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C# Simulation.LocalSimulationConnectorModule类代码示例

本文整理汇总了C#中OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation.LocalSimulationConnectorModule的典型用法代码示例。如果您正苦于以下问题:C# LocalSimulationConnectorModule类的具体用法?C# LocalSimulationConnectorModule怎么用?C# LocalSimulationConnectorModule使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


LocalSimulationConnectorModule类属于OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation命名空间,在下文中一共展示了LocalSimulationConnectorModule类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Init

        public void Init()
        {
            TestHelper.InMethod();
            
            scene = SceneSetupHelpers.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
            scene2 = SceneSetupHelpers.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
            scene3 = SceneSetupHelpers.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);

            ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
            interregionComms.Initialise(new IniConfigSource());
            interregionComms.PostInitialise();
            SceneSetupHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
            SceneSetupHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
            SceneSetupHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms);

            agent1 = UUID.Random();
            agent2 = UUID.Random();
            agent3 = UUID.Random();
            random = new Random();
            sog1 = NewSOG(UUID.Random(), scene, agent1);
            sog2 = NewSOG(UUID.Random(), scene, agent1);
            sog3 = NewSOG(UUID.Random(), scene, agent1);

            //ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
            region1 = scene.RegionInfo.RegionHandle;
            region2 = scene2.RegionInfo.RegionHandle;
            region3 = scene3.RegionInfo.RegionHandle;
        }
开发者ID:HGExchange,项目名称:opensim,代码行数:28,代码来源:ScenePresenceTests.cs

示例2: TestCrossOnSameSimulator

        public void TestCrossOnSameSimulator()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);
            int sceneObjectIdTail = 0x2;

            EntityTransferModule etmA = new EntityTransferModule();
            EntityTransferModule etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config = new IniConfigSource();
            IConfig modulesConfig = config.AddConfig("Modules");
            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);

            SceneHelpers sh = new SceneHelpers();
            TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(sceneA, config, etmA);
            SceneHelpers.SetupSceneModules(sceneB, config, etmB);

            SceneObjectGroup so1 = SceneHelpers.AddSceneObject(sceneA, 1, userId, "", sceneObjectIdTail);
            UUID so1Id = so1.UUID;
            so1.AbsolutePosition = new Vector3(128, 10, 20);

            // Cross with a negative value
            so1.AbsolutePosition = new Vector3(128, -10, 20);

            Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id));
            Assert.NotNull(sceneB.GetSceneObjectGroup(so1Id));
        }
开发者ID:ffoliveira,项目名称:opensimulator,代码行数:35,代码来源:SceneObjectCrossingTests.cs

示例3: Init

        public void Init()
        {
            TestHelpers.InMethod();

            SceneHelpers sh = new SceneHelpers();

            scene = sh.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
            scene2 = sh.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
            scene3 = sh.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);

            ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
            interregionComms.Initialise(new IniConfigSource());
            interregionComms.PostInitialise();
            SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
            SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
            SceneHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms);

            agent1 = UUID.Random();
            agent2 = UUID.Random();
            agent3 = UUID.Random();
            random = new Random();
            sog1 = SceneHelpers.CreateSceneObject(1, agent1);
            scene.AddSceneObject(sog1);
            sog2 = SceneHelpers.CreateSceneObject(1, agent1);
            scene.AddSceneObject(sog2);
            sog3 = SceneHelpers.CreateSceneObject(1, agent1);
            scene.AddSceneObject(sog3);

            region1 = scene.RegionInfo.RegionHandle;
            region2 = scene2.RegionInfo.RegionHandle;
            region3 = scene3.RegionInfo.RegionHandle;
        }
开发者ID:OpenPlex-Sim,项目名称:opensim,代码行数:32,代码来源:ScenePresenceAgentTests.cs

示例4: SetupNeighbourRegions

        private void SetupNeighbourRegions(TestScene sceneA, TestScene sceneB)
        {            
            // XXX: HTTP server is not (and should not be) necessary for this test, though it's absence makes the 
            // CapabilitiesModule complain when it can't set up HTTP endpoints.
            //            BaseHttpServer httpServer = new BaseHttpServer(99999);
            //            MainServer.AddHttpServer(httpServer);
            //            MainServer.Instance = httpServer;

            // We need entity transfer modules so that when sp2 logs into the east region, the region calls 
            // EntityTransferModuleto set up a child agent on the west region.
            // XXX: However, this is not an entity transfer so is misleading.
            EntityTransferModule etmA = new EntityTransferModule();
            EntityTransferModule etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config = new IniConfigSource();
            config.AddConfig("Chat");
            IConfig modulesConfig = config.AddConfig("Modules");
            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, new ChatModule());           
            SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB, new ChatModule());
        }
开发者ID:RadaSangOn,项目名称:workCore2,代码行数:25,代码来源:ChatModuleTests.cs

示例5: Initialise

        public virtual void Initialise(IConfigSource configSource)
        {
            IConfig moduleConfig = configSource.Configs["Modules"];
            if (moduleConfig != null)
            {
                string name = moduleConfig.GetString("SimulationServices", "");
                if (name == Name)
                {
                    m_localBackend = new LocalSimulationConnectorModule();

                    m_localBackend.InitialiseService(configSource);

                    m_remoteConnector = new SimulationServiceConnector();

                    m_enabled = true;

                    m_log.Info("[REMOTE SIMULATION CONNECTOR]: Remote simulation enabled.");
                }
            }
        }
开发者ID:Kubwa,项目名称:opensim,代码行数:20,代码来源:RemoteSimulationConnector.cs

示例6: TestCrossOnSameSimulator

        public void TestCrossOnSameSimulator()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);

//            TestEventQueueGetModule eqmA = new TestEventQueueGetModule();
            EntityTransferModule etmA = new EntityTransferModule();
            EntityTransferModule etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config = new IniConfigSource();
            IConfig modulesConfig = config.AddConfig("Modules");
            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);
//            IConfig entityTransferConfig = config.AddConfig("EntityTransfer");

            // In order to run a single threaded regression test we do not want the entity transfer module waiting
            // for a callback from the destination scene before removing its avatar data.
//            entityTransferConfig.Set("wait_for_callback", false);

            SceneHelpers sh = new SceneHelpers();
            TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
//            SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, eqmA);
            SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);

            AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
            TestClient tc = new TestClient(acd, sceneA);
            List<TestClient> destinationTestClients = new List<TestClient>();
            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);

            ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
            originalSp.AbsolutePosition = new Vector3(128, 32, 10);

//            originalSp.Flying = true;

//            Console.WriteLine("First pos {0}", originalSp.AbsolutePosition);

//            eqmA.ClearEvents();

            AgentUpdateArgs moveArgs = new AgentUpdateArgs();
            //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero);
            moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2)));
            moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
            moveArgs.SessionID = acd.SessionID;

            originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs);

            sceneA.Update(1);

//            Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition);

            // FIXME: This is a sufficient number of updates to for the presence to reach the northern border.
            // But really we want to do this in a more robust way.
            for (int i = 0; i < 100; i++)
            {
                sceneA.Update(1);
//                Console.WriteLine("Pos {0}", originalSp.AbsolutePosition);
            }

            // Need to sort processing of EnableSimulator message on adding scene presences before we can test eqm
            // messages
//            Dictionary<UUID, List<TestEventQueueGetModule.Event>> eqmEvents = eqmA.Events;
//
//            Assert.That(eqmEvents.Count, Is.EqualTo(1));
//            Assert.That(eqmEvents.ContainsKey(originalSp.UUID), Is.True);
//
//            List<TestEventQueueGetModule.Event> spEqmEvents = eqmEvents[originalSp.UUID];
//
//            Assert.That(spEqmEvents.Count, Is.EqualTo(1));
//            Assert.That(spEqmEvents[0].Name, Is.EqualTo("CrossRegion"));

            // sceneA should now only have a child agent
            ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID);
            Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True);

            ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID);

            // Agent remains a child until the client triggers complete movement
            Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);

            TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient);

            int agentMovementCompleteReceived = 0;
            sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++;

            sceneBTc.CompleteMovement();

            Assert.That(agentMovementCompleteReceived, Is.EqualTo(1));
            Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False);
        }
开发者ID:JeffCost,项目名称:opensim,代码行数:96,代码来源:ScenePresenceCrossingTests.cs

示例7: TestDeRezSceneObjectToAgents

        public void TestDeRezSceneObjectToAgents()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            SceneHelpers sh = new SceneHelpers();
            TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);

            // We need this so that the creation of the root client for userB in sceneB can trigger the creation of a child client in sceneA
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
            EntityTransferModule etmB = new EntityTransferModule();
            IConfigSource config = new IniConfigSource();
            IConfig modulesConfig = config.AddConfig("Modules");
            modulesConfig.Set("EntityTransferModule", etmB.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);
            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(sceneB, config, etmB);

            // We need this for derez
            SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule());

            UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, "");
            UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, "");

            TestClient clientA = (TestClient)SceneHelpers.AddScenePresence(sceneA, uaA).ControllingClient;

            // This is the more long-winded route we have to take to get a child client created for userB in sceneA
            // rather than just calling AddScenePresence() as for userA
            AgentCircuitData acd = SceneHelpers.GenerateAgentData(uaB);
            TestClient clientB = new TestClient(acd, sceneB);
            List<TestClient> childClientsB = new List<TestClient>();
            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(clientB, childClientsB);

            SceneHelpers.AddScenePresence(sceneB, clientB, acd);

            SceneObjectGroup so = SceneHelpers.AddSceneObject(sceneA);
            uint soLocalId = so.LocalId;

            sceneA.DeleteSceneObject(so, false);

            Assert.That(clientA.ReceivedKills.Count, Is.EqualTo(1));
            Assert.That(clientA.ReceivedKills[0], Is.EqualTo(soLocalId));

            Assert.That(childClientsB[0].ReceivedKills.Count, Is.EqualTo(1));
            Assert.That(childClientsB[0].ReceivedKills[0], Is.EqualTo(soLocalId));
        }
开发者ID:AkiraSonoda,项目名称:akisim,代码行数:47,代码来源:SceneObjectDeRezTests.cs

示例8: run

        public void run(object o)
        {
            
            //results.Result = true;
            log4net.Config.XmlConfigurator.Configure();

            UUID sceneAId = UUID.Parse("00000000-0000-0000-0000-000000000100");
            UUID sceneBId = UUID.Parse("00000000-0000-0000-0000-000000000200");

            // shared module
            ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();


            Scene sceneB = SceneHelpers.SetupScene("sceneB", sceneBId, 1010, 1010);
            SceneHelpers.SetupSceneModules(sceneB, new IniConfigSource(), interregionComms);
            sceneB.RegisterRegionWithGrid();

            Scene sceneA = SceneHelpers.SetupScene("sceneA", sceneAId, 1000, 1000);
            SceneHelpers.SetupSceneModules(sceneA, new IniConfigSource(), interregionComms);
            sceneA.RegisterRegionWithGrid();

            UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000041");
            TestClient client = (TestClient)SceneHelpers.AddScenePresence(sceneA, agentId).ControllingClient;

            ICapabilitiesModule sceneACapsModule = sceneA.RequestModuleInterface<ICapabilitiesModule>();

            results.Result = (sceneACapsModule.GetCapsPath(agentId) == client.CapsSeedUrl);
            
            if (!results.Result)
            {
                results.Message = "Incorrect caps object path set up in sceneA";
                return;
            }

            /*
            Assert.That(
                sceneACapsModule.GetCapsPath(agentId),
                Is.EqualTo(client.CapsSeedUrl),
                "Incorrect caps object path set up in sceneA");
            */
            // FIXME: This is a hack to get the test working - really the normal OpenSim mechanisms should be used.
            

            client.TeleportTargetScene = sceneB;
            client.Teleport(sceneB.RegionInfo.RegionHandle, new Vector3(100, 100, 100), new Vector3(40, 40, 40));

            results.Result = (sceneB.GetScenePresence(agentId) != null);
            if (!results.Result)
            {
                results.Message = "Client does not have an agent in sceneB";
                return;
            }

            //Assert.That(sceneB.GetScenePresence(agentId), Is.Not.Null, "Client does not have an agent in sceneB");
            
            //Assert.That(sceneA.GetScenePresence(agentId), Is.Null, "Client still had an agent in sceneA");

            results.Result = (sceneA.GetScenePresence(agentId) == null);
            if (!results.Result)
            {
                results.Message = "Client still had an agent in sceneA";
                return;
            }

            ICapabilitiesModule sceneBCapsModule = sceneB.RequestModuleInterface<ICapabilitiesModule>();


            results.Result = ("http://" + sceneB.RegionInfo.ExternalHostName + ":" + sceneB.RegionInfo.HttpPort +
                              "/CAPS/" + sceneBCapsModule.GetCapsPath(agentId) + "0000/" == client.CapsSeedUrl);
            if (!results.Result)
            {
                results.Message = "Incorrect caps object path set up in sceneB";
                return;
            }

            // Temporary assertion - caps url construction should at least be doable through a method.
            /*
            Assert.That(
                "http://" + sceneB.RegionInfo.ExternalHostName + ":" + sceneB.RegionInfo.HttpPort + "/CAPS/" + sceneBCapsModule.GetCapsPath(agentId) + "0000/",
                Is.EqualTo(client.CapsSeedUrl),
                "Incorrect caps object path set up in sceneB");
            */
            // This assertion will currently fail since we don't remove the caps paths when no longer needed
            //Assert.That(sceneACapsModule.GetCapsPath(agentId), Is.Null, "sceneA still had a caps object path");

            // TODO: Check that more of everything is as it should be

            // TODO: test what happens if we try to teleport to a region that doesn't exist
        }
开发者ID:4U2NV,项目名称:opensim,代码行数:89,代码来源:ScenePresenceTeleportTests.cs

示例9: TestCrossOnSameSimulatorNoRootDestPerm

        public void TestCrossOnSameSimulatorNoRootDestPerm()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);

            EntityTransferModule etmA = new EntityTransferModule();
            EntityTransferModule etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config = new IniConfigSource();
            IConfig modulesConfig = config.AddConfig("Modules");
            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);

            SceneHelpers sh = new SceneHelpers();
            TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);

            // We need to set up the permisions module on scene B so that our later use of agent limit to deny
            // QueryAccess won't succeed anyway because administrators are always allowed in and the default
            // IsAdministrator if no permissions module is present is true.
            SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new DefaultPermissionsModule(), etmB);

            AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
            TestClient tc = new TestClient(acd, sceneA);
            List<TestClient> destinationTestClients = new List<TestClient>();
            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);

            // Make sure sceneB will not accept this avatar.
            sceneB.RegionInfo.EstateSettings.PublicAccess = false;

            ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
            originalSp.AbsolutePosition = new Vector3(128, 32, 10);

            AgentUpdateArgs moveArgs = new AgentUpdateArgs();
            //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero);
            moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2)));
            moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
            moveArgs.SessionID = acd.SessionID;

            originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs);

            sceneA.Update(1);

//            Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition);

            // FIXME: This is a sufficient number of updates to for the presence to reach the northern border.
            // But really we want to do this in a more robust way.
            for (int i = 0; i < 100; i++)
            {
                sceneA.Update(1);
//                Console.WriteLine("Pos {0}", originalSp.AbsolutePosition);
            }

            // sceneA agent should still be root
            ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID);
            Assert.That(spAfterCrossSceneA.IsChildAgent, Is.False);

            ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID);

            // sceneB agent should still be child
            Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);

            // sceneB should ignore unauthorized attempt to upgrade agent to root
            TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient);

            int agentMovementCompleteReceived = 0;
            sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++;

            sceneBTc.CompleteMovement();

            Assert.That(agentMovementCompleteReceived, Is.EqualTo(0));
            Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
        }
开发者ID:TomDataworks,项目名称:opensim,代码行数:79,代码来源:ScenePresenceCrossingTests.cs

示例10: TestSameSimulatorIsolatedRegions_DestinationDidNotProcessViewerConnection

        public void TestSameSimulatorIsolatedRegions_DestinationDidNotProcessViewerConnection()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);
            Vector3 preTeleportPosition = new Vector3(30, 31, 32);

            EntityTransferModule etmA = new EntityTransferModule();
            EntityTransferModule etmB = new EntityTransferModule();

            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config = new IniConfigSource();
            config.AddConfig("Modules");
            config.Configs["Modules"].Set("EntityTransferModule", etmA.Name);
            config.Configs["Modules"].Set("SimulationServices", lscm.Name);

            config.AddConfig("EntityTransfer");

            // In order to run a single threaded regression test we do not want the entity transfer module waiting
            // for a callback from the destination scene before removing its avatar data.
            config.Configs["EntityTransfer"].Set("wait_for_callback", false);

//            config.AddConfig("Startup");
//            config.Configs["Startup"].Set("serverside_object_permissions", true);

            SceneHelpers sh = new SceneHelpers();
            TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);

            SceneHelpers.SetupSceneModules(sceneA, config, etmA );

            // We need to set up the permisions module on scene B so that our later use of agent limit to deny
            // QueryAccess won't succeed anyway because administrators are always allowed in and the default
            // IsAdministrator if no permissions module is present is true.
            SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new DefaultPermissionsModule(), etmB });

            // Shared scene modules
            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);

            Vector3 teleportPosition = new Vector3(10, 11, 12);
            Vector3 teleportLookAt = new Vector3(20, 21, 22);

            ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
            sp.AbsolutePosition = preTeleportPosition;

            sceneA.RequestTeleportLocation(
                sp.ControllingClient,
                sceneB.RegionInfo.RegionHandle,
                teleportPosition,
                teleportLookAt,
                (uint)TeleportFlags.ViaLocation);

            // FIXME: Not setting up InformClientOfNeighbour on the TestClient means that it does not initiate 
            // communication with the destination region.  But this is a very non-obvious way of doing it - really we
            // should be forced to expicitly set this up.

            Assert.That(sceneB.GetScenePresence(userId), Is.Null);

            ScenePresence sceneASp = sceneA.GetScenePresence(userId);
            Assert.That(sceneASp, Is.Not.Null);
            Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
            Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));

            Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1));
            Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
            Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0));
            Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));

            // TODO: Add assertions to check correct circuit details in both scenes.

            // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
            // position instead).
//            Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));

//            TestHelpers.DisableLogging();
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:78,代码来源:ScenePresenceTeleportTests.cs

示例11: TestCrossOnSameSimulatorPrimLimitsOkay

        public void TestCrossOnSameSimulatorPrimLimitsOkay()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);
            int sceneObjectIdTail = 0x2;

            EntityTransferModule etmA = new EntityTransferModule();
            EntityTransferModule etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
            LandManagementModule lmmA = new LandManagementModule();
            LandManagementModule lmmB = new LandManagementModule();

            IConfigSource config = new IniConfigSource();
            IConfig modulesConfig = config.AddConfig("Modules");
            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);

            IConfig permissionsConfig = config.AddConfig("Permissions");
            permissionsConfig.Set("permissionmodules", "PrimLimitsModule");

            SceneHelpers sh = new SceneHelpers();
            TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(
                sceneA, config, etmA, lmmA, new PrimLimitsModule(), new PrimCountModule());
            SceneHelpers.SetupSceneModules(
                sceneB, config, etmB, lmmB, new PrimLimitsModule(), new PrimCountModule());

            // We must set up the parcel for this to work.  Normally this is taken care of by OpenSimulator startup
            // code which is not yet easily invoked by tests.
            lmmA.EventManagerOnNoLandDataFromStorage();
            lmmB.EventManagerOnNoLandDataFromStorage();

            SceneObjectGroup so1 = SceneHelpers.AddSceneObject(sceneA, 1, userId, "", sceneObjectIdTail);
            UUID so1Id = so1.UUID;
            so1.AbsolutePosition = new Vector3(128, 10, 20);

            // Cross with a negative value.  We must make this call rather than setting AbsolutePosition directly
            // because only this will execute permission checks in the source region.
            sceneA.SceneGraph.UpdatePrimGroupPosition(so1.LocalId, new Vector3(128, -10, 20), userId);

            Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id));
            Assert.NotNull(sceneB.GetSceneObjectGroup(so1Id));
        }
开发者ID:ffoliveira,项目名称:opensimulator,代码行数:48,代码来源:SceneObjectCrossingTests.cs

示例12: TestSameSimulatorIsolatedRegionsV2

        public void TestSameSimulatorIsolatedRegionsV2()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);

            EntityTransferModule etmA = new EntityTransferModule();
            EntityTransferModule etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config = new IniConfigSource();
            IConfig modulesConfig = config.AddConfig("Modules");
            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);

            SceneHelpers sh = new SceneHelpers();
            TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);

            SceneHelpers.SetupSceneModules(sceneA, config, etmA);
            SceneHelpers.SetupSceneModules(sceneB, config, etmB);
            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);

            Vector3 teleportPosition = new Vector3(10, 11, 12);
            Vector3 teleportLookAt = new Vector3(20, 21, 22);

            ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
            sp.AbsolutePosition = new Vector3(30, 31, 32);

            List<TestClient> destinationTestClients = new List<TestClient>();
            EntityTransferHelpers.SetupSendRegionTeleportTriggersDestinationClientCreateAndCompleteMovement(
                (TestClient)sp.ControllingClient, destinationTestClients);

            sceneA.RequestTeleportLocation(
                sp.ControllingClient,
                sceneB.RegionInfo.RegionHandle,
                teleportPosition,
                teleportLookAt,
                (uint)TeleportFlags.ViaLocation);

            Assert.That(sceneA.GetScenePresence(userId), Is.Null);

            ScenePresence sceneBSp = sceneB.GetScenePresence(userId);
            Assert.That(sceneBSp, Is.Not.Null);
            Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
            Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));

            Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
            Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
            Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
            Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));

            // TODO: Add assertions to check correct circuit details in both scenes.

            // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
            // position instead).
//            Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:59,代码来源:ScenePresenceTeleportTests.cs

示例13: TestCrossOnSameSimulatorWithSittingAvatar

        public void TestCrossOnSameSimulatorWithSittingAvatar()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);
            int sceneObjectIdTail = 0x2;
            Vector3 so1StartPos = new Vector3(128, 10, 20);

            EntityTransferModule etmA = new EntityTransferModule();
            EntityTransferModule etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config = new IniConfigSource();
            IConfig modulesConfig = config.AddConfig("Modules");
            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);
            IConfig entityTransferConfig = config.AddConfig("EntityTransfer");

            // In order to run a single threaded regression test we do not want the entity transfer module waiting
            // for a callback from the destination scene before removing its avatar data.
            entityTransferConfig.Set("wait_for_callback", false);

            SceneHelpers sh = new SceneHelpers();
            TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
            SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);

            SceneObjectGroup so1 = SceneHelpers.AddSceneObject(sceneA, 1, userId, "", sceneObjectIdTail);
            UUID so1Id = so1.UUID;
            so1.AbsolutePosition = so1StartPos;

            AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
            TestClient tc = new TestClient(acd, sceneA);
            List<TestClient> destinationTestClients = new List<TestClient>();
            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);

            ScenePresence sp1SceneA = SceneHelpers.AddScenePresence(sceneA, tc, acd);
            sp1SceneA.AbsolutePosition = so1StartPos;
            sp1SceneA.HandleAgentRequestSit(sp1SceneA.ControllingClient, sp1SceneA.UUID, so1.UUID, Vector3.Zero);

            // Cross
            sceneA.SceneGraph.UpdatePrimGroupPosition(
                so1.LocalId, new Vector3(so1StartPos.X, so1StartPos.Y - 20, so1StartPos.Z), userId);

            SceneObjectGroup so1PostCross;

            {
                ScenePresence sp1SceneAPostCross = sceneA.GetScenePresence(userId);
                Assert.IsTrue(sp1SceneAPostCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly false");

                ScenePresence sp1SceneBPostCross = sceneB.GetScenePresence(userId);
                TestClient sceneBTc = ((TestClient)sp1SceneBPostCross.ControllingClient);
                sceneBTc.CompleteMovement();

                Assert.IsFalse(sp1SceneBPostCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly true");
                Assert.IsTrue(sp1SceneBPostCross.IsSatOnObject);

                Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id), "uck");
                so1PostCross = sceneB.GetSceneObjectGroup(so1Id);
                Assert.NotNull(so1PostCross);
                Assert.AreEqual(1, so1PostCross.GetSittingAvatarsCount());
            }

            Vector3 so1PostCrossPos = so1PostCross.AbsolutePosition;

//            Console.WriteLine("CRISSCROSS");

            // Recross
            sceneB.SceneGraph.UpdatePrimGroupPosition(
                so1PostCross.LocalId, new Vector3(so1PostCrossPos.X, so1PostCrossPos.Y + 20, so1PostCrossPos.Z), userId);

            {
                ScenePresence sp1SceneBPostReCross = sceneB.GetScenePresence(userId);
                Assert.IsTrue(sp1SceneBPostReCross.IsChildAgent, "sp1SceneBPostReCross.IsChildAgent unexpectedly false");

                ScenePresence sp1SceneAPostReCross = sceneA.GetScenePresence(userId);
                TestClient sceneATc = ((TestClient)sp1SceneAPostReCross.ControllingClient);
                sceneATc.CompleteMovement();

                Assert.IsFalse(sp1SceneAPostReCross.IsChildAgent, "sp1SceneAPostCross.IsChildAgent unexpectedly true");
                Assert.IsTrue(sp1SceneAPostReCross.IsSatOnObject);

                Assert.IsNull(sceneB.GetSceneObjectGroup(so1Id), "uck2");
                SceneObjectGroup so1PostReCross = sceneA.GetSceneObjectGroup(so1Id);
                Assert.NotNull(so1PostReCross);
                Assert.AreEqual(1, so1PostReCross.GetSittingAvatarsCount());
            }
        }
开发者ID:ffoliveira,项目名称:opensimulator,代码行数:92,代码来源:SceneObjectCrossingTests.cs

示例14: TestScriptCrossOnSameSimulator

        public void TestScriptCrossOnSameSimulator()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);
            int sceneObjectIdTail = 0x2;

            EntityTransferModule etmA = new EntityTransferModule();
            EntityTransferModule etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
            XEngine xEngineA = new XEngine();
            XEngine xEngineB = new XEngine();
            xEngineA.DebugLevel = 1;
            xEngineB.DebugLevel = 1;

            IConfigSource configSource = new IniConfigSource();

            IConfig startupConfig = configSource.AddConfig("Startup");
            startupConfig.Set("DefaultScriptEngine", "XEngine");
            startupConfig.Set("TrustBinaries", "true");

            IConfig xEngineConfig = configSource.AddConfig("XEngine");
            xEngineConfig.Set("Enabled", "true");
            xEngineConfig.Set("StartDelay", "0");

            // These tests will not run with AppDomainLoading = true, at least on mono.  For unknown reasons, the call
            // to AssemblyResolver.OnAssemblyResolve fails.
            xEngineConfig.Set("AppDomainLoading", "false");

            IConfig modulesConfig = configSource.AddConfig("Modules");
            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);

            SceneHelpers sh = new SceneHelpers();
            TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000, configSource);
            TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999, configSource);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, configSource, lscm);
            SceneHelpers.SetupSceneModules(sceneA, configSource, etmA, xEngineA);
            SceneHelpers.SetupSceneModules(sceneB, configSource, etmB, xEngineB);
            sceneA.StartScripts();
            sceneB.StartScripts();

            SceneObjectGroup soSceneA = SceneHelpers.AddSceneObject(sceneA, 1, userId, "so1-", sceneObjectIdTail);
            soSceneA.AbsolutePosition = new Vector3(128, 10, 20);

            string soSceneAName = soSceneA.Name;
            string scriptItemSceneAName = "script1";

            // CREATE SCRIPT TODO
            InventoryItemBase scriptItemSceneA = new InventoryItemBase();
            //            itemTemplate.ID = itemId;
            scriptItemSceneA.Name = scriptItemSceneAName;
            scriptItemSceneA.Folder = soSceneA.UUID;
            scriptItemSceneA.InvType = (int)InventoryType.LSL;

            AutoResetEvent chatEvent = new AutoResetEvent(false);
            OSChatMessage messageReceived = null;
            sceneA.EventManager.OnChatFromWorld += (s, m) => { messageReceived = m; chatEvent.Set(); };

            sceneA.RezNewScript(userId, scriptItemSceneA, 
@"integer c = 0;

default
{    
    state_entry()
    {
        llSay(0, ""Script running"");
    }

    changed(integer change)
    {
        llSay(0, ""Changed"");
    }

    touch_start(integer n)
    {
        c = c + 1; 
        llSay(0, (string)c);
    }
}");

            chatEvent.WaitOne(60000);

            Assert.That(messageReceived, Is.Not.Null, "No chat message received.");
            Assert.That(messageReceived.Message, Is.EqualTo("Script running"));           

            {
                // XXX: Should not be doing this so directly.  Should call some variant of EventManager.touch() instead.
                DetectParams[] det = new DetectParams[1];
                det[0] = new DetectParams();
                det[0].Key = userId;
                det[0].Populate(sceneA);

                EventParams ep = new EventParams("touch_start", new Object[] { new LSL_Types.LSLInteger(1) }, det);

                messageReceived = null;
                chatEvent.Reset();
                xEngineA.PostObjectEvent(soSceneA.LocalId, ep);
//.........这里部分代码省略.........
开发者ID:TomDataworks,项目名称:opensim,代码行数:101,代码来源:XEngineCrossingTests.cs

示例15: TestSameSimulatorNeighbouringRegionsV1

        public void TestSameSimulatorNeighbouringRegionsV1()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);

            EntityTransferModule etmA = new EntityTransferModule();
            EntityTransferModule etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config = new IniConfigSource();
            IConfig modulesConfig = config.AddConfig("Modules");
            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);
            IConfig entityTransferConfig = config.AddConfig("EntityTransfer");

            // In order to run a single threaded regression test we do not want the entity transfer module waiting
            // for a callback from the destination scene before removing its avatar data.
            entityTransferConfig.Set("wait_for_callback", false);

            SceneHelpers sh = new SceneHelpers();
            TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
            SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);

            // FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour
            lscm.ServiceVersion = "SIMULATION/0.1";

            Vector3 teleportPosition = new Vector3(10, 11, 12);
            Vector3 teleportLookAt = new Vector3(20, 21, 22);

            AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
            TestClient tc = new TestClient(acd, sceneA);
            List<TestClient> destinationTestClients = new List<TestClient>();
            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);

            ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
            beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32);

            Assert.That(beforeSceneASp, Is.Not.Null);
            Assert.That(beforeSceneASp.IsChildAgent, Is.False);

            ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId);
            Assert.That(beforeSceneBSp, Is.Not.Null);
            Assert.That(beforeSceneBSp.IsChildAgent, Is.True);

            // In this case, we will not receieve a second InformClientOfNeighbour since the viewer already knows
            // about the neighbour region it is teleporting to.
            sceneA.RequestTeleportLocation(
                beforeSceneASp.ControllingClient,
                sceneB.RegionInfo.RegionHandle,
                teleportPosition,
                teleportLookAt,
                (uint)TeleportFlags.ViaLocation);

            destinationTestClients[0].CompleteMovement();

            ScenePresence afterSceneASp = sceneA.GetScenePresence(userId);
            Assert.That(afterSceneASp, Is.Not.Null);
            Assert.That(afterSceneASp.IsChildAgent, Is.True);

            ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId);
            Assert.That(afterSceneBSp, Is.Not.Null);
            Assert.That(afterSceneBSp.IsChildAgent, Is.False);
            Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
            Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));

            Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
            Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1));
            Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
            Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));

            // TODO: Add assertions to check correct circuit details in both scenes.

            // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
            // position instead).
//            Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));

//            TestHelpers.DisableLogging();
        }
开发者ID:szielins,项目名称:opensim,代码行数:84,代码来源:ScenePresenceTeleportTests.cs


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