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- /*
- * 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.Reflection;
- using NUnit.Framework;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Tests.Common;
- using OpenSim.Tests.Common.Mock;
- namespace OpenSim.Region.Framework.Scenes.Tests
- {
- /// <summary>
- /// Basic scene object tests (create, read and delete but not update).
- /// </summary>
- [TestFixture]
- public class SceneObjectBasicTests
- {
- /// <summary>
- /// Test adding an object to a scene.
- /// </summary>
- [Test]
- public void TestAddSceneObject()
- {
- TestHelpers.InMethod();
- Scene scene = SceneHelpers.SetupScene();
- int partsToTestCount = 3;
- SceneObjectGroup so
- = SceneHelpers.CreateSceneObject(partsToTestCount, TestHelpers.ParseTail(0x1), "obj1", 0x10);
- SceneObjectPart[] parts = so.Parts;
- Assert.That(scene.AddNewSceneObject(so, false), Is.True);
- SceneObjectGroup retrievedSo = scene.GetSceneObjectGroup(so.UUID);
- SceneObjectPart[] retrievedParts = retrievedSo.Parts;
-
- //m_log.Debug("retrievedPart : {0}", retrievedPart);
- // If the parts have the same UUID then we will consider them as one and the same
- Assert.That(retrievedSo.PrimCount, Is.EqualTo(partsToTestCount));
- for (int i = 0; i < partsToTestCount; i++)
- {
- Assert.That(retrievedParts[i].Name, Is.EqualTo(parts[i].Name));
- Assert.That(retrievedParts[i].UUID, Is.EqualTo(parts[i].UUID));
- }
- }
- [Test]
- /// <summary>
- /// It shouldn't be possible to add a scene object if one with that uuid already exists in the scene.
- /// </summary>
- public void TestAddExistingSceneObjectUuid()
- {
- TestHelpers.InMethod();
- Scene scene = SceneHelpers.SetupScene();
- string obj1Name = "Alfred";
- string obj2Name = "Betty";
- UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001");
- SceneObjectPart part1
- = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
- { Name = obj1Name, UUID = objUuid };
- Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part1), false), Is.True);
- SceneObjectPart part2
- = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
- { Name = obj2Name, UUID = objUuid };
- Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part2), false), Is.False);
-
- SceneObjectPart retrievedPart = scene.GetSceneObjectPart(objUuid);
-
- //m_log.Debug("retrievedPart : {0}", retrievedPart);
- // If the parts have the same UUID then we will consider them as one and the same
- Assert.That(retrievedPart.Name, Is.EqualTo(obj1Name));
- Assert.That(retrievedPart.UUID, Is.EqualTo(objUuid));
- }
- /// <summary>
- /// Test retrieving a scene object via the local id of one of its parts.
- /// </summary>
- [Test]
- public void TestGetSceneObjectByPartLocalId()
- {
- TestHelpers.InMethod();
- Scene scene = SceneHelpers.SetupScene();
- int partsToTestCount = 3;
- SceneObjectGroup so
- = SceneHelpers.CreateSceneObject(partsToTestCount, TestHelpers.ParseTail(0x1), "obj1", 0x10);
- SceneObjectPart[] parts = so.Parts;
- scene.AddNewSceneObject(so, false);
- // Test getting via the root part's local id
- Assert.That(scene.GetGroupByPrim(so.LocalId), Is.Not.Null);
- // Test getting via a non root part's local id
- Assert.That(scene.GetGroupByPrim(parts[partsToTestCount - 1].LocalId), Is.Not.Null);
- // Test that we don't get back an object for a local id that doesn't exist
- Assert.That(scene.GetGroupByPrim(999), Is.Null);
- // Now delete the scene object and check again
- scene.DeleteSceneObject(so, false);
- Assert.That(scene.GetGroupByPrim(so.LocalId), Is.Null);
- Assert.That(scene.GetGroupByPrim(parts[partsToTestCount - 1].LocalId), Is.Null);
- }
-
- /// <summary>
- /// Test deleting an object from a scene.
- /// </summary>
- [Test]
- public void TestDeleteSceneObject()
- {
- TestHelpers.InMethod();
-
- TestScene scene = SceneHelpers.SetupScene();
- SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
- scene.DeleteSceneObject(part.ParentGroup, false);
-
- SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
- Assert.That(retrievedPart, Is.Null);
- }
-
- /// <summary>
- /// Test deleting an object asynchronously
- /// </summary>
- [Test]
- public void TestDeleteSceneObjectAsync()
- {
- TestHelpers.InMethod();
- //log4net.Config.XmlConfigurator.Configure();
- UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
- TestScene scene = SceneHelpers.SetupScene();
- // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
- AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
- sogd.Enabled = false;
- SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
- IClientAPI client = SceneHelpers.AddScenePresence(scene, agentId).ControllingClient;
- scene.DeRezObjects(client, new System.Collections.Generic.List<uint>() { part.LocalId }, UUID.Zero, DeRezAction.Delete, UUID.Zero);
- SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
- Assert.That(retrievedPart, Is.Not.Null);
- sogd.InventoryDeQueueAndDelete();
- SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId);
- Assert.That(retrievedPart2, Is.Null);
- }
-
- /// <summary>
- /// Test deleting an object asynchronously to user inventory.
- /// </summary>
- //[Test]
- //public void TestDeleteSceneObjectAsyncToUserInventory()
- //{
- // TestHelper.InMethod();
- // //log4net.Config.XmlConfigurator.Configure();
-
- // UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
- // string myObjectName = "Fred";
-
- // TestScene scene = SceneSetupHelpers.SetupScene();
- // SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene, myObjectName);
-
- // Assert.That(
- // scene.CommsManager.UserAdminService.AddUser(
- // "Bob", "Hoskins", "test", "[email protected]", 1000, 1000, agentId),
- // Is.EqualTo(agentId));
-
- // IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId);
-
- // CachedUserInfo userInfo = scene.CommsManager.UserProfileCacheService.GetUserDetails(agentId);
- // Assert.That(userInfo, Is.Not.Null);
- // Assert.That(userInfo.RootFolder, Is.Not.Null);
-
- // SceneSetupHelpers.DeleteSceneObjectAsync(scene, part, DeRezAction.Take, userInfo.RootFolder.ID, client);
-
- // // Check that we now have the taken part in our inventory
- // Assert.That(myObjectName, Is.EqualTo(userInfo.RootFolder.FindItemByPath(myObjectName).Name));
-
- // // Check that the taken part has actually disappeared
- // SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
- // Assert.That(retrievedPart, Is.Null);
- //}
-
- /// <summary>
- /// Changing a scene object uuid changes the root part uuid. This is a valid operation if the object is not
- /// in a scene and is useful if one wants to supply a UUID directly rather than use the one generated by
- /// OpenSim.
- /// </summary>
- [Test]
- public void TestChangeSceneObjectUuid()
- {
- string rootPartName = "rootpart";
- UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
- string childPartName = "childPart";
- UUID childPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
-
- SceneObjectPart rootPart
- = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
- { Name = rootPartName, UUID = rootPartUuid };
- SceneObjectPart linkPart
- = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
- { Name = childPartName, UUID = childPartUuid };
- SceneObjectGroup sog = new SceneObjectGroup(rootPart);
- sog.AddPart(linkPart);
-
- Assert.That(sog.UUID, Is.EqualTo(rootPartUuid));
- Assert.That(sog.RootPart.UUID, Is.EqualTo(rootPartUuid));
- Assert.That(sog.Parts.Length, Is.EqualTo(2));
-
- UUID newRootPartUuid = new UUID("00000000-0000-0000-0000-000000000002");
- sog.UUID = newRootPartUuid;
-
- Assert.That(sog.UUID, Is.EqualTo(newRootPartUuid));
- Assert.That(sog.RootPart.UUID, Is.EqualTo(newRootPartUuid));
- Assert.That(sog.Parts.Length, Is.EqualTo(2));
- }
- }
- }
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