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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 OpenSim 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.Drawing;
- using System.Text;
- using NUnit.Framework;
- using NUnit.Framework.SyntaxHelpers;
- using OpenSim.Framework;
- using OpenSim.Data;
- using OpenSim.Region.Environment.Interfaces;
- using OpenSim.Region.Environment.Scenes;
- using OpenSim.Region.Environment.Modules.World.Land;
- using OpenMetaverse;
- namespace OpenSim.Data.Tests
- {
- public class BasicRegionTest
- {
- public IRegionDataStore db;
- public UUID zero = UUID.Zero;
- public UUID region1;
- public UUID region2;
- public UUID region3;
- public UUID region4;
- public UUID prim1;
- public UUID prim2;
- public UUID prim3;
- public UUID prim4;
- public UUID prim5;
- public UUID prim6;
- public UUID item1;
- public UUID item2;
- public UUID item3;
- public static Random random;
-
- public string itemname1 = "item1";
- public uint localID;
-
- public double height1;
- public double height2;
- public void SuperInit()
- {
- try
- {
- log4net.Config.XmlConfigurator.Configure();
- }
- catch (Exception)
- {
- // I don't care, just leave log4net off
- }
- region1 = UUID.Random();
- region3 = UUID.Random();
- region4 = UUID.Random();
- prim1 = UUID.Random();
- prim2 = UUID.Random();
- prim3 = UUID.Random();
- prim4 = UUID.Random();
- prim5 = UUID.Random();
- prim6 = UUID.Random();
- item1 = UUID.Random();
- item2 = UUID.Random();
- item3 = UUID.Random();
- random = new Random();
- localID = 1;
- height1 = 20;
- height2 = 100;
- }
- // Test Plan
- // Prims
- // - empty test - 001
- // - store / retrieve basic prims (most minimal we can make) - 010, 011
- // - store / retrieve parts in a scenegroup 012
- // - store a prim with complete information for consistency check 013
- // - update existing prims, make sure it sticks - 014
- // - tests empty inventory - 020
- // - add inventory items to prims make - 021
- // - retrieves the added item - 022
- // - update inventory items to prims - 023
- // - remove inventory items make sure it sticks - 024
- // - checks if all parameters are persistent - 025
- // - adds many items and see if it is handled correctly - 026
- [Test]
- public void T001_LoadEmpty()
- {
- List<SceneObjectGroup> objs = db.LoadObjects(region1);
- List<SceneObjectGroup> objs3 = db.LoadObjects(region3);
- List<LandData> land = db.LoadLandObjects(region1);
- Assert.That(objs.Count, Is.EqualTo(0));
- Assert.That(objs3.Count, Is.EqualTo(0));
- Assert.That(land.Count, Is.EqualTo(0));
- }
-
- // SOG round trips
- // * store objects, make sure they save
- // * update
- [Test]
- public void T010_StoreSimpleObject()
- {
- SceneObjectGroup sog = NewSOG("object1", prim1);
- SceneObjectGroup sog2 = NewSOG("object2", prim2);
- // in case the objects don't store
- try
- {
- db.StoreObject(sog, region1);
- }
- catch (Exception e)
- {
- System.Console.WriteLine("Exception in storing object {0} {1}", sog.ToString(), e);
- Assert.Fail();
- }
-
- try
- {
- db.StoreObject(sog2, region1);
- }
- catch (Exception e)
- {
- System.Console.WriteLine("Exception in storing object {0} {1}", sog2.ToString(), e);
- Assert.Fail();
- }
- // This tests the ADO.NET driver
- List<SceneObjectGroup> objs = db.LoadObjects(region1);
-
- Assert.That(objs.Count, Is.EqualTo(2));
- }
-
- [Test]
- public void T011_ObjectNames()
- {
- List<SceneObjectGroup> objs = db.LoadObjects(region1);
- foreach (SceneObjectGroup sog in objs)
- {
- SceneObjectPart p = sog.RootPart;
- Assert.That("", Is.Not.EqualTo(p.Name));
- Assert.That(p.Name, Is.EqualTo(p.Description));
- }
- }
-
- [Test]
- public void T012_SceneParts()
- {
- UUID tmp0 = UUID.Random();
- UUID tmp1 = UUID.Random();
- UUID tmp2 = UUID.Random();
- UUID tmp3 = UUID.Random();
- UUID newregion = UUID.Random();
- SceneObjectPart p1 = NewSOP("SoP 1",tmp1);
- SceneObjectPart p2 = NewSOP("SoP 2",tmp2);
- SceneObjectPart p3 = NewSOP("SoP 3",tmp3);
- SceneObjectGroup sog = NewSOG("Sop 0",tmp0);
- sog.AddPart(p1);
- sog.AddPart(p2);
- sog.AddPart(p3);
-
- SceneObjectPart[] parts = sog.GetParts();
- Assert.That(parts.Length,Is.EqualTo(4));
-
- db.StoreObject(sog, newregion);
- List<SceneObjectGroup> sogs = db.LoadObjects(newregion);
- Assert.That(sogs.Count,Is.EqualTo(1));
- SceneObjectGroup newsog = sogs[0];
-
- SceneObjectPart[] newparts = newsog.GetParts();
- Assert.That(newparts.Length,Is.EqualTo(4));
-
- Assert.That(newsog.HasChildPrim(tmp0));
- Assert.That(newsog.HasChildPrim(tmp1));
- Assert.That(newsog.HasChildPrim(tmp2));
- Assert.That(newsog.HasChildPrim(tmp3));
- }
-
- [Test]
- public void T013_DatabasePersistency()
- {
- // Sets all ScenePart parameters, stores and retrieves them, then check for consistency with initial data
- // The commented Asserts are the ones that are unchangeable (when storing on the database, their "Set" values are ignored
- // The ObjectFlags is an exception, if it is entered incorrectly, the object IS REJECTED on the database silently.
- UUID creator,uuid = new UUID();
- creator = UUID.Random();
- uint iserial = (uint)random.Next();
- TaskInventoryDictionary dic = new TaskInventoryDictionary();
- uint objf = (uint) random.Next();
- uuid = prim4;
- uint localid = localID+1;
- localID = localID + 1;
- string name = "Adam West";
- byte material = (byte) random.Next(127);
- ulong regionh = (ulong)random.NextDouble() * (ulong)random.Next();
- int pin = random.Next();
- Byte[] partsys = new byte[8];
- Byte[] textani = new byte[8];
- random.NextBytes(textani);
- random.NextBytes(partsys);
- DateTime expires = new DateTime(2008, 12, 20);
- DateTime rezzed = new DateTime(2009, 07, 15);
- Vector3 groupos = new Vector3(random.Next(),random.Next(),random.Next());
- Vector3 offset = new Vector3(random.Next(),random.Next(),random.Next());
- Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next());
- Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next());
- Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next());
- Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next());
- string description = name;
- Color color = Color.FromArgb(255, 165, 50, 100);
- string text = "All Your Base Are Belong to Us";
- string sitname = "SitName";
- string touchname = "TouchName";
- int linknum = random.Next();
- byte clickaction = (byte) random.Next(127);
- PrimitiveBaseShape pbshap = new PrimitiveBaseShape();
- pbshap = PrimitiveBaseShape.Default;
- Vector3 scale = new Vector3(random.Next(),random.Next(),random.Next());
- byte updatef = (byte) random.Next(127);
-
- SceneObjectPart sop = new SceneObjectPart();
- sop.RegionHandle = regionh;
- sop.UUID = uuid;
- sop.LocalId = localid;
- sop.Shape = pbshap;
- sop.GroupPosition = groupos;
- sop.RotationOffset = rotoff;
- sop.CreatorID = creator;
- sop.InventorySerial = iserial;
- sop.TaskInventory = dic;
- sop.ObjectFlags = objf;
- sop.Name = name;
- sop.Material = material;
- sop.ScriptAccessPin = pin;
- sop.TextureAnimation = textani;
- sop.ParticleSystem = partsys;
- sop.Expires = expires;
- sop.Rezzed = rezzed;
- sop.OffsetPosition = offset;
- sop.Velocity = velocity;
- sop.AngularVelocity = angvelo;
- sop.Acceleration = accel;
- sop.Description = description;
- sop.Color = color;
- sop.Text = text;
- sop.SitName = sitname;
- sop.TouchName = touchname;
- sop.LinkNum = linknum;
- sop.ClickAction = clickaction;
- sop.Scale = scale;
- sop.UpdateFlag = updatef;
- //Tests if local part accepted the parameters:
- Assert.That(regionh,Is.EqualTo(sop.RegionHandle));
- Assert.That(localid,Is.EqualTo(sop.LocalId));
- Assert.That(groupos,Is.EqualTo(sop.GroupPosition));
- Assert.That(name,Is.EqualTo(sop.Name));
- Assert.That(rotoff,Is.EqualTo(sop.RotationOffset));
- Assert.That(uuid,Is.EqualTo(sop.UUID));
- Assert.That(creator,Is.EqualTo(sop.CreatorID));
- // Modified in-class
- // Assert.That(iserial,Is.EqualTo(sop.InventorySerial));
- Assert.That(dic,Is.EqualTo(sop.TaskInventory));
- Assert.That(objf,Is.EqualTo(sop.ObjectFlags));
- Assert.That(name,Is.EqualTo(sop.Name));
- Assert.That(material,Is.EqualTo(sop.Material));
- Assert.That(pin,Is.EqualTo(sop.ScriptAccessPin));
- Assert.That(textani,Is.EqualTo(sop.TextureAnimation));
- Assert.That(partsys,Is.EqualTo(sop.ParticleSystem));
- Assert.That(expires,Is.EqualTo(sop.Expires));
- Assert.That(rezzed,Is.EqualTo(sop.Rezzed));
- Assert.That(offset,Is.EqualTo(sop.OffsetPosition));
- Assert.That(velocity,Is.EqualTo(sop.Velocity));
- Assert.That(angvelo,Is.EqualTo(sop.AngularVelocity));
- Assert.That(accel,Is.EqualTo(sop.Acceleration));
- Assert.That(description,Is.EqualTo(sop.Description));
- Assert.That(color,Is.EqualTo(sop.Color));
- Assert.That(text,Is.EqualTo(sop.Text));
- Assert.That(sitname,Is.EqualTo(sop.SitName));
- Assert.That(touchname,Is.EqualTo(sop.TouchName));
- Assert.That(linknum,Is.EqualTo(sop.LinkNum));
- Assert.That(clickaction,Is.EqualTo(sop.ClickAction));
- Assert.That(scale,Is.EqualTo(sop.Scale));
- Assert.That(updatef,Is.EqualTo(sop.UpdateFlag));
-
- // This is necessary or object will not be inserted in DB
- sop.ObjectFlags = 0;
-
- SceneObjectGroup sog = new SceneObjectGroup();
- sog.SetRootPart(sop);
-
- // Inserts group in DB
- db.StoreObject(sog,region3);
- List<SceneObjectGroup> sogs = db.LoadObjects(region3);
- Assert.That(sogs.Count, Is.EqualTo(1));
- // Makes sure there are no double insertions:
- db.StoreObject(sog,region3);
- sogs = db.LoadObjects(region3);
- Assert.That(sogs.Count, Is.EqualTo(1));
-
- // Tests if the parameters were inserted correctly
- SceneObjectPart p = sogs[0].RootPart;
- Assert.That(regionh,Is.EqualTo(p.RegionHandle));
- //Assert.That(localid,Is.EqualTo(p.LocalId));
- Assert.That(groupos,Is.EqualTo(p.GroupPosition));
- Assert.That(name,Is.EqualTo(p.Name));
- Assert.That(rotoff,Is.EqualTo(p.RotationOffset));
- Assert.That(uuid,Is.EqualTo(p.UUID));
- Assert.That(creator,Is.EqualTo(p.CreatorID));
- //Assert.That(iserial,Is.EqualTo(p.InventorySerial));
- Assert.That(dic,Is.EqualTo(p.TaskInventory));
- //Assert.That(objf,Is.EqualTo(p.ObjectFlags));
- Assert.That(name,Is.EqualTo(p.Name));
- Assert.That(material,Is.EqualTo(p.Material));
- Assert.That(pin,Is.EqualTo(p.ScriptAccessPin));
- Assert.That(textani,Is.EqualTo(p.TextureAnimation));
- Assert.That(partsys,Is.EqualTo(p.ParticleSystem));
- //Assert.That(expires,Is.EqualTo(p.Expires));
- //Assert.That(rezzed,Is.EqualTo(p.Rezzed));
- Assert.That(offset,Is.EqualTo(p.OffsetPosition));
- Assert.That(velocity,Is.EqualTo(p.Velocity));
- Assert.That(angvelo,Is.EqualTo(p.AngularVelocity));
- Assert.That(accel,Is.EqualTo(p.Acceleration));
- Assert.That(description,Is.EqualTo(p.Description));
- Assert.That(color,Is.EqualTo(p.Color));
- Assert.That(text,Is.EqualTo(p.Text));
- Assert.That(sitname,Is.EqualTo(p.SitName));
- Assert.That(touchname,Is.EqualTo(p.TouchName));
- //Assert.That(linknum,Is.EqualTo(p.LinkNum));
- Assert.That(clickaction,Is.EqualTo(p.ClickAction));
- Assert.That(scale,Is.EqualTo(p.Scale));
- //Assert.That(updatef,Is.EqualTo(p.UpdateFlag));
- }
-
- [Test]
- public void T014_UpdateObject()
- {
-
- string text1 = "object1 text";
- SceneObjectGroup sog = FindSOG("object1", region1);
- sog.RootPart.Text = text1;
- db.StoreObject(sog, region1);
- sog = FindSOG("object1", region1);
- Assert.That(text1, Is.EqualTo(sog.RootPart.Text));
-
-
- // Creates random values
- UUID creator = new UUID();
- creator = UUID.Random();
- TaskInventoryDictionary dic = new TaskInventoryDictionary();
- localID = localID + 1;
- string name = "West Adam";
- byte material = (byte) random.Next(127);
- ulong regionh = (ulong)random.NextDouble() * (ulong)random.Next();
- int pin = random.Next();
- Byte[] partsys = new byte[8];
- Byte[] textani = new byte[8];
- random.NextBytes(textani);
- random.NextBytes(partsys);
- DateTime expires = new DateTime(2010, 12, 20);
- DateTime rezzed = new DateTime(2005, 07, 15);
- Vector3 groupos = new Vector3(random.Next(),random.Next(),random.Next());
- Vector3 offset = new Vector3(random.Next(),random.Next(),random.Next());
- Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next());
- Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next());
- Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next());
- Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next());
- string description = name;
- Color color = Color.FromArgb(255, 255, 255, 0);
- string text = "What You Say?{]\vz~";
- string sitname = RandomName();
- string touchname = RandomName();
- int linknum = random.Next();
- byte clickaction = (byte) random.Next(127);
- PrimitiveBaseShape pbshap = new PrimitiveBaseShape();
- pbshap = PrimitiveBaseShape.Default;
- Vector3 scale = new Vector3(random.Next(),random.Next(),random.Next());
- byte updatef = (byte) random.Next(127);
-
- // Updates the region with new values
- SceneObjectGroup sog2 = FindSOG("Adam West", region3);
- Assert.That(sog2,Is.Not.Null);
- sog2.RootPart.RegionHandle = regionh;
- sog2.RootPart.Shape = pbshap;
- sog2.RootPart.GroupPosition = groupos;
- sog2.RootPart.RotationOffset = rotoff;
- sog2.RootPart.CreatorID = creator;
- sog2.RootPart.TaskInventory = dic;
- sog2.RootPart.Name = name;
- sog2.RootPart.Material = material;
- sog2.RootPart.ScriptAccessPin = pin;
- sog2.RootPart.TextureAnimation = textani;
- sog2.RootPart.ParticleSystem = partsys;
- sog2.RootPart.Expires = expires;
- sog2.RootPart.Rezzed = rezzed;
- sog2.RootPart.OffsetPosition = offset;
- sog2.RootPart.Velocity = velocity;
- sog2.RootPart.AngularVelocity = angvelo;
- sog2.RootPart.Acceleration = accel;
- sog2.RootPart.Description = description;
- sog2.RootPart.Color = color;
- sog2.RootPart.Text = text;
- sog2.RootPart.SitName = sitname;
- sog2.RootPart.TouchName = touchname;
- sog2.RootPart.LinkNum = linknum;
- sog2.RootPart.ClickAction = clickaction;
- sog2.RootPart.Scale = scale;
- sog2.RootPart.UpdateFlag = updatef;
-
- db.StoreObject(sog2, region3);
- List<SceneObjectGroup> sogs = db.LoadObjects(region3);
- Assert.That(sogs.Count, Is.EqualTo(1));
-
- SceneObjectGroup retsog = FindSOG("West Adam", region3);
- Assert.That(retsog,Is.Not.Null);
- SceneObjectPart p = retsog.RootPart;
- Assert.That(regionh,Is.EqualTo(p.RegionHandle));
- Assert.That(groupos,Is.EqualTo(p.GroupPosition));
- Assert.That(name,Is.EqualTo(p.Name));
- Assert.That(rotoff,Is.EqualTo(p.RotationOffset));
- Assert.That(creator,Is.EqualTo(p.CreatorID));
- Assert.That(dic,Is.EqualTo(p.TaskInventory));
- Assert.That(name,Is.EqualTo(p.Name));
- Assert.That(material,Is.EqualTo(p.Material));
- Assert.That(pin,Is.EqualTo(p.ScriptAccessPin));
- Assert.That(textani,Is.EqualTo(p.TextureAnimation));
- Assert.That(partsys,Is.EqualTo(p.ParticleSystem));
- Assert.That(offset,Is.EqualTo(p.OffsetPosition));
- Assert.That(velocity,Is.EqualTo(p.Velocity));
- Assert.That(angvelo,Is.EqualTo(p.AngularVelocity));
- Assert.That(accel,Is.EqualTo(p.Acceleration));
- Assert.That(description,Is.EqualTo(p.Description));
- Assert.That(color,Is.EqualTo(p.Color));
- Assert.That(text,Is.EqualTo(p.Text));
- Assert.That(sitname,Is.EqualTo(p.SitName));
- Assert.That(touchname,Is.EqualTo(p.TouchName));
- Assert.That(clickaction,Is.EqualTo(p.ClickAction));
- Assert.That(scale,Is.EqualTo(p.Scale));
- }
-
- [Test]
- public void T015_LargeSceneObjects()
- {
- UUID id = UUID.Random();
- Dictionary<UUID, SceneObjectPart> mydic = new Dictionary<UUID, SceneObjectPart>();
- SceneObjectGroup sog = NewSOG("Test SOG",id);
- mydic.Add(sog.RootPart.UUID,sog.RootPart);
- for (int i=0;i<30;i++)
- {
- UUID tmp = UUID.Random();
- SceneObjectPart sop = NewSOP(("Test SOP " + i.ToString()),tmp);
- Vector3 groupos = new Vector3(random.Next(),random.Next(),random.Next());
- Vector3 offset = new Vector3(random.Next(),random.Next(),random.Next());
- Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next());
- Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next());
- Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next());
- Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next());
-
- sop.GroupPosition = groupos;
- sop.RotationOffset = rotoff;
- sop.OffsetPosition = offset;
- sop.Velocity = velocity;
- sop.AngularVelocity = angvelo;
- sop.Acceleration = accel;
-
- mydic.Add(tmp,sop);
- sog.AddPart(sop);
- db.StoreObject(sog, region4);
- }
-
- SceneObjectGroup retsog = FindSOG("Test SOG", region4);
- SceneObjectPart[] parts = retsog.GetParts();
- for (int i=0;i<30;i++)
- {
- SceneObjectPart cursop = mydic[parts[i].UUID];
- Assert.That(cursop.GroupPosition,Is.EqualTo(parts[i].GroupPosition));
- Assert.That(cursop.RotationOffset,Is.EqualTo(parts[i].RotationOffset));
- Assert.That(cursop.OffsetPosition,Is.EqualTo(parts[i].OffsetPosition));
- Assert.That(cursop.Velocity,Is.EqualTo(parts[i].Velocity));
- Assert.That(cursop.AngularVelocity,Is.EqualTo(parts[i].AngularVelocity));
- Assert.That(cursop.Acceleration,Is.EqualTo(parts[i].Acceleration));
- }
- }
-
- [Test]
- public void T020_PrimInventoryEmpty()
- {
- SceneObjectGroup sog = FindSOG("object1", region1);
- TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);
- Assert.That(t, Is.Null);
- }
- [Test]
- public void T021_PrimInventoryStore()
- {
- SceneObjectGroup sog = FindSOG("object1", region1);
- InventoryItemBase i = NewItem(item1, zero, zero, itemname1, zero);
- Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, i, zero), Is.True);
- TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);
- Assert.That(t.Name, Is.EqualTo(itemname1));
-
- // TODO: seriously??? this is the way we need to loop to get this?
- List<TaskInventoryItem> list = new List<TaskInventoryItem>();
- foreach (UUID uuid in sog.RootPart.Inventory.GetInventoryList())
- {
- list.Add(sog.GetInventoryItem(sog.RootPart.LocalId, uuid));
- }
-
- db.StorePrimInventory(prim1, list);
- }
- [Test]
- public void T022_PrimInventoryRetrieve()
- {
- SceneObjectGroup sog = FindSOG("object1", region1);
- TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);
- Assert.That(t.Name, Is.EqualTo(itemname1));
- }
-
- [Test]
- public void T023_PrimInventoryUpdate()
- {
- SceneObjectGroup sog = FindSOG("object1", region1);
- TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);
-
- t.Name = "My New Name";
- sog.UpdateInventoryItem(t);
- Assert.That(t.Name, Is.EqualTo("My New Name"));
- }
- [Test]
- public void T024_PrimInventoryRemove()
- {
- List<TaskInventoryItem> list = new List<TaskInventoryItem>();
- db.StorePrimInventory(prim1, list);
- SceneObjectGroup sog = FindSOG("object1", region1);
- TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);
- Assert.That(t, Is.Null);
- }
-
- [Test]
- public void T025_PrimInventoryPersistency()
- {
- InventoryItemBase i = new InventoryItemBase();
- UUID id = UUID.Random();
- i.ID = id;
- UUID folder = UUID.Random();
- i.Folder = folder;
- UUID owner = UUID.Random();
- i.Owner = owner;
- UUID creator = UUID.Random();
- i.Creator = creator;
- string name = RandomName();
- i.Name = name;
- i.Description = name;
- UUID assetid = UUID.Random();
- i.AssetID = assetid;
- int invtype = random.Next();
- i.InvType = invtype;
- uint nextperm = (uint) random.Next();
- i.NextPermissions = nextperm;
- uint curperm = (uint) random.Next();
- i.CurrentPermissions = curperm;
- uint baseperm = (uint) random.Next();
- i.BasePermissions = baseperm;
- uint eoperm = (uint) random.Next();
- i.EveryOnePermissions = eoperm;
- int assettype = random.Next();
- i.AssetType = assettype;
- UUID groupid = UUID.Random();
- i.GroupID = groupid;
- bool groupown = true;
- i.GroupOwned = groupown;
- int saleprice = random.Next();
- i.SalePrice = saleprice;
- byte saletype = (byte) random.Next(127);
- i.SaleType = saletype;
- uint flags = (uint) random.Next();
- i.Flags = flags;
- int creationd = random.Next();
- i.CreationDate = creationd;
-
- SceneObjectGroup sog = FindSOG("object1", region1);
- Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, i, zero), Is.True);
- TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, id);
-
- Assert.That(t.Name, Is.EqualTo(name));
- Assert.That(t.AssetID,Is.EqualTo(assetid));
- Assert.That(t.BasePermissions,Is.EqualTo(baseperm));
- Assert.That(t.CreationDate,Is.EqualTo(creationd));
- Assert.That(t.CreatorID,Is.EqualTo(creator));
- Assert.That(t.Description,Is.EqualTo(name));
- Assert.That(t.EveryonePermissions,Is.EqualTo(eoperm));
- Assert.That(t.Flags,Is.EqualTo(flags));
- Assert.That(t.GroupID,Is.EqualTo(sog.RootPart.GroupID));
- // Where is this group permissions??
- // Assert.That(t.GroupPermissions,Is.EqualTo());
- Assert.That(t.InvType,Is.EqualTo(invtype));
- Assert.That(t.ItemID,Is.EqualTo(id));
- Assert.That(t.LastOwnerID, Is.EqualTo(sog.RootPart.LastOwnerID));
- Assert.That(t.NextPermissions, Is.EqualTo(nextperm));
- // Ownership changes when you drop an object into an object
- // owned by someone else
- Assert.That(t.OwnerID,Is.EqualTo(sog.RootPart.OwnerID));
- Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 8));
- Assert.That(t.ParentID,Is.EqualTo(sog.RootPart.FolderID));
- Assert.That(t.ParentPartID,Is.EqualTo(sog.RootPart.UUID));
- }
-
- [Test]
- [ExpectedException(typeof(System.ArgumentException))]
- public void T026_PrimInventoryMany()
- {
- UUID i1,i2,i3,i4;
- i1 = UUID.Random();
- i2 = UUID.Random();
- i3 = UUID.Random();
- i4 = i3;
- InventoryItemBase ib1 = NewItem(i1, zero, zero, RandomName(), zero);
- InventoryItemBase ib2 = NewItem(i2, zero, zero, RandomName(), zero);
- InventoryItemBase ib3 = NewItem(i3, zero, zero, RandomName(), zero);
- InventoryItemBase ib4 = NewItem(i4, zero, zero, RandomName(), zero);
-
- SceneObjectGroup sog = FindSOG("object1", region1);
- Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib1, zero), Is.True);
- Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib2, zero), Is.True);
- Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib3, zero), Is.True);
- Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib4, zero), Is.True);
-
- TaskInventoryItem t1 = sog.GetInventoryItem(sog.RootPart.LocalId, i1);
- Assert.That(t1.Name, Is.EqualTo(ib1.Name));
- TaskInventoryItem t2 = sog.GetInventoryItem(sog.RootPart.LocalId, i2);
- Assert.That(t2.Name, Is.EqualTo(ib2.Name));
- TaskInventoryItem t3 = sog.GetInventoryItem(sog.RootPart.LocalId, i3);
- Assert.That(t3.Name, Is.EqualTo(ib3.Name));
- TaskInventoryItem t4 = sog.GetInventoryItem(sog.RootPart.LocalId, i4);
- Assert.That(t4, Is.Null);
- }
- [Test]
- public void T052_RemoveObject()
- {
- db.RemoveObject(prim1, region1);
- SceneObjectGroup sog = FindSOG("object1", region1);
- Assert.That(sog, Is.Null);
- }
- [Test]
- public void T100_DefaultRegionInfo()
- {
- RegionSettings r1 = db.LoadRegionSettings(region1);
- Assert.That(r1.RegionUUID, Is.EqualTo(region1));
- RegionSettings r2 = db.LoadRegionSettings(region2);
- Assert.That(r2.RegionUUID, Is.EqualTo(region2));
- }
- [Test]
- public void T101_UpdateRegionInfo()
- {
- int agentlimit = random.Next();
- double objectbonus = random.Next();
- int maturity = random.Next();
- UUID tertex1 = UUID.Random();
- UUID tertex2 = UUID.Random();
- UUID tertex3 = UUID.Random();
- UUID tertex4 = UUID.Random();
- double elev1nw = random.Next();
- double elev2nw = random.Next();
- double elev1ne = random.Next();
- double elev2ne = random.Next();
- double elev1se = random.Next();
- double elev2se = random.Next();
- double elev1sw = random.Next();
- double elev2sw = random.Next();
- double waterh = random.Next();
- double terrainraise = random.Next();
- double terrainlower = random.Next();
- Vector3 sunvector = new Vector3((float)Math.Round(random.NextDouble(),5),(float)Math.Round(random.NextDouble(),5),(float)Math.Round(random.NextDouble(),5));
- UUID terimgid = UUID.Random();
- double sunpos = random.Next();
- UUID cov = UUID.Random();
- RegionSettings r1 = db.LoadRegionSettings(region1);
- r1.BlockTerraform = true;
- r1.BlockFly = true;
- r1.AllowDamage = true;
- r1.RestrictPushing = true;
- r1.AllowLandResell = false;
- r1.AllowLandJoinDivide = false;
- r1.BlockShowInSearch = true;
- r1.AgentLimit = agentlimit;
- r1.ObjectBonus = objectbonus;
- r1.Maturity = maturity;
- r1.DisableScripts = true;
- r1.DisableCollisions = true;
- r1.DisablePhysics = true;
- r1.TerrainTexture1 = tertex1;
- r1.TerrainTexture2 = tertex2;
- r1.TerrainTexture3 = tertex3;
- r1.TerrainTexture4 = tertex4;
- r1.Elevation1NW = elev1nw;
- r1.Elevation2NW = elev2nw;
- r1.Elevation1NE = elev1ne;
- r1.Elevation2NE = elev2ne;
- r1.Elevation1SE = elev1se;
- r1.Elevation2SE = elev2se;
- r1.Elevation1SW = elev1sw;
- r1.Elevation2SW = elev2sw;
- r1.WaterHeight = waterh;
- r1.TerrainRaiseLimit = terrainraise;
- r1.TerrainLowerLimit = terrainlower;
- r1.UseEstateSun = false;
- r1.Sandbox = true;
- r1.SunVector = sunvector;
- r1.TerrainImageID = terimgid;
- r1.FixedSun = true;
- r1.SunPosition = sunpos;
- r1.Covenant = cov;
-
- db.StoreRegionSettings(r1);
-
- RegionSettings r1a = db.LoadRegionSettings(region1);
- Assert.That(r1a.RegionUUID, Is.EqualTo(region1));
- Assert.That(r1a.BlockTerraform,Is.True);
- Assert.That(r1a.BlockFly,Is.True);
- Assert.That(r1a.AllowDamage,Is.True);
- Assert.That(r1a.RestrictPushing,Is.True);
- Assert.That(r1a.AllowLandResell,Is.False);
- Assert.That(r1a.AllowLandJoinDivide,Is.False);
- Assert.That(r1a.BlockShowInSearch,Is.True);
- Assert.That(r1a.AgentLimit,Is.EqualTo(agentlimit));
- Assert.That(r1a.ObjectBonus,Is.EqualTo(objectbonus));
- Assert.That(r1a.Maturity,Is.EqualTo(maturity));
- Assert.That(r1a.DisableScripts,Is.True);
- Assert.That(r1a.DisableCollisions,Is.True);
- Assert.That(r1a.DisablePhysics,Is.True);
- Assert.That(r1a.TerrainTexture1,Is.EqualTo(tertex1));
- Assert.That(r1a.TerrainTexture2,Is.EqualTo(tertex2));
- Assert.That(r1a.TerrainTexture3,Is.EqualTo(tertex3));
- Assert.That(r1a.TerrainTexture4,Is.EqualTo(tertex4));
- Assert.That(r1a.Elevation1NW,Is.EqualTo(elev1nw));
- Assert.That(r1a.Elevation2NW,Is.EqualTo(elev2nw));
- Assert.That(r1a.Elevation1NE,Is.EqualTo(elev1ne));
- Assert.That(r1a.Elevation2NE,Is.EqualTo(elev2ne));
- Assert.That(r1a.Elevation1SE,Is.EqualTo(elev1se));
- Assert.That(r1a.Elevation2SE,Is.EqualTo(elev2se));
- Assert.That(r1a.Elevation1SW,Is.EqualTo(elev1sw));
- Assert.That(r1a.Elevation2SW,Is.EqualTo(elev2sw));
- Assert.That(r1a.WaterHeight,Is.EqualTo(waterh));
- Assert.That(r1a.TerrainRaiseLimit,Is.EqualTo(terrainraise));
- Assert.That(r1a.TerrainLowerLimit,Is.EqualTo(terrainlower));
- Assert.That(r1a.UseEstateSun,Is.False);
- Assert.That(r1a.Sandbox,Is.True);
- Assert.That(r1a.SunVector,Is.EqualTo(sunvector));
- //Assert.That(r1a.TerrainImageID,Is.EqualTo(terimgid));
- Assert.That(r1a.FixedSun,Is.True);
- Assert.That(r1a.SunPosition, Is.EqualTo(sunpos));
- Assert.That(r1a.Covenant, Is.EqualTo(cov));
-
- }
- [Test]
- public void T300_NoTerrain()
- {
- Assert.That(db.LoadTerrain(zero), Is.Null);
- Assert.That(db.LoadTerrain(region1), Is.Null);
- Assert.That(db.LoadTerrain(region2), Is.Null);
- Assert.That(db.LoadTerrain(UUID.Random()), Is.Null);
- }
- [Test]
- public void T301_CreateTerrain()
- {
- double[,] t1 = GenTerrain(height1);
- db.StoreTerrain(t1, region1);
-
- Assert.That(db.LoadTerrain(zero), Is.Null);
- Assert.That(db.LoadTerrain(region1), Is.Not.Null);
- Assert.That(db.LoadTerrain(region2), Is.Null);
- Assert.That(db.LoadTerrain(UUID.Random()), Is.Null);
- }
- [Test]
- public void T302_FetchTerrain()
- {
- double[,] baseterrain1 = GenTerrain(height1);
- double[,] baseterrain2 = GenTerrain(height2);
- double[,] t1 = db.LoadTerrain(region1);
- Assert.That(CompareTerrain(t1, baseterrain1), Is.True);
- Assert.That(CompareTerrain(t1, baseterrain2), Is.False);
- }
- [Test]
- public void T303_UpdateTerrain()
- {
- double[,] baseterrain1 = GenTerrain(height1);
- double[,] baseterrain2 = GenTerrain(height2);
- db.StoreTerrain(baseterrain2, region1);
- double[,] t1 = db.LoadTerrain(region1);
- Assert.That(CompareTerrain(t1, baseterrain1), Is.False);
- Assert.That(CompareTerrain(t1, baseterrain2), Is.True);
- }
- [Test]
- public void T400_EmptyLand()
- {
- Assert.That(db.LoadLandObjects(zero).Count, Is.EqualTo(0));
- Assert.That(db.LoadLandObjects(region1).Count, Is.EqualTo(0));
- Assert.That(db.LoadLandObjects(region2).Count, Is.EqualTo(0));
- Assert.That(db.LoadLandObjects(UUID.Random()).Count, Is.EqualTo(0));
- }
- // TODO: we should have real land tests, but Land is so
- // intermingled with scene that you can't test it without a
- // valid scene. That requires some disagregation.
- //************************************************************************************//
- // Extra private methods
- private double[,] GenTerrain(double value)
- {
- double[,] terret = new double[256,256];
- terret.Initialize();
- for (int x = 0; x < 256; x++)
- for (int y = 0; y < 256; y++)
- terret[x,y] = value;
-
- return terret;
- }
-
- private bool CompareTerrain(double[,] one, double[,] two)
- {
- for (int x = 0; x < 256; x++)
- for (int y = 0; y < 256; y++)
- if (one[x,y] != two[x,y])
- return false;
- return true;
- }
- private SceneObjectGroup FindSOG(string name, UUID r)
- {
- List<SceneObjectGroup> objs = db.LoadObjects(r);
- foreach (SceneObjectGroup sog in objs)
- {
- SceneObjectPart p = sog.RootPart;
- if (p.Name == name) {
- return sog;
- }
- }
- return null;
- }
- // This builds a minimalistic Prim, 1 SOG with 1 root SOP. A
- // common failure case is people adding new fields that aren't
- // initialized, but have non-null db constraints. We should
- // honestly be passing more and more null things in here.
- //
- // Please note that in Sqlite.BuildPrim there is a commented out inline version
- // of this so you can debug and step through the build process and check the fields
- //
- // Real World Value: Tests for situation where extending a SceneObjectGroup/SceneObjectPart
- // causes the application to crash at the database layer because of null values
- // in NOT NULL fields
- //
- private SceneObjectGroup NewSOG(string name, UUID uuid)
- {
- SceneObjectPart sop = new SceneObjectPart();
- sop.Name = name;
- sop.Description = name;
- sop.Text = RandomName();
- sop.SitName = RandomName();
- sop.TouchName = RandomName();
- sop.UUID = uuid;
- sop.Shape = PrimitiveBaseShape.Default;
-
- SceneObjectGroup sog = new SceneObjectGroup();
- sog.SetRootPart(sop);
- return sog;
- }
-
- private SceneObjectPart NewSOP(string name, UUID uuid)
- {
- SceneObjectPart sop = new SceneObjectPart();
- sop.Name = name;
- sop.Description = name;
- sop.Text = RandomName();
- sop.SitName = RandomName();
- sop.TouchName = RandomName();
- sop.UUID = uuid;
- sop.Shape = PrimitiveBaseShape.Default;
- return sop;
- }
- // These are copied from the Inventory Item tests
- private InventoryItemBase NewItem(UUID id, UUID parent, UUID owner, string name, UUID asset)
- {
- InventoryItemBase i = new InventoryItemBase();
- i.ID = id;
- i.Folder = parent;
- i.Owner = owner;
- i.Creator = owner;
- i.Name = name;
- i.Description = name;
- i.AssetID = asset;
- return i;
- }
- private static string RandomName()
- {
- StringBuilder name = new StringBuilder();
- int size = random.Next(5,12);
- char ch ;
- for (int i=0; i<size; i++)
- {
- ch = Convert.ToChar(Convert.ToInt32(Math.Floor(26 * random.NextDouble() + 65))) ;
- name.Append(ch);
- }
- return name.ToString();
- }
- // private InventoryFolderBase NewFolder(UUID id, UUID parent, UUID owner, string name)
- // {
- // InventoryFolderBase f = new InventoryFolderBase();
- // f.ID = id;
- // f.ParentID = parent;
- // f.Owner = owner;
- // f.Name = name;
- // return f;
- // }
- }
- }
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