/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Net; using System.Collections.Generic; using Nini.Config; using OpenMetaverse; using OpenSim.Data.Null; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Console; using OpenSim.Framework.Servers; using OpenSim.Framework.Servers.HttpServer; using OpenSim.Region.Physics.Manager; using OpenSim.Region.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.CoreModules.Avatar.Gods; using OpenSim.Region.CoreModules.Asset; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Authentication; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid; using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence; using OpenSim.Services.Interfaces; using OpenSim.Tests.Common.Mock; using GridRegion = OpenSim.Services.Interfaces.GridRegion; namespace OpenSim.Tests.Common { /// /// Helpers for setting up scenes. /// public class SceneHelpers { /// /// We need a scene manager so that test clients can retrieve a scene when performing teleport tests. /// public SceneManager SceneManager { get; private set; } public ISimulationDataService SimDataService { get; private set; } private AgentCircuitManager m_acm = new AgentCircuitManager(); private IEstateDataService m_estateDataService = null; private LocalAssetServicesConnector m_assetService; private LocalAuthenticationServicesConnector m_authenticationService; private LocalInventoryServicesConnector m_inventoryService; private LocalGridServicesConnector m_gridService; private LocalUserAccountServicesConnector m_userAccountService; private LocalPresenceServicesConnector m_presenceService; private CoreAssetCache m_cache; public SceneHelpers() : this(null) {} public SceneHelpers(CoreAssetCache cache) { SceneManager = new SceneManager(); m_assetService = StartAssetService(cache); m_authenticationService = StartAuthenticationService(); m_inventoryService = StartInventoryService(); m_gridService = StartGridService(); m_userAccountService = StartUserAccountService(); m_presenceService = StartPresenceService(); m_inventoryService.PostInitialise(); m_assetService.PostInitialise(); m_userAccountService.PostInitialise(); m_presenceService.PostInitialise(); m_cache = cache; SimDataService = OpenSim.Server.Base.ServerUtils.LoadPlugin("OpenSim.Tests.Common.dll", null); } /// /// Set up a test scene /// /// /// Automatically starts services, as would the normal runtime. /// /// public TestScene SetupScene() { return SetupScene("Unit test region", UUID.Random(), 1000, 1000); } public TestScene SetupScene(string name, UUID id, uint x, uint y) { return SetupScene(name, id, x, y, new IniConfigSource()); } public TestScene SetupScene(string name, UUID id, uint x, uint y, IConfigSource configSource) { return SetupScene(name, id, x, y, Constants.RegionSize, Constants.RegionSize, configSource); } /// /// Set up a scene. /// /// Name of the region /// ID of the region /// X co-ordinate of the region /// Y co-ordinate of the region /// X size of scene /// Y size of scene /// /// public TestScene SetupScene( string name, UUID id, uint x, uint y, uint sizeX, uint sizeY, IConfigSource configSource) { Console.WriteLine("Setting up test scene {0}", name); // We must set up a console otherwise setup of some modules may fail MainConsole.Instance = new MockConsole(); RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1"); regInfo.RegionName = name; regInfo.RegionID = id; regInfo.RegionSizeX = sizeX; regInfo.RegionSizeY = sizeY; SceneCommunicationService scs = new SceneCommunicationService(); PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager(); physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll"); Vector3 regionExtent = new Vector3( regInfo.RegionSizeX, regInfo.RegionSizeY, regInfo.RegionSizeZ); PhysicsScene physicsScene = physicsPluginManager.GetPhysicsScene( "basicphysics", "ZeroMesher", new IniConfigSource(), "test", regionExtent); TestScene testScene = new TestScene( regInfo, m_acm, physicsScene, scs, SimDataService, m_estateDataService, configSource, null); INonSharedRegionModule godsModule = new GodsModule(); godsModule.Initialise(new IniConfigSource()); godsModule.AddRegion(testScene); // Add scene to services m_assetService.AddRegion(testScene); if (m_cache != null) { m_cache.AddRegion(testScene); m_cache.RegionLoaded(testScene); testScene.AddRegionModule(m_cache.Name, m_cache); } m_assetService.RegionLoaded(testScene); testScene.AddRegionModule(m_assetService.Name, m_assetService); m_authenticationService.AddRegion(testScene); m_authenticationService.RegionLoaded(testScene); testScene.AddRegionModule(m_authenticationService.Name, m_authenticationService); m_inventoryService.AddRegion(testScene); m_inventoryService.RegionLoaded(testScene); testScene.AddRegionModule(m_inventoryService.Name, m_inventoryService); m_gridService.AddRegion(testScene); m_gridService.RegionLoaded(testScene); testScene.AddRegionModule(m_gridService.Name, m_gridService); m_userAccountService.AddRegion(testScene); m_userAccountService.RegionLoaded(testScene); testScene.AddRegionModule(m_userAccountService.Name, m_userAccountService); m_presenceService.AddRegion(testScene); m_presenceService.RegionLoaded(testScene); testScene.AddRegionModule(m_presenceService.Name, m_presenceService); testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random(); testScene.SetModuleInterfaces(); testScene.LandChannel = new TestLandChannel(testScene); testScene.LoadWorldMap(); testScene.RegionInfo.EstateSettings = new EstateSettings(); testScene.LoginsEnabled = true; testScene.RegisterRegionWithGrid(); SceneManager.Add(testScene); return testScene; } private static LocalAssetServicesConnector StartAssetService(CoreAssetCache cache) { IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); config.AddConfig("AssetService"); config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); LocalAssetServicesConnector assetService = new LocalAssetServicesConnector(); assetService.Initialise(config); if (cache != null) { IConfigSource cacheConfig = new IniConfigSource(); cacheConfig.AddConfig("Modules"); cacheConfig.Configs["Modules"].Set("AssetCaching", "CoreAssetCache"); cacheConfig.AddConfig("AssetCache"); cache.Initialise(cacheConfig); } return assetService; } private static LocalAuthenticationServicesConnector StartAuthenticationService() { IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.AddConfig("AuthenticationService"); config.Configs["Modules"].Set("AuthenticationServices", "LocalAuthenticationServicesConnector"); config.Configs["AuthenticationService"].Set( "LocalServiceModule", "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService"); config.Configs["AuthenticationService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); LocalAuthenticationServicesConnector service = new LocalAuthenticationServicesConnector(); service.Initialise(config); return service; } private static LocalInventoryServicesConnector StartInventoryService() { IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.AddConfig("InventoryService"); config.Configs["Modules"].Set("InventoryServices", "LocalInventoryServicesConnector"); config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Services.InventoryService.dll:XInventoryService"); config.Configs["InventoryService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); LocalInventoryServicesConnector inventoryService = new LocalInventoryServicesConnector(); inventoryService.Initialise(config); return inventoryService; } private static LocalGridServicesConnector StartGridService() { IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.AddConfig("GridService"); config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector"); config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll:NullRegionData"); config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService"); config.Configs["GridService"].Set("ConnectionString", "!static"); LocalGridServicesConnector gridService = new LocalGridServicesConnector(); gridService.Initialise(config); return gridService; } /// /// Start a user account service /// /// /// private static LocalUserAccountServicesConnector StartUserAccountService() { IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.AddConfig("UserAccountService"); config.Configs["Modules"].Set("UserAccountServices", "LocalUserAccountServicesConnector"); config.Configs["UserAccountService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); config.Configs["UserAccountService"].Set( "LocalServiceModule", "OpenSim.Services.UserAccountService.dll:UserAccountService"); LocalUserAccountServicesConnector userAccountService = new LocalUserAccountServicesConnector(); userAccountService.Initialise(config); return userAccountService; } /// /// Start a presence service /// /// private static LocalPresenceServicesConnector StartPresenceService() { // Unfortunately, some services share data via statics, so we need to null every time to stop interference // between tests. // This is a massive non-obvious pita. NullPresenceData.Instance = null; IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.AddConfig("PresenceService"); config.Configs["Modules"].Set("PresenceServices", "LocalPresenceServicesConnector"); config.Configs["PresenceService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); config.Configs["PresenceService"].Set( "LocalServiceModule", "OpenSim.Services.PresenceService.dll:PresenceService"); LocalPresenceServicesConnector presenceService = new LocalPresenceServicesConnector(); presenceService.Initialise(config); return presenceService; } /// /// Setup modules for a scene using their default settings. /// /// /// public static void SetupSceneModules(Scene scene, params object[] modules) { SetupSceneModules(scene, new IniConfigSource(), modules); } /// /// Setup modules for a scene. /// /// /// If called directly, then all the modules must be shared modules. /// /// /// /// public static void SetupSceneModules(Scene scene, IConfigSource config, params object[] modules) { SetupSceneModules(new Scene[] { scene }, config, modules); } /// /// Setup modules for a scene using their default settings. /// /// /// public static void SetupSceneModules(Scene[] scenes, params object[] modules) { SetupSceneModules(scenes, new IniConfigSource(), modules); } /// /// Setup modules for scenes. /// /// /// If called directly, then all the modules must be shared modules. /// /// We are emulating here the normal calls made to setup region modules /// (Initialise(), PostInitialise(), AddRegion, RegionLoaded()). /// TODO: Need to reuse normal runtime module code. /// /// /// /// public static void SetupSceneModules(Scene[] scenes, IConfigSource config, params object[] modules) { List newModules = new List(); foreach (object module in modules) { IRegionModuleBase m = (IRegionModuleBase)module; // Console.WriteLine("MODULE {0}", m.Name); m.Initialise(config); newModules.Add(m); } foreach (IRegionModuleBase module in newModules) { if (module is ISharedRegionModule) ((ISharedRegionModule)module).PostInitialise(); } foreach (IRegionModuleBase module in newModules) { foreach (Scene scene in scenes) { module.AddRegion(scene); scene.AddRegionModule(module.Name, module); } } // RegionLoaded is fired after all modules have been appropriately added to all scenes foreach (IRegionModuleBase module in newModules) foreach (Scene scene in scenes) module.RegionLoaded(scene); foreach (Scene scene in scenes) { scene.SetModuleInterfaces(); } } /// /// Generate some standard agent connection data. /// /// /// public static AgentCircuitData GenerateAgentData(UUID agentId) { AgentCircuitData acd = GenerateCommonAgentData(); acd.AgentID = agentId; acd.firstname = "testfirstname"; acd.lastname = "testlastname"; acd.ServiceURLs = new Dictionary(); return acd; } /// /// Generate some standard agent connection data. /// /// /// public static AgentCircuitData GenerateAgentData(UserAccount ua) { AgentCircuitData acd = GenerateCommonAgentData(); acd.AgentID = ua.PrincipalID; acd.firstname = ua.FirstName; acd.lastname = ua.LastName; acd.ServiceURLs = ua.ServiceURLs; return acd; } private static AgentCircuitData GenerateCommonAgentData() { AgentCircuitData acd = new AgentCircuitData(); // XXX: Sessions must be unique, otherwise one presence can overwrite another in NullPresenceData. acd.SessionID = UUID.Random(); acd.SecureSessionID = UUID.Random(); acd.circuitcode = 123; acd.BaseFolder = UUID.Zero; acd.InventoryFolder = UUID.Zero; acd.startpos = Vector3.Zero; acd.CapsPath = "http://wibble.com"; acd.Appearance = new AvatarAppearance(); return acd; } /// /// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test /// /// /// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will /// make the agent circuit data (e.g. first, lastname) consistent with the user account data. /// /// /// /// public static ScenePresence AddScenePresence(Scene scene, UUID agentId) { return AddScenePresence(scene, GenerateAgentData(agentId)); } /// /// Add a root agent. /// /// /// /// public static ScenePresence AddScenePresence(Scene scene, UserAccount ua) { return AddScenePresence(scene, GenerateAgentData(ua)); } /// /// Add a root agent. /// /// /// This function /// /// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the /// userserver if grid) would give initial login data back to the client and separately tell the scene that the /// agent was coming. /// /// 2) Connects the agent with the scene /// /// This function performs actions equivalent with notifying the scene that an agent is /// coming and then actually connecting the agent to the scene. The one step missed out is the very first /// /// /// /// public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData) { return AddScenePresence(scene, new TestClient(agentData, scene), agentData); } /// /// Add a root agent. /// /// /// This function /// /// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the /// userserver if grid) would give initial login data back to the client and separately tell the scene that the /// agent was coming. /// /// 2) Connects the agent with the scene /// /// This function performs actions equivalent with notifying the scene that an agent is /// coming and then actually connecting the agent to the scene. The one step missed out is the very first /// /// /// /// public static ScenePresence AddScenePresence( Scene scene, IClientAPI client, AgentCircuitData agentData) { // We emulate the proper login sequence here by doing things in four stages // Stage 0: login // We need to punch through to the underlying service because scene will not, correctly, let us call it // through it's reference to the LPSC LocalPresenceServicesConnector lpsc = (LocalPresenceServicesConnector)scene.PresenceService; lpsc.m_PresenceService.LoginAgent(agentData.AgentID.ToString(), agentData.SessionID, agentData.SecureSessionID); // Stages 1 & 2 ScenePresence sp = IntroduceClientToScene(scene, client, agentData, TeleportFlags.ViaLogin); // Stage 3: Complete the entrance into the region. This converts the child agent into a root agent. sp.CompleteMovement(sp.ControllingClient, true); return sp; } /// /// Introduce an agent into the scene by adding a new client. /// /// The scene presence added /// /// /// /// private static ScenePresence IntroduceClientToScene( Scene scene, IClientAPI client, AgentCircuitData agentData, TeleportFlags tf) { string reason; // Stage 1: tell the scene to expect a new user connection if (!scene.NewUserConnection(agentData, (uint)tf, null, out reason)) Console.WriteLine("NewUserConnection failed: " + reason); // Stage 2: add the new client as a child agent to the scene scene.AddNewAgent(client, PresenceType.User); return scene.GetScenePresence(client.AgentId); } public static ScenePresence AddChildScenePresence(Scene scene, UUID agentId) { return AddChildScenePresence(scene, GenerateAgentData(agentId)); } public static ScenePresence AddChildScenePresence(Scene scene, AgentCircuitData acd) { acd.child = true; // XXX: ViaLogin may not be correct for child agents TestClient client = new TestClient(acd, scene); return IntroduceClientToScene(scene, client, acd, TeleportFlags.ViaLogin); } /// /// Add a test object /// /// /// public static SceneObjectGroup AddSceneObject(Scene scene) { return AddSceneObject(scene, "Test Object", UUID.Zero); } /// /// Add a test object /// /// /// /// /// public static SceneObjectGroup AddSceneObject(Scene scene, string name, UUID ownerId) { SceneObjectGroup so = new SceneObjectGroup(CreateSceneObjectPart(name, UUID.Random(), ownerId)); //part.UpdatePrimFlags(false, false, true); //part.ObjectFlags |= (uint)PrimFlags.Phantom; scene.AddNewSceneObject(so, false); return so; } /// /// Add a test object /// /// /// /// The number of parts that should be in the scene object /// /// /// /// The prefix to be given to part names. This will be suffixed with "Part" /// (e.g. mynamePart1 for the root part) /// /// /// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}" /// will be given to the root part, and incremented for each part thereafter. /// /// public static SceneObjectGroup AddSceneObject(Scene scene, int parts, UUID ownerId, string partNamePrefix, int uuidTail) { SceneObjectGroup so = CreateSceneObject(parts, ownerId, partNamePrefix, uuidTail); scene.AddNewSceneObject(so, false); return so; } /// /// Create a scene object part. /// /// /// /// /// public static SceneObjectPart CreateSceneObjectPart(string name, UUID id, UUID ownerId) { return new SceneObjectPart( ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) { Name = name, UUID = id, Scale = new Vector3(1, 1, 1) }; } /// /// Create a scene object but do not add it to the scene. /// /// /// UUID always starts at 00000000-0000-0000-0000-000000000001. For some purposes, (e.g. serializing direct /// to another object's inventory) we do not need a scene unique ID. So it would be better to add the /// UUID when we actually add an object to a scene rather than on creation. /// /// The number of parts that should be in the scene object /// /// public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId) { return CreateSceneObject(parts, ownerId, 0x1); } /// /// Create a scene object but do not add it to the scene. /// /// The number of parts that should be in the scene object /// /// /// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}" /// will be given to the root part, and incremented for each part thereafter. /// /// public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, int uuidTail) { return CreateSceneObject(parts, ownerId, "", uuidTail); } /// /// Create a scene object but do not add it to the scene. /// /// /// The number of parts that should be in the scene object /// /// /// /// The prefix to be given to part names. This will be suffixed with "Part" /// (e.g. mynamePart1 for the root part) /// /// /// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}" /// will be given to the root part, and incremented for each part thereafter. /// /// public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, string partNamePrefix, int uuidTail) { string rawSogId = string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail); SceneObjectGroup sog = new SceneObjectGroup( CreateSceneObjectPart(string.Format("{0}Part1", partNamePrefix), new UUID(rawSogId), ownerId)); if (parts > 1) for (int i = 2; i <= parts; i++) sog.AddPart( CreateSceneObjectPart( string.Format("{0}Part{1}", partNamePrefix, i), new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail + i - 1)), ownerId)); return sog; } } }