | LocalUserAccountServicesConnector userAccountService = new LocalUserAccountServicesConnector(); |
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289 | userAccountService.Initialise(config); |
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290 | |||
291 | return userAccountService; |
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292 | } |
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293 | |||
294 | /// <summary> |
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295 | /// Start a presence service |
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296 | /// </summary> |
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297 | /// <param name="testScene"></param> |
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298 | private static LocalPresenceServicesConnector StartPresenceService() |
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299 | { |
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300 | IConfigSource config = new IniConfigSource(); |
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301 | config.AddConfig("Modules"); |
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302 | config.AddConfig("PresenceService"); |
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303 | config.Configs["Modules"].Set("PresenceServices", "LocalPresenceServicesConnector"); |
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304 | config.Configs["PresenceService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); |
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305 | config.Configs["PresenceService"].Set( |
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306 | "LocalServiceModule", "OpenSim.Services.PresenceService.dll:PresenceService"); |
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307 | |||
308 | LocalPresenceServicesConnector presenceService = new LocalPresenceServicesConnector(); |
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309 | presenceService.Initialise(config); |
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310 | |||
311 | return presenceService; |
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312 | } |
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313 | |||
314 | /// <summary> |
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315 | /// Setup modules for a scene using their default settings. |
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316 | /// </summary> |
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317 | /// <param name="scene"></param> |
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318 | /// <param name="modules"></param> |
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319 | public static void SetupSceneModules(Scene scene, params object[] modules) |
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320 | { |
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321 | SetupSceneModules(scene, new IniConfigSource(), modules); |
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322 | } |
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323 | |||
324 | /// <summary> |
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325 | /// Setup modules for a scene. |
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326 | /// </summary> |
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327 | /// <remarks> |
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328 | /// If called directly, then all the modules must be shared modules. |
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329 | /// </remarks> |
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330 | /// <param name="scenes"></param> |
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331 | /// <param name="config"></param> |
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332 | /// <param name="modules"></param> |
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333 | public static void SetupSceneModules(Scene scene, IConfigSource config, params object[] modules) |
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334 | { |
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335 | SetupSceneModules(new Scene[] { scene }, config, modules); |
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336 | } |
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337 | |||
338 | /// <summary> |
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339 | /// Setup modules for a scene using their default settings. |
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340 | /// </summary> |
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341 | /// <param name="scenes"></param> |
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342 | /// <param name="modules"></param> |
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343 | public static void SetupSceneModules(Scene[] scenes, params object[] modules) |
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344 | { |
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345 | SetupSceneModules(scenes, new IniConfigSource(), modules); |
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346 | } |
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347 | |||
348 | /// <summary> |
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349 | /// Setup modules for scenes. |
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350 | /// </summary> |
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351 | /// <remarks> |
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352 | /// If called directly, then all the modules must be shared modules. |
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353 | /// |
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354 | /// We are emulating here the normal calls made to setup region modules |
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355 | /// (Initialise(), PostInitialise(), AddRegion, RegionLoaded()). |
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356 | /// TODO: Need to reuse normal runtime module code. |
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357 | /// </remarks> |
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358 | /// <param name="scenes"></param> |
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359 | /// <param name="config"></param> |
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360 | /// <param name="modules"></param> |
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361 | public static void SetupSceneModules(Scene[] scenes, IConfigSource config, params object[] modules) |
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362 | { |
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363 | List<IRegionModuleBase> newModules = new List<IRegionModuleBase>(); |
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364 | foreach (object module in modules) |
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365 | { |
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366 | IRegionModuleBase m = (IRegionModuleBase)module; |
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367 | // Console.WriteLine("MODULE {0}", m.Name); |
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368 | m.Initialise(config); |
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369 | newModules.Add(m); |
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370 | } |
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371 | |||
372 | foreach (IRegionModuleBase module in newModules) |
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373 | { |
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374 | if (module is ISharedRegionModule) ((ISharedRegionModule)module).PostInitialise(); |
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375 | } |
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376 | |||
377 | foreach (IRegionModuleBase module in newModules) |
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378 | { |
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379 | foreach (Scene scene in scenes) |
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380 | { |
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381 | module.AddRegion(scene); |
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382 | scene.AddRegionModule(module.Name, module); |
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383 | } |
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384 | } |
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385 | |||
386 | // RegionLoaded is fired after all modules have been appropriately added to all scenes |
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387 | foreach (IRegionModuleBase module in newModules) |
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388 | foreach (Scene scene in scenes) |
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389 | module.RegionLoaded(scene); |
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390 | |||
391 | foreach (Scene scene in scenes) { scene.SetModuleInterfaces(); } |
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392 | } |
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393 | |||
394 | /// <summary> |
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395 | /// Generate some standard agent connection data. |
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396 | /// </summary> |
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397 | /// <param name="agentId"></param> |
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398 | /// <returns></returns> |
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399 | public static AgentCircuitData GenerateAgentData(UUID agentId) |
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400 | { |
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401 | AgentCircuitData acd = GenerateCommonAgentData(); |
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402 | |||
403 | acd.AgentID = agentId; |
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404 | acd.firstname = "testfirstname"; |
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405 | acd.lastname = "testlastname"; |
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406 | acd.ServiceURLs = new Dictionary<string, object>(); |
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407 | |||
408 | return acd; |
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409 | } |
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410 | |||
411 | /// <summary> |
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412 | /// Generate some standard agent connection data. |
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413 | /// </summary> |
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414 | /// <param name="agentId"></param> |
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415 | /// <returns></returns> |
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416 | public static AgentCircuitData GenerateAgentData(UserAccount ua) |
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417 | { |
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418 | AgentCircuitData acd = GenerateCommonAgentData(); |
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419 | |||
420 | acd.AgentID = ua.PrincipalID; |
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421 | acd.firstname = ua.FirstName; |
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422 | acd.lastname = ua.LastName; |
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423 | acd.ServiceURLs = ua.ServiceURLs; |
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424 | |||
425 | return acd; |
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426 | } |
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427 | |||
428 | private static AgentCircuitData GenerateCommonAgentData() |
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429 | { |
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430 | AgentCircuitData acd = new AgentCircuitData(); |
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431 | |||
432 | // XXX: Sessions must be unique, otherwise one presence can overwrite another in NullPresenceData. |
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433 | acd.SessionID = UUID.Random(); |
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434 | acd.SecureSessionID = UUID.Random(); |
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435 | |||
436 | acd.circuitcode = 123; |
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437 | acd.BaseFolder = UUID.Zero; |
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438 | acd.InventoryFolder = UUID.Zero; |
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439 | acd.startpos = Vector3.Zero; |
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440 | acd.CapsPath = "http://wibble.com"; |
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441 | acd.Appearance = new AvatarAppearance(); |
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442 | |||
443 | return acd; |
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444 | } |
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445 | |||
446 | /// <summary> |
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447 | /// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test |
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448 | /// </summary> |
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449 | /// <remarks> |
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450 | /// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will |
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451 | /// make the agent circuit data (e.g. first, lastname) consistent with the user account data. |
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452 | /// </remarks> |
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453 | /// <param name="scene"></param> |
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454 | /// <param name="agentId"></param> |
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455 | /// <returns></returns> |
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456 | public static ScenePresence AddScenePresence(Scene scene, UUID agentId) |
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457 | { |
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458 | return AddScenePresence(scene, GenerateAgentData(agentId)); |
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459 | } |
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460 | |||
461 | /// <summary> |
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462 | /// Add a root agent. |
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463 | /// </summary> |
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464 | /// <param name="scene"></param> |
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465 | /// <param name="ua"></param> |
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466 | /// <returns></returns> |
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467 | public static ScenePresence AddScenePresence(Scene scene, UserAccount ua) |
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468 | { |
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469 | return AddScenePresence(scene, GenerateAgentData(ua)); |
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470 | } |
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471 | |||
472 | /// <summary> |
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473 | /// Add a root agent. |
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474 | /// </summary> |
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475 | /// <remarks> |
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476 | /// This function |
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477 | /// |
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478 | /// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the |
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479 | /// userserver if grid) would give initial login data back to the client and separately tell the scene that the |
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480 | /// agent was coming. |
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481 | /// |
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482 | /// 2) Connects the agent with the scene |
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483 | /// |
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484 | /// This function performs actions equivalent with notifying the scene that an agent is |
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485 | /// coming and then actually connecting the agent to the scene. The one step missed out is the very first |
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486 | /// </remarks> |
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487 | /// <param name="scene"></param> |
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488 | /// <param name="agentData"></param> |
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489 | /// <returns></returns> |
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490 | public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData) |
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491 | { |
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492 | return AddScenePresence(scene, new TestClient(agentData, scene), agentData); |
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493 | } |
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494 | |||
495 | /// <summary> |
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496 | /// Add a root agent. |
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497 | /// </summary> |
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498 | /// <remarks> |
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499 | /// This function |
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500 | /// |
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501 | /// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the |
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502 | /// userserver if grid) would give initial login data back to the client and separately tell the scene that the |
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503 | /// agent was coming. |
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504 | /// |
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505 | /// 2) Connects the agent with the scene |
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506 | /// |
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507 | /// This function performs actions equivalent with notifying the scene that an agent is |
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508 | /// coming and then actually connecting the agent to the scene. The one step missed out is the very first |
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509 | /// </remarks> |
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510 | /// <param name="scene"></param> |
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511 | /// <param name="agentData"></param> |
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512 | /// <returns></returns> |
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513 | public static ScenePresence AddScenePresence( |
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514 | Scene scene, IClientAPI client, AgentCircuitData agentData) |
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515 | { |
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516 | // We emulate the proper login sequence here by doing things in four stages |
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517 | |||
518 | // Stage 0: login |
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519 | // We need to punch through to the underlying service because scene will not, correctly, let us call it |
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520 | // through it's reference to the LPSC |
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521 | LocalPresenceServicesConnector lpsc = (LocalPresenceServicesConnector)scene.PresenceService; |
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522 | lpsc.m_PresenceService.LoginAgent(agentData.AgentID.ToString(), agentData.SessionID, agentData.SecureSessionID); |
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523 | |||
524 | // Stages 1 & 2 |
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525 | ScenePresence sp = IntroduceClientToScene(scene, client, agentData, TeleportFlags.ViaLogin); |
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526 | |||
527 | // Stage 3: Complete the entrance into the region. This converts the child agent into a root agent. |
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528 | sp.CompleteMovement(sp.ControllingClient, true); |
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529 | |||
530 | return sp; |
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531 | } |
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532 | |||
533 | /// <summary> |
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534 | /// Introduce an agent into the scene by adding a new client. |
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535 | /// </summary> |
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536 | /// <returns>The scene presence added</returns> |
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537 | /// <param name='scene'></param> |
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538 | /// <param name='testClient'></param> |
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539 | /// <param name='agentData'></param> |
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540 | /// <param name='tf'></param> |
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541 | private static ScenePresence IntroduceClientToScene( |
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542 | Scene scene, IClientAPI client, AgentCircuitData agentData, TeleportFlags tf) |
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543 | { |
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544 | string reason; |
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545 | |||
546 | // Stage 1: tell the scene to expect a new user connection |
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547 | if (!scene.NewUserConnection(agentData, (uint)tf, out reason)) |
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548 | Console.WriteLine("NewUserConnection failed: " + reason); |
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549 | |||
550 | // Stage 2: add the new client as a child agent to the scene |
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551 | scene.AddNewAgent(client, PresenceType.User); |
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552 | |||
553 | return scene.GetScenePresence(client.AgentId); |
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554 | } |
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555 | |||
556 | public static ScenePresence AddChildScenePresence(Scene scene, UUID agentId) |
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557 | { |
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558 | AgentCircuitData acd = GenerateAgentData(agentId); |
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559 | acd.child = true; |
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560 | |||
561 | // XXX: ViaLogin may not be correct for child agents |
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562 | TestClient client = new TestClient(acd, scene); |
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563 | return IntroduceClientToScene(scene, client, acd, TeleportFlags.ViaLogin); |
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564 | } |
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565 | |||
566 | /// <summary> |
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567 | /// Add a test object |
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568 | /// </summary> |
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569 | /// <param name="scene"></param> |
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570 | /// <returns></returns> |
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571 | public static SceneObjectGroup AddSceneObject(Scene scene) |
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572 | { |
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573 | return AddSceneObject(scene, "Test Object", UUID.Zero); |
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574 | } |
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575 | |||
576 | /// <summary> |
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577 | /// Add a test object |
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578 | /// </summary> |
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579 | /// <param name="scene"></param> |
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580 | /// <param name="name"></param> |
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581 | /// <param name="ownerId"></param> |
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582 | /// <returns></returns> |
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583 | public static SceneObjectGroup AddSceneObject(Scene scene, string name, UUID ownerId) |
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584 | { |
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585 | SceneObjectGroup so = new SceneObjectGroup(CreateSceneObjectPart(name, UUID.Random(), ownerId)); |
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586 | |||
587 | //part.UpdatePrimFlags(false, false, true); |
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588 | //part.ObjectFlags |= (uint)PrimFlags.Phantom; |
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589 | |||
590 | scene.AddNewSceneObject(so, false); |
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591 | |||
592 | return so; |
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593 | } |
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594 | |||
595 | /// <summary> |
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596 | /// Create a scene object part. |
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597 | /// </summary> |
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598 | /// <param name="name"></param> |
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599 | /// <param name="id"></param> |
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600 | /// <param name="ownerId"></param> |
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601 | /// <returns></returns> |
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602 | public static SceneObjectPart CreateSceneObjectPart(string name, UUID id, UUID ownerId) |
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603 | { |
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604 | return new SceneObjectPart( |
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605 | ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) |
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606 | { Name = name, UUID = id, Scale = new Vector3(1, 1, 1) }; |
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607 | } |
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608 | |||
609 | /// <summary> |
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610 | /// Create a scene object but do not add it to the scene. |
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611 | /// </summary> |
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612 | /// <remarks> |
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613 | /// UUID always starts at 00000000-0000-0000-0000-000000000001. For some purposes, (e.g. serializing direct |
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614 | /// to another object's inventory) we do not need a scene unique ID. So it would be better to add the |
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615 | /// UUID when we actually add an object to a scene rather than on creation. |
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616 | /// </remarks> |
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617 | /// <param name="parts">The number of parts that should be in the scene object</param> |
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618 | /// <param name="ownerId"></param> |
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619 | /// <returns></returns> |
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620 | public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId) |
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621 | { |
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622 | return CreateSceneObject(parts, ownerId, 0x1); |
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623 | } |
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624 | |||
625 | /// <summary> |
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626 | /// Create a scene object but do not add it to the scene. |
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627 | /// </summary> |
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628 | /// <param name="parts">The number of parts that should be in the scene object</param> |
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629 | /// <param name="ownerId"></param> |
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630 | /// <param name="uuidTail"> |
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631 | /// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}" |
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632 | /// will be given to the root part, and incremented for each part thereafter. |
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633 | /// </param> |
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634 | /// <returns></returns> |
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635 | public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, int uuidTail) |
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636 | { |
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637 | return CreateSceneObject(parts, ownerId, "", uuidTail); |
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638 | } |
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639 | |||
640 | /// <summary> |
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641 | /// Create a scene object but do not add it to the scene. |
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642 | /// </summary> |
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643 | /// <param name="parts"> |
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644 | /// The number of parts that should be in the scene object |
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645 | /// </param> |
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646 | /// <param name="ownerId"></param> |
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647 | /// <param name="partNamePrefix"> |
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648 | /// The prefix to be given to part names. This will be suffixed with "Part<part no>" |
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649 | /// (e.g. mynamePart1 for the root part) |
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650 | /// </param> |
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651 | /// <param name="uuidTail"> |
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652 | /// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}" |
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653 | /// will be given to the root part, and incremented for each part thereafter. |
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654 | /// </param> |
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655 | /// <returns></returns> |
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656 | public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, string partNamePrefix, int uuidTail) |
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657 | { |
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658 | string rawSogId = string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail); |
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659 | |||
660 | SceneObjectGroup sog |
||
661 | = new SceneObjectGroup( |
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662 | CreateSceneObjectPart(string.Format("{0}Part1", partNamePrefix), new UUID(rawSogId), ownerId)); |
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663 | |||
664 | if (parts > 1) |
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665 | for (int i = 2; i <= parts; i++) |
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666 | sog.AddPart( |
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667 | CreateSceneObjectPart( |
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668 | string.Format("{0}Part{1}", partNamePrefix, i), |
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669 | new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail + i - 1)), |
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670 | ownerId)); |
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671 | |||
672 | return sog; |
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673 | } |
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674 | } |
||
675 | } |