opensim-development – Blame information for rev 1
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1 | eva | 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.Collections.Generic; |
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30 | using System.Reflection; |
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31 | using Nini.Config; |
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32 | using NUnit.Framework; |
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33 | using OpenMetaverse; |
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34 | using OpenSim.Framework; |
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35 | using OpenSim.Framework.Communications; |
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36 | using OpenSim.Framework.Servers; |
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37 | using OpenSim.Region.Framework.Interfaces; |
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38 | using OpenSim.Region.CoreModules.Framework; |
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39 | using OpenSim.Region.CoreModules.Framework.EntityTransfer; |
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40 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; |
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41 | using OpenSim.Region.CoreModules.World.Permissions; |
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42 | using OpenSim.Tests.Common; |
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43 | using OpenSim.Tests.Common.Mock; |
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44 | |||
45 | namespace OpenSim.Region.Framework.Scenes.Tests |
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46 | { |
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47 | [TestFixture] |
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48 | public class ScenePresenceCrossingTests : OpenSimTestCase |
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49 | { |
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50 | [TestFixtureSetUp] |
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51 | public void FixtureInit() |
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52 | { |
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53 | // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. |
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54 | Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest; |
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55 | } |
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56 | |||
57 | [TestFixtureTearDown] |
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58 | public void TearDown() |
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59 | { |
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60 | // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple |
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61 | // threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression |
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62 | // tests really shouldn't). |
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63 | Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; |
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64 | } |
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65 | |||
66 | [Test] |
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67 | public void TestCrossOnSameSimulator() |
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68 | { |
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69 | TestHelpers.InMethod(); |
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70 | // TestHelpers.EnableLogging(); |
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71 | |||
72 | UUID userId = TestHelpers.ParseTail(0x1); |
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73 | |||
74 | // TestEventQueueGetModule eqmA = new TestEventQueueGetModule(); |
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75 | EntityTransferModule etmA = new EntityTransferModule(); |
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76 | EntityTransferModule etmB = new EntityTransferModule(); |
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77 | LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); |
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78 | |||
79 | IConfigSource config = new IniConfigSource(); |
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80 | IConfig modulesConfig = config.AddConfig("Modules"); |
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81 | modulesConfig.Set("EntityTransferModule", etmA.Name); |
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82 | modulesConfig.Set("SimulationServices", lscm.Name); |
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83 | // IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); |
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84 | |||
85 | // In order to run a single threaded regression test we do not want the entity transfer module waiting |
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86 | // for a callback from the destination scene before removing its avatar data. |
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87 | // entityTransferConfig.Set("wait_for_callback", false); |
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88 | |||
89 | SceneHelpers sh = new SceneHelpers(); |
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90 | TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); |
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91 | TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999); |
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92 | |||
93 | SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); |
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94 | SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); |
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95 | // SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, eqmA); |
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96 | SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); |
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97 | |||
98 | AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); |
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99 | TestClient tc = new TestClient(acd, sceneA); |
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100 | List<TestClient> destinationTestClients = new List<TestClient>(); |
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101 | EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); |
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102 | |||
103 | ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); |
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104 | originalSp.AbsolutePosition = new Vector3(128, 32, 10); |
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105 | |||
106 | // originalSp.Flying = true; |
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107 | |||
108 | // Console.WriteLine("First pos {0}", originalSp.AbsolutePosition); |
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109 | |||
110 | // eqmA.ClearEvents(); |
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111 | |||
112 | AgentUpdateArgs moveArgs = new AgentUpdateArgs(); |
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113 | //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); |
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114 | moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); |
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115 | moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; |
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116 | moveArgs.SessionID = acd.SessionID; |
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117 | |||
118 | originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs); |
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119 | |||
120 | sceneA.Update(1); |
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121 | |||
122 | // Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition); |
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123 | |||
124 | // FIXME: This is a sufficient number of updates to for the presence to reach the northern border. |
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125 | // But really we want to do this in a more robust way. |
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126 | for (int i = 0; i < 100; i++) |
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127 | { |
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128 | sceneA.Update(1); |
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129 | // Console.WriteLine("Pos {0}", originalSp.AbsolutePosition); |
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130 | } |
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131 | |||
132 | // Need to sort processing of EnableSimulator message on adding scene presences before we can test eqm |
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133 | // messages |
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134 | // Dictionary<UUID, List<TestEventQueueGetModule.Event>> eqmEvents = eqmA.Events; |
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135 | // |
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136 | // Assert.That(eqmEvents.Count, Is.EqualTo(1)); |
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137 | // Assert.That(eqmEvents.ContainsKey(originalSp.UUID), Is.True); |
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138 | // |
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139 | // List<TestEventQueueGetModule.Event> spEqmEvents = eqmEvents[originalSp.UUID]; |
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140 | // |
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141 | // Assert.That(spEqmEvents.Count, Is.EqualTo(1)); |
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142 | // Assert.That(spEqmEvents[0].Name, Is.EqualTo("CrossRegion")); |
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143 | |||
144 | // sceneA should now only have a child agent |
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145 | ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID); |
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146 | Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True); |
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147 | |||
148 | ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID); |
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149 | |||
150 | // Agent remains a child until the client triggers complete movement |
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151 | Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); |
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152 | |||
153 | TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient); |
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154 | |||
155 | int agentMovementCompleteReceived = 0; |
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156 | sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++; |
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157 | |||
158 | sceneBTc.CompleteMovement(); |
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159 | |||
160 | Assert.That(agentMovementCompleteReceived, Is.EqualTo(1)); |
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161 | Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False); |
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162 | } |
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163 | |||
164 | /// <summary> |
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165 | /// Test a cross attempt where the user can see into the neighbour but does not have permission to become |
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166 | /// root there. |
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167 | /// </summary> |
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168 | [Test] |
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169 | public void TestCrossOnSameSimulatorNoRootDestPerm() |
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170 | { |
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171 | TestHelpers.InMethod(); |
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172 | // TestHelpers.EnableLogging(); |
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173 | |||
174 | UUID userId = TestHelpers.ParseTail(0x1); |
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175 | |||
176 | EntityTransferModule etmA = new EntityTransferModule(); |
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177 | EntityTransferModule etmB = new EntityTransferModule(); |
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178 | LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); |
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179 | |||
180 | IConfigSource config = new IniConfigSource(); |
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181 | IConfig modulesConfig = config.AddConfig("Modules"); |
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182 | modulesConfig.Set("EntityTransferModule", etmA.Name); |
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183 | modulesConfig.Set("SimulationServices", lscm.Name); |
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184 | |||
185 | SceneHelpers sh = new SceneHelpers(); |
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186 | TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); |
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187 | TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999); |
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188 | |||
189 | SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); |
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190 | SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); |
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191 | |||
192 | // We need to set up the permisions module on scene B so that our later use of agent limit to deny |
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193 | // QueryAccess won't succeed anyway because administrators are always allowed in and the default |
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194 | // IsAdministrator if no permissions module is present is true. |
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195 | SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new PermissionsModule(), etmB); |
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196 | |||
197 | AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); |
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198 | TestClient tc = new TestClient(acd, sceneA); |
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199 | List<TestClient> destinationTestClients = new List<TestClient>(); |
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200 | EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); |
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201 | |||
202 | // Make sure sceneB will not accept this avatar. |
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203 | sceneB.RegionInfo.EstateSettings.PublicAccess = false; |
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204 | |||
205 | ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); |
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206 | originalSp.AbsolutePosition = new Vector3(128, 32, 10); |
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207 | |||
208 | AgentUpdateArgs moveArgs = new AgentUpdateArgs(); |
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209 | //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); |
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210 | moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); |
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211 | moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; |
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212 | moveArgs.SessionID = acd.SessionID; |
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213 | |||
214 | originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs); |
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215 | |||
216 | sceneA.Update(1); |
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217 | |||
218 | // Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition); |
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219 | |||
220 | // FIXME: This is a sufficient number of updates to for the presence to reach the northern border. |
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221 | // But really we want to do this in a more robust way. |
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222 | for (int i = 0; i < 100; i++) |
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223 | { |
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224 | sceneA.Update(1); |
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225 | // Console.WriteLine("Pos {0}", originalSp.AbsolutePosition); |
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226 | } |
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227 | |||
228 | // sceneA agent should still be root |
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229 | ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID); |
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230 | Assert.That(spAfterCrossSceneA.IsChildAgent, Is.False); |
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231 | |||
232 | ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID); |
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233 | |||
234 | // sceneB agent should also still be root |
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235 | Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); |
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236 | |||
237 | // sceneB should ignore unauthorized attempt to upgrade agent to root |
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238 | TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient); |
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239 | |||
240 | int agentMovementCompleteReceived = 0; |
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241 | sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++; |
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242 | |||
243 | sceneBTc.CompleteMovement(); |
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244 | |||
245 | Assert.That(agentMovementCompleteReceived, Is.EqualTo(0)); |
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246 | Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); |
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247 | } |
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248 | } |
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249 | } |