refactor: Move test clientstack setup code out of BasicCircuitTests into OpenSim.Tests.Common.ClientStackHelpers
This commit is contained in:
@@ -47,7 +47,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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public class BasicCircuitTests : OpenSimTestCase
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{
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private Scene m_scene;
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private TestLLUDPServer m_udpServer;
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[TestFixtureSetUp]
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public void FixtureInit()
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@@ -90,55 +89,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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return onp;
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}
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private void AddUdpServer()
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{
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AddUdpServer(new IniConfigSource());
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}
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private void AddUdpServer(IniConfigSource configSource)
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{
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uint port = 0;
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AgentCircuitManager acm = m_scene.AuthenticateHandler;
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m_udpServer = new TestLLUDPServer(IPAddress.Any, ref port, 0, false, configSource, acm);
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m_udpServer.AddScene(m_scene);
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}
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/// <summary>
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/// Used by tests that aren't testing this stage.
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/// </summary>
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private ScenePresence AddClient()
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{
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UUID myAgentUuid = TestHelpers.ParseTail(0x1);
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UUID mySessionUuid = TestHelpers.ParseTail(0x2);
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uint myCircuitCode = 123456;
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IPEndPoint testEp = new IPEndPoint(IPAddress.Loopback, 999);
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UseCircuitCodePacket uccp = new UseCircuitCodePacket();
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UseCircuitCodePacket.CircuitCodeBlock uccpCcBlock
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= new UseCircuitCodePacket.CircuitCodeBlock();
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uccpCcBlock.Code = myCircuitCode;
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uccpCcBlock.ID = myAgentUuid;
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uccpCcBlock.SessionID = mySessionUuid;
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uccp.CircuitCode = uccpCcBlock;
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byte[] uccpBytes = uccp.ToBytes();
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UDPPacketBuffer upb = new UDPPacketBuffer(testEp, uccpBytes.Length);
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upb.DataLength = uccpBytes.Length; // God knows why this isn't set by the constructor.
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Buffer.BlockCopy(uccpBytes, 0, upb.Data, 0, uccpBytes.Length);
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AgentCircuitData acd = new AgentCircuitData();
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acd.AgentID = myAgentUuid;
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acd.SessionID = mySessionUuid;
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m_scene.AuthenticateHandler.AddNewCircuit(myCircuitCode, acd);
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m_udpServer.PacketReceived(upb);
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return m_scene.GetScenePresence(myAgentUuid);
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}
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/// <summary>
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/// Test adding a client to the stack
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/// </summary>
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@@ -148,7 +98,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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AddUdpServer();
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TestLLUDPServer udpServer = ClientStackHelpers.AddUdpServer(m_scene);
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UUID myAgentUuid = TestHelpers.ParseTail(0x1);
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UUID mySessionUuid = TestHelpers.ParseTail(0x2);
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@@ -169,7 +119,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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upb.DataLength = uccpBytes.Length; // God knows why this isn't set by the constructor.
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Buffer.BlockCopy(uccpBytes, 0, upb.Data, 0, uccpBytes.Length);
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m_udpServer.PacketReceived(upb);
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udpServer.PacketReceived(upb);
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// Presence shouldn't exist since the circuit manager doesn't know about this circuit for authentication yet
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Assert.That(m_scene.GetScenePresence(myAgentUuid), Is.Null);
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@@ -180,15 +130,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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m_scene.AuthenticateHandler.AddNewCircuit(myCircuitCode, acd);
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m_udpServer.PacketReceived(upb);
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udpServer.PacketReceived(upb);
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// Should succeed now
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ScenePresence sp = m_scene.GetScenePresence(myAgentUuid);
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Assert.That(sp.UUID, Is.EqualTo(myAgentUuid));
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Assert.That(m_udpServer.PacketsSent.Count, Is.EqualTo(1));
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Assert.That(udpServer.PacketsSent.Count, Is.EqualTo(1));
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Packet packet = m_udpServer.PacketsSent[0];
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Packet packet = udpServer.PacketsSent[0];
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Assert.That(packet, Is.InstanceOf(typeof(PacketAckPacket)));
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PacketAckPacket ackPacket = packet as PacketAckPacket;
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@@ -200,15 +150,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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public void TestLogoutClientDueToAck()
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{
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TestHelpers.InMethod();
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TestHelpers.EnableLogging();
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// TestHelpers.EnableLogging();
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IniConfigSource ics = new IniConfigSource();
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IConfig config = ics.AddConfig("ClientStack.LindenUDP");
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config.Set("AckTimeout", -1);
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AddUdpServer(ics);
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TestLLUDPServer udpServer = ClientStackHelpers.AddUdpServer(m_scene, ics);
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ScenePresence sp = AddClient();
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m_udpServer.ClientOutgoingPacketHandler(sp.ControllingClient, true, false, false);
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ScenePresence sp
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= ClientStackHelpers.AddChildClient(
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m_scene, udpServer, TestHelpers.ParseTail(0x1), TestHelpers.ParseTail(0x2), 123456);
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udpServer.ClientOutgoingPacketHandler(sp.ControllingClient, true, false, false);
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ScenePresence spAfterAckTimeout = m_scene.GetScenePresence(sp.UUID);
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Assert.That(spAfterAckTimeout, Is.Null);
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@@ -1,170 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Net;
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using System.Net.Sockets;
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using Nini.Config;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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{
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/// <summary>
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/// This class enables regression testing of the LLUDPServer by allowing us to intercept outgoing data.
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/// </summary>
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public class TestLLUDPServer : LLUDPServer
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{
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public List<Packet> PacketsSent { get; private set; }
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public TestLLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
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: base(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager)
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{
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PacketsSent = new List<Packet>();
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}
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public override void SendAckImmediate(IPEndPoint remoteEndpoint, PacketAckPacket ack)
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{
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PacketsSent.Add(ack);
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}
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public override void SendPacket(
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LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method)
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{
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PacketsSent.Add(packet);
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}
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public void ClientOutgoingPacketHandler(IClientAPI client, bool resendUnacked, bool sendAcks, bool sendPing)
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{
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m_resendUnacked = resendUnacked;
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m_sendAcks = sendAcks;
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m_sendPing = sendPing;
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ClientOutgoingPacketHandler(client);
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}
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//// /// <summary>
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//// /// The chunks of data to pass to the LLUDPServer when it calls EndReceive
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//// /// </summary>
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//// protected Queue<ChunkSenderTuple> m_chunksToLoad = new Queue<ChunkSenderTuple>();
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//
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//// protected override void BeginReceive()
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//// {
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//// if (m_chunksToLoad.Count > 0 && m_chunksToLoad.Peek().BeginReceiveException)
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//// {
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//// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
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//// reusedEpSender = tuple.Sender;
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//// throw new SocketException();
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//// }
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//// }
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//
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//// protected override bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
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//// {
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//// numBytes = 0;
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////
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//// //m_log.Debug("Queue size " + m_chunksToLoad.Count);
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////
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//// if (m_chunksToLoad.Count <= 0)
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//// return false;
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////
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//// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
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//// RecvBuffer = tuple.Data;
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//// numBytes = tuple.Data.Length;
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//// epSender = tuple.Sender;
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////
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//// return true;
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//// }
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//
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//// public override void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
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//// {
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//// // Don't do anything just yet
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//// }
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//
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// /// <summary>
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// /// Signal that this chunk should throw an exception on Socket.BeginReceive()
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// /// </summary>
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// /// <param name="epSender"></param>
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// public void LoadReceiveWithBeginException(EndPoint epSender)
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// {
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// ChunkSenderTuple tuple = new ChunkSenderTuple(epSender);
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// tuple.BeginReceiveException = true;
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// m_chunksToLoad.Enqueue(tuple);
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// }
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//
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// /// <summary>
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// /// Load some data to be received by the LLUDPServer on the next receive call
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// /// </summary>
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// /// <param name="data"></param>
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// /// <param name="epSender"></param>
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// public void LoadReceive(byte[] data, EndPoint epSender)
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// {
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// m_chunksToLoad.Enqueue(new ChunkSenderTuple(data, epSender));
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// }
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//
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// /// <summary>
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// /// Load a packet to be received by the LLUDPServer on the next receive call
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// /// </summary>
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// /// <param name="packet"></param>
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// public void LoadReceive(Packet packet, EndPoint epSender)
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// {
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// LoadReceive(packet.ToBytes(), epSender);
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// }
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//
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// /// <summary>
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// /// Calls the protected asynchronous result method. This fires out all data chunks currently queued for send
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// /// </summary>
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// /// <param name="result"></param>
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// public void ReceiveData(IAsyncResult result)
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// {
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// // Doesn't work the same way anymore
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//// while (m_chunksToLoad.Count > 0)
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//// OnReceivedData(result);
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// }
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}
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/// <summary>
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/// Record the data and sender tuple
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/// </summary>
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public class ChunkSenderTuple
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{
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public byte[] Data;
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public EndPoint Sender;
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public bool BeginReceiveException;
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public ChunkSenderTuple(byte[] data, EndPoint sender)
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{
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Data = data;
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Sender = sender;
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}
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public ChunkSenderTuple(EndPoint sender)
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{
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Sender = sender;
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}
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}
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}
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