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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 log4net;
- 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.Avatar.AvatarFactory;
- using OpenSim.Region.CoreModules.Framework.InventoryAccess;
- using OpenSim.Region.CoreModules.Framework.UserManagement;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Services.AvatarService;
- using OpenSim.Tests.Common;
- namespace OpenSim.Region.OptionalModules.World.NPC.Tests
- {
- [TestFixture]
- public class NPCModuleTests : OpenSimTestCase
- {
- private TestScene m_scene;
- private AvatarFactoryModule m_afMod;
- private UserManagementModule m_umMod;
- private AttachmentsModule m_attMod;
- private NPCModule m_npcMod;
- [TestFixtureSetUp]
- public void FixtureInit()
- {
- // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
- Util.FireAndForgetMethod = FireAndForgetMethod.None;
- }
- [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;
- }
- public void SetUpScene()
- {
- SetUpScene(256, 256);
- }
- public void SetUpScene(uint sizeX, uint sizeY)
- {
- IConfigSource config = new IniConfigSource();
- config.AddConfig("NPC");
- config.Configs["NPC"].Set("Enabled", "true");
- config.AddConfig("Modules");
- config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
- m_afMod = new AvatarFactoryModule();
- m_umMod = new UserManagementModule();
- m_attMod = new AttachmentsModule();
- m_npcMod = new NPCModule();
- m_scene = new SceneHelpers().SetupScene("test scene", UUID.Random(), 1000, 1000, sizeX, sizeY, config);
- SceneHelpers.SetupSceneModules(m_scene, config, m_afMod, m_umMod, m_attMod, m_npcMod, new BasicInventoryAccessModule());
- }
- [Test]
- public void TestCreate()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- SetUpScene();
- ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
- // ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
- // 8 is the index of the first baked texture in AvatarAppearance
- UUID originalFace8TextureId = TestHelpers.ParseTail(0x10);
- Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero);
- Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8);
- originalTef.TextureID = originalFace8TextureId;
- // We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell
- // ScenePresence.SendInitialData() to reset our entire appearance.
- m_scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));
- m_afMod.SetAppearance(sp, originalTe, null, null);
- UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
- ScenePresence npc = m_scene.GetScenePresence(npcId);
- Assert.That(npc, Is.Not.Null);
- Assert.That(npc.Appearance.Texture.FaceTextures[8].TextureID, Is.EqualTo(originalFace8TextureId));
- Assert.That(m_umMod.GetUserName(npc.UUID), Is.EqualTo(string.Format("{0} {1}", npc.Firstname, npc.Lastname)));
- IClientAPI client;
- Assert.That(m_scene.TryGetClient(npcId, out client), Is.True);
- // Have to account for both SP and NPC.
- Assert.That(m_scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(2));
- }
- [Test]
- public void TestRemove()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- SetUpScene();
- ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
- // ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
- Vector3 startPos = new Vector3(128, 128, 30);
- UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
- m_npcMod.DeleteNPC(npcId, m_scene);
- ScenePresence deletedNpc = m_scene.GetScenePresence(npcId);
- Assert.That(deletedNpc, Is.Null);
- IClientAPI client;
- Assert.That(m_scene.TryGetClient(npcId, out client), Is.False);
- // Have to account for SP still present.
- Assert.That(m_scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
- }
- [Test]
- public void TestCreateWithAttachments()
- {
- TestHelpers.InMethod();
- // TestHelpers.EnableLogging();
- SetUpScene();
- UUID userId = TestHelpers.ParseTail(0x1);
- UserAccountHelpers.CreateUserWithInventory(m_scene, userId);
- ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
- UUID attItemId = TestHelpers.ParseTail(0x2);
- UUID attAssetId = TestHelpers.ParseTail(0x3);
- string attName = "att";
- UserInventoryHelpers.CreateInventoryItem(m_scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
- m_attMod.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
- UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
- ScenePresence npc = m_scene.GetScenePresence(npcId);
- // Check scene presence status
- Assert.That(npc.HasAttachments(), Is.True);
- List<SceneObjectGroup> attachments = npc.GetAttachments();
- Assert.That(attachments.Count, Is.EqualTo(1));
- SceneObjectGroup attSo = attachments[0];
- // Just for now, we won't test the name since this is (wrongly) the asset part name rather than the item
- // name. TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC.
- // 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);
- Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID));
- }
- [Test]
- public void TestCreateWithMultiAttachments()
- {
- TestHelpers.InMethod();
- // TestHelpers.EnableLogging();
- SetUpScene();
- // m_attMod.DebugLevel = 1;
- UUID userId = TestHelpers.ParseTail(0x1);
- UserAccountHelpers.CreateUserWithInventory(m_scene, userId);
- ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
- InventoryItemBase att1Item
- = UserInventoryHelpers.CreateInventoryItem(
- m_scene, "att1", TestHelpers.ParseTail(0x2), TestHelpers.ParseTail(0x3), sp.UUID, InventoryType.Object);
- InventoryItemBase att2Item
- = UserInventoryHelpers.CreateInventoryItem(
- m_scene, "att2", TestHelpers.ParseTail(0x12), TestHelpers.ParseTail(0x13), sp.UUID, InventoryType.Object);
- m_attMod.RezSingleAttachmentFromInventory(sp, att1Item.ID, (uint)AttachmentPoint.Chest);
- m_attMod.RezSingleAttachmentFromInventory(sp, att2Item.ID, (uint)AttachmentPoint.Chest | 0x80);
- UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
- ScenePresence npc = m_scene.GetScenePresence(npcId);
- // Check scene presence status
- Assert.That(npc.HasAttachments(), Is.True);
- List<SceneObjectGroup> attachments = npc.GetAttachments();
- Assert.That(attachments.Count, Is.EqualTo(2));
- // Just for now, we won't test the name since this is (wrongly) the asset part name rather than the item
- // name. TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC.
- // Assert.That(attSo.Name, Is.EqualTo(attName));
- TestAttachedObject(attachments[0], AttachmentPoint.Chest, npc.UUID);
- TestAttachedObject(attachments[1], AttachmentPoint.Chest, npc.UUID);
- // Attached objects on the same point must have different FromItemIDs to be shown to other avatars, at least
- // on Singularity 1.8.5. Otherwise, only one (the first ObjectUpdate sent) appears.
- Assert.AreNotEqual(attachments[0].FromItemID, attachments[1].FromItemID);
- }
- private void TestAttachedObject(SceneObjectGroup attSo, AttachmentPoint attPoint, UUID ownerId)
- {
- Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)attPoint));
- Assert.That(attSo.IsAttachment);
- Assert.That(attSo.UsesPhysics, Is.False);
- Assert.That(attSo.IsTemporary, Is.False);
- Assert.That(attSo.OwnerID, Is.EqualTo(ownerId));
- }
- [Test]
- public void TestLoadAppearance()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- SetUpScene();
- UUID userId = TestHelpers.ParseTail(0x1);
- UserAccountHelpers.CreateUserWithInventory(m_scene, userId);
- ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
- UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
- // Now add the attachment to the original avatar and use that to load a new appearance
- // TODO: Could also run tests loading from a notecard though this isn't much different for our purposes here
- UUID attItemId = TestHelpers.ParseTail(0x2);
- UUID attAssetId = TestHelpers.ParseTail(0x3);
- string attName = "att";
- UserInventoryHelpers.CreateInventoryItem(m_scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
- m_attMod.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
- m_npcMod.SetNPCAppearance(npcId, sp.Appearance, m_scene);
- ScenePresence npc = m_scene.GetScenePresence(npcId);
- // Check scene presence status
- Assert.That(npc.HasAttachments(), Is.True);
- List<SceneObjectGroup> attachments = npc.GetAttachments();
- Assert.That(attachments.Count, Is.EqualTo(1));
- SceneObjectGroup attSo = attachments[0];
- // Just for now, we won't test the name since this is (wrongly) the asset part name rather than the item
- // name. TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC.
- // 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);
- Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID));
- }
- [Test]
- public void TestMove()
- {
- TestHelpers.InMethod();
- // TestHelpers.EnableLogging();
- SetUpScene();
- ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
- // ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
- Vector3 startPos = new Vector3(128, 128, 30);
- UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
- ScenePresence npc = m_scene.GetScenePresence(npcId);
- Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
- // For now, we'll make the scene presence fly to simplify this test, but this needs to change.
- npc.Flying = true;
- m_scene.Update(1);
- Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
- Vector3 targetPos = startPos + new Vector3(0, 10, 0);
- m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false, false);
- Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
- //Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f)));
- Assert.That(
- npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
- m_scene.Update(1);
- // We should really check the exact figure.
- Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
- Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
- Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
- Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
- m_scene.Update(10);
- double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
- Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move");
- Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
- Assert.That(npc.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE));
- // Try a second movement
- startPos = npc.AbsolutePosition;
- targetPos = startPos + new Vector3(10, 0, 0);
- m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false, false);
- Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
- // Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1)));
- Assert.That(
- npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
- m_scene.Update(1);
- // We should really check the exact figure.
- Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X));
- Assert.That(npc.AbsolutePosition.X, Is.LessThan(targetPos.X));
- Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
- Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
- m_scene.Update(10);
- distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
- Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move");
- Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
- }
- [Test]
- public void TestMoveInVarRegion()
- {
- TestHelpers.InMethod();
- // TestHelpers.EnableLogging();
- SetUpScene(512, 512);
- ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
- // ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
- Vector3 startPos = new Vector3(128, 246, 30);
- UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
- ScenePresence npc = m_scene.GetScenePresence(npcId);
- Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
- // For now, we'll make the scene presence fly to simplify this test, but this needs to change.
- npc.Flying = true;
- m_scene.Update(1);
- Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
- Vector3 targetPos = startPos + new Vector3(0, 20, 0);
- m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false, false);
- Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
- //Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f)));
- Assert.That(
- npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
- m_scene.Update(1);
- // We should really check the exact figure.
- Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
- Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
- Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
- Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
- for (int i = 0; i < 20; i++)
- {
- m_scene.Update(1);
- // Console.WriteLine("pos: {0}", npc.AbsolutePosition);
- }
- double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
- Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move");
- Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
- Assert.That(npc.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE));
- }
- [Test]
- public void TestSitAndStandWithSitTarget()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- SetUpScene();
- ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
- Vector3 startPos = new Vector3(128, 128, 30);
- UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
- ScenePresence npc = m_scene.GetScenePresence(npcId);
- SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
- part.SitTargetPosition = new Vector3(0, 0, 1);
- m_npcMod.Sit(npc.UUID, part.UUID, m_scene);
- Assert.That(part.SitTargetAvatar, Is.EqualTo(npcId));
- Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
- // Assert.That(
- // npc.AbsolutePosition,
- // Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
- m_npcMod.Stand(npc.UUID, m_scene);
- Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
- Assert.That(npc.ParentID, Is.EqualTo(0));
- }
- [Test]
- public void TestSitAndStandWithNoSitTarget()
- {
- TestHelpers.InMethod();
- // TestHelpers.EnableLogging();
- SetUpScene();
- ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
- // FIXME: To get this to work for now, we are going to place the npc right next to the target so that
- // the autopilot doesn't trigger
- Vector3 startPos = new Vector3(1, 1, 1);
- UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
- ScenePresence npc = m_scene.GetScenePresence(npcId);
- SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
- m_npcMod.Sit(npc.UUID, part.UUID, m_scene);
- Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
- Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
- // We should really be using the NPC size but this would mean preserving the physics actor since it is
- // removed on sit.
- Assert.That(
- npc.AbsolutePosition,
- Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, sp.PhysicsActor.Size.Z / 2)));
- m_npcMod.Stand(npc.UUID, m_scene);
- Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
- Assert.That(npc.ParentID, Is.EqualTo(0));
- }
- }
- }
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