refactor: Move test clientstack setup code out of BasicCircuitTests into OpenSim.Tests.Common.ClientStackHelpers

This commit is contained in:
Justin Clark-Casey (justincc)
2014-10-08 20:17:51 +01:00
parent 87d5da86a1
commit 52370ac94d
4 changed files with 110 additions and 60 deletions

View File

@@ -47,7 +47,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
public class BasicCircuitTests : OpenSimTestCase
{
private Scene m_scene;
private TestLLUDPServer m_udpServer;
[TestFixtureSetUp]
public void FixtureInit()
@@ -90,55 +89,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
return onp;
}
private void AddUdpServer()
{
AddUdpServer(new IniConfigSource());
}
private void AddUdpServer(IniConfigSource configSource)
{
uint port = 0;
AgentCircuitManager acm = m_scene.AuthenticateHandler;
m_udpServer = new TestLLUDPServer(IPAddress.Any, ref port, 0, false, configSource, acm);
m_udpServer.AddScene(m_scene);
}
/// <summary>
/// Used by tests that aren't testing this stage.
/// </summary>
private ScenePresence AddClient()
{
UUID myAgentUuid = TestHelpers.ParseTail(0x1);
UUID mySessionUuid = TestHelpers.ParseTail(0x2);
uint myCircuitCode = 123456;
IPEndPoint testEp = new IPEndPoint(IPAddress.Loopback, 999);
UseCircuitCodePacket uccp = new UseCircuitCodePacket();
UseCircuitCodePacket.CircuitCodeBlock uccpCcBlock
= new UseCircuitCodePacket.CircuitCodeBlock();
uccpCcBlock.Code = myCircuitCode;
uccpCcBlock.ID = myAgentUuid;
uccpCcBlock.SessionID = mySessionUuid;
uccp.CircuitCode = uccpCcBlock;
byte[] uccpBytes = uccp.ToBytes();
UDPPacketBuffer upb = new UDPPacketBuffer(testEp, uccpBytes.Length);
upb.DataLength = uccpBytes.Length; // God knows why this isn't set by the constructor.
Buffer.BlockCopy(uccpBytes, 0, upb.Data, 0, uccpBytes.Length);
AgentCircuitData acd = new AgentCircuitData();
acd.AgentID = myAgentUuid;
acd.SessionID = mySessionUuid;
m_scene.AuthenticateHandler.AddNewCircuit(myCircuitCode, acd);
m_udpServer.PacketReceived(upb);
return m_scene.GetScenePresence(myAgentUuid);
}
/// <summary>
/// Test adding a client to the stack
/// </summary>
@@ -148,7 +98,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
AddUdpServer();
TestLLUDPServer udpServer = ClientStackHelpers.AddUdpServer(m_scene);
UUID myAgentUuid = TestHelpers.ParseTail(0x1);
UUID mySessionUuid = TestHelpers.ParseTail(0x2);
@@ -169,7 +119,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
upb.DataLength = uccpBytes.Length; // God knows why this isn't set by the constructor.
Buffer.BlockCopy(uccpBytes, 0, upb.Data, 0, uccpBytes.Length);
m_udpServer.PacketReceived(upb);
udpServer.PacketReceived(upb);
// Presence shouldn't exist since the circuit manager doesn't know about this circuit for authentication yet
Assert.That(m_scene.GetScenePresence(myAgentUuid), Is.Null);
@@ -180,15 +130,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
m_scene.AuthenticateHandler.AddNewCircuit(myCircuitCode, acd);
m_udpServer.PacketReceived(upb);
udpServer.PacketReceived(upb);
// Should succeed now
ScenePresence sp = m_scene.GetScenePresence(myAgentUuid);
Assert.That(sp.UUID, Is.EqualTo(myAgentUuid));
Assert.That(m_udpServer.PacketsSent.Count, Is.EqualTo(1));
Assert.That(udpServer.PacketsSent.Count, Is.EqualTo(1));
Packet packet = m_udpServer.PacketsSent[0];
Packet packet = udpServer.PacketsSent[0];
Assert.That(packet, Is.InstanceOf(typeof(PacketAckPacket)));
PacketAckPacket ackPacket = packet as PacketAckPacket;
@@ -200,15 +150,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
public void TestLogoutClientDueToAck()
{
TestHelpers.InMethod();
TestHelpers.EnableLogging();
// TestHelpers.EnableLogging();
IniConfigSource ics = new IniConfigSource();
IConfig config = ics.AddConfig("ClientStack.LindenUDP");
config.Set("AckTimeout", -1);
AddUdpServer(ics);
TestLLUDPServer udpServer = ClientStackHelpers.AddUdpServer(m_scene, ics);
ScenePresence sp = AddClient();
m_udpServer.ClientOutgoingPacketHandler(sp.ControllingClient, true, false, false);
ScenePresence sp
= ClientStackHelpers.AddChildClient(
m_scene, udpServer, TestHelpers.ParseTail(0x1), TestHelpers.ParseTail(0x2), 123456);
udpServer.ClientOutgoingPacketHandler(sp.ControllingClient, true, false, false);
ScenePresence spAfterAckTimeout = m_scene.GetScenePresence(sp.UUID);
Assert.That(spAfterAckTimeout, Is.Null);

View File

@@ -1,170 +0,0 @@
/*
* 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.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using Nini.Config;
using OpenMetaverse.Packets;
using OpenSim.Framework;
namespace OpenSim.Region.ClientStack.LindenUDP.Tests
{
/// <summary>
/// This class enables regression testing of the LLUDPServer by allowing us to intercept outgoing data.
/// </summary>
public class TestLLUDPServer : LLUDPServer
{
public List<Packet> PacketsSent { get; private set; }
public TestLLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
: base(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager)
{
PacketsSent = new List<Packet>();
}
public override void SendAckImmediate(IPEndPoint remoteEndpoint, PacketAckPacket ack)
{
PacketsSent.Add(ack);
}
public override void SendPacket(
LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method)
{
PacketsSent.Add(packet);
}
public void ClientOutgoingPacketHandler(IClientAPI client, bool resendUnacked, bool sendAcks, bool sendPing)
{
m_resendUnacked = resendUnacked;
m_sendAcks = sendAcks;
m_sendPing = sendPing;
ClientOutgoingPacketHandler(client);
}
//// /// <summary>
//// /// The chunks of data to pass to the LLUDPServer when it calls EndReceive
//// /// </summary>
//// protected Queue<ChunkSenderTuple> m_chunksToLoad = new Queue<ChunkSenderTuple>();
//
//// protected override void BeginReceive()
//// {
//// if (m_chunksToLoad.Count > 0 && m_chunksToLoad.Peek().BeginReceiveException)
//// {
//// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
//// reusedEpSender = tuple.Sender;
//// throw new SocketException();
//// }
//// }
//
//// protected override bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
//// {
//// numBytes = 0;
////
//// //m_log.Debug("Queue size " + m_chunksToLoad.Count);
////
//// if (m_chunksToLoad.Count <= 0)
//// return false;
////
//// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
//// RecvBuffer = tuple.Data;
//// numBytes = tuple.Data.Length;
//// epSender = tuple.Sender;
////
//// return true;
//// }
//
//// public override void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
//// {
//// // Don't do anything just yet
//// }
//
// /// <summary>
// /// Signal that this chunk should throw an exception on Socket.BeginReceive()
// /// </summary>
// /// <param name="epSender"></param>
// public void LoadReceiveWithBeginException(EndPoint epSender)
// {
// ChunkSenderTuple tuple = new ChunkSenderTuple(epSender);
// tuple.BeginReceiveException = true;
// m_chunksToLoad.Enqueue(tuple);
// }
//
// /// <summary>
// /// Load some data to be received by the LLUDPServer on the next receive call
// /// </summary>
// /// <param name="data"></param>
// /// <param name="epSender"></param>
// public void LoadReceive(byte[] data, EndPoint epSender)
// {
// m_chunksToLoad.Enqueue(new ChunkSenderTuple(data, epSender));
// }
//
// /// <summary>
// /// Load a packet to be received by the LLUDPServer on the next receive call
// /// </summary>
// /// <param name="packet"></param>
// public void LoadReceive(Packet packet, EndPoint epSender)
// {
// LoadReceive(packet.ToBytes(), epSender);
// }
//
// /// <summary>
// /// Calls the protected asynchronous result method. This fires out all data chunks currently queued for send
// /// </summary>
// /// <param name="result"></param>
// public void ReceiveData(IAsyncResult result)
// {
// // Doesn't work the same way anymore
//// while (m_chunksToLoad.Count > 0)
//// OnReceivedData(result);
// }
}
/// <summary>
/// Record the data and sender tuple
/// </summary>
public class ChunkSenderTuple
{
public byte[] Data;
public EndPoint Sender;
public bool BeginReceiveException;
public ChunkSenderTuple(byte[] data, EndPoint sender)
{
Data = data;
Sender = sender;
}
public ChunkSenderTuple(EndPoint sender)
{
Sender = sender;
}
}
}