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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.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<object> 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<object> 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<object> modules = new List<object>();
- 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);
- }
- }
- */
- }
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