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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.Collections.Generic;
- using System.Reflection;
- using System.Text;
- using System.Threading;
- using System.Timers;
- using Timer=System.Timers.Timer;
- using Nini.Config;
- using NUnit.Framework;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications;
- using OpenSim.Region.CoreModules.Avatar.Attachments;
- using OpenSim.Region.CoreModules.Framework.InventoryAccess;
- using OpenSim.Region.CoreModules.World.Serialiser;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Tests.Common;
- using OpenSim.Tests.Common.Mock;
- namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
- {
- /// <summary>
- /// Attachment tests
- /// </summary>
- [TestFixture]
- public class AttachmentsModuleTests
- {
- private Scene scene;
- private AttachmentsModule m_attMod;
- private ScenePresence m_presence;
- [TestFixtureSetUp]
- public void FixtureInit()
- {
- // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
- Util.FireAndForgetMethod = FireAndForgetMethod.None;
- }
- [SetUp]
- public void Init()
- {
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
- scene = SceneHelpers.SetupScene();
- m_attMod = new AttachmentsModule();
- SceneHelpers.SetupSceneModules(scene, config, m_attMod, new BasicInventoryAccessModule());
- }
- [TestFixtureTearDown]
- public void TearDown()
- {
- // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
- // threads. Possibly, later tests should be rewritten not to worry about such things.
- Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
- }
- /// <summary>
- /// Add the standard presence for a test.
- /// </summary>
- private void AddPresence()
- {
- UUID userId = TestHelpers.ParseTail(0x1);
- UserAccountHelpers.CreateUserWithInventory(scene, userId);
- m_presence = SceneHelpers.AddScenePresence(scene, userId);
- }
- [Test]
- public void TestAddAttachmentFromGround()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- AddPresence();
- string attName = "att";
- SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName).ParentGroup;
- m_attMod.AttachObject(m_presence.ControllingClient, so, (uint)AttachmentPoint.Chest, false);
- // Check status on scene presence
- Assert.That(m_presence.HasAttachments(), Is.True);
- List<SceneObjectGroup> attachments = m_presence.GetAttachments();
- Assert.That(attachments.Count, Is.EqualTo(1));
- SceneObjectGroup attSo = attachments[0];
- Assert.That(attSo.Name, Is.EqualTo(attName));
- Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
- Assert.That(attSo.IsAttachment);
- Assert.That(attSo.UsesPhysics, Is.False);
- Assert.That(attSo.IsTemporary, Is.False);
- // Check item status
- Assert.That(m_presence.Appearance.GetAttachpoint(
- attSo.GetFromItemID()), Is.EqualTo((int)AttachmentPoint.Chest));
- }
- [Test]
- public void TestAddAttachmentFromInventory()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- AddPresence();
- UUID attItemId = TestHelpers.ParseTail(0x2);
- UUID attAssetId = TestHelpers.ParseTail(0x3);
- string attName = "att";
- UserInventoryHelpers.CreateInventoryItem(
- scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
- m_attMod.RezSingleAttachmentFromInventory(
- m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
- // Check scene presence status
- Assert.That(m_presence.HasAttachments(), Is.True);
- List<SceneObjectGroup> attachments = m_presence.GetAttachments();
- Assert.That(attachments.Count, Is.EqualTo(1));
- SceneObjectGroup attSo = attachments[0];
- Assert.That(attSo.Name, Is.EqualTo(attName));
- Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
- Assert.That(attSo.IsAttachment);
- Assert.That(attSo.UsesPhysics, Is.False);
- Assert.That(attSo.IsTemporary, Is.False);
- // Check appearance status
- Assert.That(m_presence.Appearance.GetAttachments().Count, Is.EqualTo(1));
- Assert.That(m_presence.Appearance.GetAttachpoint(attItemId), Is.EqualTo((int)AttachmentPoint.Chest));
- }
- [Test]
- public void TestDetachAttachmentToGround()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- AddPresence();
- UUID attItemId = TestHelpers.ParseTail(0x2);
- UUID attAssetId = TestHelpers.ParseTail(0x3);
- string attName = "att";
- UserInventoryHelpers.CreateInventoryItem(
- scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
- ISceneEntity so = m_attMod.RezSingleAttachmentFromInventory(
- m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
- m_attMod.DetachSingleAttachmentToGround(so.LocalId, m_presence.ControllingClient);
- // Check scene presence status
- Assert.That(m_presence.HasAttachments(), Is.False);
- List<SceneObjectGroup> attachments = m_presence.GetAttachments();
- Assert.That(attachments.Count, Is.EqualTo(0));
- // Check appearance status
- Assert.That(m_presence.Appearance.GetAttachments().Count, Is.EqualTo(0));
- // Check item status
- Assert.That(scene.InventoryService.GetItem(new InventoryItemBase(attItemId)), Is.Null);
- // Check object in scene
- Assert.That(scene.GetSceneObjectGroup("att"), Is.Not.Null);
- }
- [Test]
- public void TestDetachAttachmentToInventory()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- AddPresence();
- UUID attItemId = TestHelpers.ParseTail(0x2);
- UUID attAssetId = TestHelpers.ParseTail(0x3);
- string attName = "att";
- UserInventoryHelpers.CreateInventoryItem(
- scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
- m_attMod.RezSingleAttachmentFromInventory(
- m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
- m_attMod.DetachSingleAttachmentToInv(attItemId, m_presence.ControllingClient);
- // Check status on scene presence
- Assert.That(m_presence.HasAttachments(), Is.False);
- List<SceneObjectGroup> attachments = m_presence.GetAttachments();
- Assert.That(attachments.Count, Is.EqualTo(0));
- // Check item status
- Assert.That(m_presence.Appearance.GetAttachpoint(attItemId), Is.EqualTo(0));
- }
- /// <summary>
- /// Test that attachments don't hang about in the scene when the agent is closed
- /// </summary>
- [Test]
- public void TestRemoveAttachmentsOnAvatarExit()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- UUID userId = TestHelpers.ParseTail(0x1);
- UUID attItemId = TestHelpers.ParseTail(0x2);
- UUID attAssetId = TestHelpers.ParseTail(0x3);
- string attName = "att";
- UserAccountHelpers.CreateUserWithInventory(scene, userId);
- InventoryItemBase attItem
- = UserInventoryHelpers.CreateInventoryItem(
- scene, attName, attItemId, attAssetId, userId, InventoryType.Object);
- AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
- acd.Appearance = new AvatarAppearance();
- acd.Appearance.SetAttachment((int)AttachmentPoint.Chest, attItem.ID, attItem.AssetID);
- ScenePresence presence = SceneHelpers.AddScenePresence(scene, acd);
- SceneObjectGroup rezzedAtt = presence.GetAttachments()[0];
- scene.IncomingCloseAgent(presence.UUID);
- // Check that we can't retrieve this attachment from the scene.
- Assert.That(scene.GetSceneObjectGroup(rezzedAtt.UUID), Is.Null);
- }
- [Test]
- public void TestRezAttachmentsOnAvatarEntrance()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- UUID userId = TestHelpers.ParseTail(0x1);
- UUID attItemId = TestHelpers.ParseTail(0x2);
- UUID attAssetId = TestHelpers.ParseTail(0x3);
- string attName = "att";
- UserAccountHelpers.CreateUserWithInventory(scene, userId);
- InventoryItemBase attItem
- = UserInventoryHelpers.CreateInventoryItem(
- scene, attName, attItemId, attAssetId, userId, InventoryType.Object);
- AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
- acd.Appearance = new AvatarAppearance();
- acd.Appearance.SetAttachment((int)AttachmentPoint.Chest, attItem.ID, attItem.AssetID);
- ScenePresence presence = SceneHelpers.AddScenePresence(scene, acd);
- Assert.That(presence.HasAttachments(), Is.True);
- List<SceneObjectGroup> attachments = presence.GetAttachments();
- Assert.That(attachments.Count, Is.EqualTo(1));
- SceneObjectGroup attSo = attachments[0];
- Assert.That(attSo.Name, Is.EqualTo(attName));
- Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
- Assert.That(attSo.IsAttachment);
- Assert.That(attSo.UsesPhysics, Is.False);
- Assert.That(attSo.IsTemporary, Is.False);
- // Check appearance status
- List<AvatarAttachment> retreivedAttachments = presence.Appearance.GetAttachments();
- Assert.That(retreivedAttachments.Count, Is.EqualTo(1));
- Assert.That(retreivedAttachments[0].AttachPoint, Is.EqualTo((int)AttachmentPoint.Chest));
- Assert.That(retreivedAttachments[0].ItemID, Is.EqualTo(attItemId));
- Assert.That(retreivedAttachments[0].AssetID, Is.EqualTo(attAssetId));
- Assert.That(presence.Appearance.GetAttachpoint(attItemId), Is.EqualTo((int)AttachmentPoint.Chest));
- }
- // I'm commenting this test because scene setup NEEDS InventoryService to
- // be non-null
- //[Test]
- // public void T032_CrossAttachments()
- // {
- // TestHelpers.InMethod();
- //
- // ScenePresence presence = scene.GetScenePresence(agent1);
- // ScenePresence presence2 = scene2.GetScenePresence(agent1);
- // presence2.AddAttachment(sog1);
- // presence2.AddAttachment(sog2);
- //
- // ISharedRegionModule serialiser = new SerialiserModule();
- // SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), serialiser);
- // SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), serialiser);
- //
- // Assert.That(presence.HasAttachments(), Is.False, "Presence has attachments before cross");
- //
- // //Assert.That(presence2.CrossAttachmentsIntoNewRegion(region1, true), Is.True, "Cross was not successful");
- // Assert.That(presence2.HasAttachments(), Is.False, "Presence2 objects were not deleted");
- // Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects");
- // }
- }
- }
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