/* * 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.Collections.Generic; using System.Threading; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using OpenSim.Tests.Common; using PermissionMask = OpenSim.Framework.PermissionMask; namespace OpenSim.Tests.Permissions { /// /// Basic scene object tests (create, read and delete but not update). /// [TestFixture] public class IndirectTransferTests { [SetUp] public void SetUp() { // In case we're dealing with some older version of nunit if (Common.TheInstance == null) { Common.TheInstance = new Common(); Common.TheInstance.SetUp(); } Common.TheInstance.DeleteObjectsFolders(); } /// /// Test giving simple objecta with various combinations of next owner perms. /// [Test] public void SimpleTakeCopy() { TestHelpers.InMethod(); // The Objects folder of A2 InventoryFolderBase objsFolder = UserInventoryHelpers.GetInventoryFolder(Common.TheScene.InventoryService, Common.TheAvatars[1].UUID, "Objects"); // C, CT, MC, MCT, MT, T string[] names = new string[6] { "Box C", "Box CT", "Box MC", "Box MCT", "Box MT", "Box T" }; PermissionMask[] perms = new PermissionMask[6] { PermissionMask.Copy, PermissionMask.Copy | PermissionMask.Transfer, PermissionMask.Modify | PermissionMask.Copy, PermissionMask.Modify | PermissionMask.Copy | PermissionMask.Transfer, PermissionMask.Modify | PermissionMask.Transfer, PermissionMask.Transfer }; // Try A2 takes copies of objects that cannot be copied. for (int i = 0; i < 6; i++) TakeOneBox(Common.TheScene.GetSceneObjectGroups(), names[i], perms[i]); // Ad-hoc. Enough time to let the take work. Thread.Sleep(6000); List items = Common.TheScene.InventoryService.GetFolderItems(Common.TheAvatars[1].UUID, objsFolder.ID); Assert.That(items.Count, Is.EqualTo(0)); // A1 makes the objects copyable for (int i = 0; i < 6; i++) MakeCopyable(Common.TheScene.GetSceneObjectGroups(), names[i]); // Try A2 takes copies of objects that can be copied. for (int i = 0; i < 6; i++) TakeOneBox(Common.TheScene.GetSceneObjectGroups(), names[i], perms[i]); // Ad-hoc. Enough time to let the take work. Thread.Sleep(6000); items = Common.TheScene.InventoryService.GetFolderItems(Common.TheAvatars[1].UUID, objsFolder.ID); Assert.That(items.Count, Is.EqualTo(6)); for (int i = 0; i < 6; i++) { InventoryItemBase item = Common.TheInstance.GetItemFromInventory(Common.TheAvatars[1].UUID, "Objects", names[i]); Assert.That(item, Is.Not.Null); Common.TheInstance.AssertPermissions(perms[i], (PermissionMask)item.BasePermissions, Common.TheInstance.IdStr(item)); } } private void TakeOneBox(List objs, string name, PermissionMask mask) { // Find the object inworld SceneObjectGroup box = objs.Find(sog => sog.Name == name && sog.OwnerID == Common.TheAvatars[0].UUID); Assert.That(box, Is.Not.Null, name); // A2's inventory (index 1) Common.TheInstance.TakeCopyToInventory(1, box); } private void MakeCopyable(List objs, string name) { SceneObjectGroup box = objs.Find(sog => sog.Name == name && sog.OwnerID == Common.TheAvatars[0].UUID); Assert.That(box, Is.Not.Null, name); // field = 8 is Everyone // set = 1 means add the permission; set = 0 means remove permission Common.TheScene.HandleObjectPermissionsUpdate(Common.TheAvatars[0].ControllingClient, Common.TheAvatars[0].UUID, Common.TheAvatars[0].ControllingClient.SessionId, 8, box.LocalId, (uint)PermissionMask.Copy, 1); Common.TheInstance.PrintPerms(box); } } }