/* * 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.IO; using System.Linq; using System.Threading; using Nini.Config; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.CoreModules.Avatar.Attachments; using OpenSim.Region.CoreModules.Framework.InventoryAccess; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.ScriptEngine.XEngine; using OpenSim.Services.Interfaces; using OpenSim.Tests.Common; namespace OpenSim.Region.ScriptEngine.Tests { /* [TestFixture] public class XEnginePersistenceTests : OpenSimTestCase { private AutoResetEvent m_chatEvent = new AutoResetEvent(false); private void OnChatFromWorld(object sender, OSChatMessage oscm) { // Console.WriteLine("Got chat [{0}]", oscm.Message); // m_osChatMessageReceived = oscm; m_chatEvent.Set(); } private void AddCommonConfig(IConfigSource config, List modules) { config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); AttachmentsModule attMod = new AttachmentsModule(); attMod.DebugLevel = 1; modules.Add(attMod); modules.Add(new BasicInventoryAccessModule()); } private void AddScriptingConfig(IConfigSource config, XEngine.XEngine xEngine, List modules) { IConfig startupConfig = config.AddConfig("Startup"); startupConfig.Set("DefaultScriptEngine", "XEngine"); IConfig xEngineConfig = config.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"); modules.Add(xEngine); } private Scene CreateScriptingEnabledTestScene(XEngine.XEngine xEngine) { IConfigSource config = new IniConfigSource(); List modules = new List(); AddCommonConfig(config, modules); AddScriptingConfig(config, xEngine, modules); Scene scene = new SceneHelpers().SetupScene( "attachments-test-scene", TestHelpers.ParseTail(999), 1000, 1000, config); SceneHelpers.SetupSceneModules(scene, config, modules.ToArray()); scene.StartScripts(); return scene; } [Test] public void TestScriptedAttachmentPersistence() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); XEngine.XEngine xEngine = new XEngine.XEngine(); Scene scene = CreateScriptingEnabledTestScene(xEngine); UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1); ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1); SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10); TaskInventoryHelpers.AddScript( scene.AssetService, so.RootPart, "scriptItem", "default { attach(key id) { if (id != NULL_KEY) { llSay(0, \"Hello World\"); } } }"); InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000); // FIXME: Right now, we have to do a tricksy chat listen to make sure we know when the script is running. // In the future, we need to be able to do this programatically more predicably. scene.EventManager.OnChatFromWorld += OnChatFromWorld; SceneObjectGroup rezzedSo = scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest); TaskInventoryItem rezzedScriptItem = rezzedSo.RootPart.Inventory.GetInventoryItem("scriptItem"); // Wait for chat to signal rezzed script has been started. m_chatEvent.WaitOne(60000); // Force save xEngine.DoBackup(new Object[] { 0 }); // Console.WriteLine("ItemID {0}", rezzedScriptItem.ItemID); // // foreach ( // string s in Directory.EnumerateFileSystemEntries( // string.Format("ScriptEngines/{0}", scene.RegionInfo.RegionID))) // Console.WriteLine(s); Assert.IsFalse( File.Exists( string.Format("ScriptEngines/{0}/{1}.state", scene.RegionInfo.RegionID, rezzedScriptItem.ItemID))); scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, rezzedSo); } } */ }