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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 NUnit.Framework;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Tests.Common;
- using OpenSim.Tests.Common.Mock;
- using log4net;
- namespace OpenSim.Region.Framework.Scenes.Tests
- {
- [TestFixture]
- public class SceneObjectLinkingTests
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// Links to self should be ignored.
- /// </summary>
- [Test]
- public void TestLinkToSelf()
- {
- TestHelpers.InMethod();
- UUID ownerId = TestHelpers.ParseTail(0x1);
- int nParts = 3;
- TestScene scene = SceneHelpers.SetupScene();
- SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(nParts, ownerId, "TestLinkToSelf_", 0x10);
- scene.AddSceneObject(sog1);
- scene.LinkObjects(ownerId, sog1.LocalId, new List<uint>() { sog1.Parts[1].LocalId });
- // sog1.LinkToGroup(sog1);
- Assert.That(sog1.Parts.Length, Is.EqualTo(nParts));
- }
- [Test]
- public void TestLinkDelink2SceneObjects()
- {
- TestHelpers.InMethod();
-
- bool debugtest = false;
- Scene scene = SceneHelpers.SetupScene();
- SceneObjectPart part1 = SceneHelpers.AddSceneObject(scene);
- SceneObjectGroup grp1 = part1.ParentGroup;
- SceneObjectPart part2 = SceneHelpers.AddSceneObject(scene);
- SceneObjectGroup grp2 = part2.ParentGroup;
- grp1.AbsolutePosition = new Vector3(10, 10, 10);
- grp2.AbsolutePosition = Vector3.Zero;
-
- // <90,0,0>
- grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
- // <180,0,0>
- grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
-
- // Required for linking
- grp1.RootPart.UpdateFlag = 0;
- grp2.RootPart.UpdateFlag = 0;
- // Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated.
- grp1.LinkToGroup(grp2);
- // FIXME: Can't do this test yet since group 2 still has its root part! We can't yet null this since
- // it might cause SOG.ProcessBackup() to fail due to the race condition. This really needs to be fixed.
- Assert.That(grp2.IsDeleted, "SOG 2 was not registered as deleted after link.");
- Assert.That(grp2.Parts.Length, Is.EqualTo(0), "Group 2 still contained children after delink.");
- Assert.That(grp1.Parts.Length == 2);
- if (debugtest)
- {
- m_log.Debug("parts: " + grp1.Parts.Length);
- m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.Rotation);
- m_log.Debug("Group1: Prim1: OffsetPosition:"+ part1.OffsetPosition+", OffsetRotation:"+part1.RotationOffset);
- m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+part2.RotationOffset);
- }
- // root part should have no offset position or rotation
- Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity,
- "root part should have no offset position or rotation");
- // offset position should be root part position - part2.absolute position.
- Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10),
- "offset position should be root part position - part2.absolute position.");
- float roll = 0;
- float pitch = 0;
- float yaw = 0;
- // There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
- part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
- Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
-
- if (debugtest)
- m_log.Debug(rotEuler1);
- part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
- Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
-
- if (debugtest)
- m_log.Debug(rotEuler2);
- Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f),
- "Not exactly sure what this is asserting...");
- // Delink part 2
- SceneObjectGroup grp3 = grp1.DelinkFromGroup(part2.LocalId);
- if (debugtest)
- m_log.Debug("Group2: Prim2: OffsetPosition:" + part2.AbsolutePosition + ", OffsetRotation:" + part2.RotationOffset);
- Assert.That(grp1.Parts.Length, Is.EqualTo(1), "Group 1 still contained part2 after delink.");
- Assert.That(part2.AbsolutePosition == Vector3.Zero, "The absolute position should be zero");
- Assert.That(grp3.HasGroupChangedDueToDelink, Is.True);
- }
- [Test]
- public void TestLinkDelink2groups4SceneObjects()
- {
- TestHelpers.InMethod();
-
- bool debugtest = false;
- Scene scene = SceneHelpers.SetupScene();
- SceneObjectPart part1 = SceneHelpers.AddSceneObject(scene);
- SceneObjectGroup grp1 = part1.ParentGroup;
- SceneObjectPart part2 = SceneHelpers.AddSceneObject(scene);
- SceneObjectGroup grp2 = part2.ParentGroup;
- SceneObjectPart part3 = SceneHelpers.AddSceneObject(scene);
- SceneObjectGroup grp3 = part3.ParentGroup;
- SceneObjectPart part4 = SceneHelpers.AddSceneObject(scene);
- SceneObjectGroup grp4 = part4.ParentGroup;
- grp1.AbsolutePosition = new Vector3(10, 10, 10);
- grp2.AbsolutePosition = Vector3.Zero;
- grp3.AbsolutePosition = new Vector3(20, 20, 20);
- grp4.AbsolutePosition = new Vector3(40, 40, 40);
- // <90,0,0>
- grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
- // <180,0,0>
- grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
- // <270,0,0>
- grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));
- // <0,90,0>
- grp4.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0));
- // Required for linking
- grp1.RootPart.UpdateFlag = 0;
- grp2.RootPart.UpdateFlag = 0;
- grp3.RootPart.UpdateFlag = 0;
- grp4.RootPart.UpdateFlag = 0;
- // Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated.
- grp1.LinkToGroup(grp2);
- // Link grp4 to grp3.
- grp3.LinkToGroup(grp4);
-
- // At this point we should have 4 parts total in two groups.
- Assert.That(grp1.Parts.Length == 2, "Group1 children count should be 2");
- Assert.That(grp2.IsDeleted, "Group 2 was not registered as deleted after link.");
- Assert.That(grp2.Parts.Length, Is.EqualTo(0), "Group 2 still contained parts after delink.");
- Assert.That(grp3.Parts.Length == 2, "Group3 children count should be 2");
- Assert.That(grp4.IsDeleted, "Group 4 was not registered as deleted after link.");
- Assert.That(grp4.Parts.Length, Is.EqualTo(0), "Group 4 still contained parts after delink.");
-
- if (debugtest)
- {
- m_log.Debug("--------After Link-------");
- m_log.Debug("Group1: parts:" + grp1.Parts.Length);
- m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.Rotation);
- m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset);
- m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+ part2.RotationOffset);
- m_log.Debug("Group3: parts:" + grp3.Parts.Length);
- m_log.Debug("Group3: Pos:"+grp3.AbsolutePosition+", Rot:"+grp3.Rotation);
- m_log.Debug("Group3: Prim1: OffsetPosition:"+part3.OffsetPosition+", OffsetRotation:"+part3.RotationOffset);
- m_log.Debug("Group3: Prim2: OffsetPosition:"+part4.OffsetPosition+", OffsetRotation:"+part4.RotationOffset);
- }
- // Required for linking
- grp1.RootPart.UpdateFlag = 0;
- grp3.RootPart.UpdateFlag = 0;
- // root part should have no offset position or rotation
- Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity,
- "root part should have no offset position or rotation (again)");
- // offset position should be root part position - part2.absolute position.
- Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10),
- "offset position should be root part position - part2.absolute position (again)");
- float roll = 0;
- float pitch = 0;
- float yaw = 0;
- // There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
- part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
- Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
- if (debugtest)
- m_log.Debug(rotEuler1);
- part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
- Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
- if (debugtest)
- m_log.Debug(rotEuler2);
- Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f),
- "Not sure what this assertion is all about...");
- // Now we're linking the first group to the third group. This will make the first group child parts of the third one.
- grp3.LinkToGroup(grp1);
- // Delink parts 2 and 3
- grp3.DelinkFromGroup(part2.LocalId);
- grp3.DelinkFromGroup(part3.LocalId);
- if (debugtest)
- {
- m_log.Debug("--------After De-Link-------");
- m_log.Debug("Group1: parts:" + grp1.Parts.Length);
- m_log.Debug("Group1: Pos:" + grp1.AbsolutePosition + ", Rot:" + grp1.Rotation);
- m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset);
- m_log.Debug("Group1: Prim2: OffsetPosition:" + part2.OffsetPosition + ", OffsetRotation:" + part2.RotationOffset);
- m_log.Debug("Group3: parts:" + grp3.Parts.Length);
- m_log.Debug("Group3: Pos:" + grp3.AbsolutePosition + ", Rot:" + grp3.Rotation);
- m_log.Debug("Group3: Prim1: OffsetPosition:" + part3.OffsetPosition + ", OffsetRotation:" + part3.RotationOffset);
- m_log.Debug("Group3: Prim2: OffsetPosition:" + part4.OffsetPosition + ", OffsetRotation:" + part4.RotationOffset);
- }
- Assert.That(part2.AbsolutePosition == Vector3.Zero, "Badness 1");
- Assert.That(part4.OffsetPosition == new Vector3(20, 20, 20), "Badness 2");
- Quaternion compareQuaternion = new Quaternion(0, 0.7071068f, 0, 0.7071068f);
- Assert.That((part4.RotationOffset.X - compareQuaternion.X < 0.00003)
- && (part4.RotationOffset.Y - compareQuaternion.Y < 0.00003)
- && (part4.RotationOffset.Z - compareQuaternion.Z < 0.00003)
- && (part4.RotationOffset.W - compareQuaternion.W < 0.00003),
- "Badness 3");
- }
-
- /// <summary>
- /// Test that a new scene object which is already linked is correctly persisted to the persistence layer.
- /// </summary>
- [Test]
- public void TestNewSceneObjectLinkPersistence()
- {
- TestHelpers.InMethod();
- //log4net.Config.XmlConfigurator.Configure();
-
- TestScene scene = SceneHelpers.SetupScene();
-
- string rootPartName = "rootpart";
- UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
- string linkPartName = "linkpart";
- UUID linkPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
- SceneObjectPart rootPart
- = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
- { Name = rootPartName, UUID = rootPartUuid };
- SceneObjectPart linkPart
- = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
- { Name = linkPartName, UUID = linkPartUuid };
- SceneObjectGroup sog = new SceneObjectGroup(rootPart);
- sog.AddPart(linkPart);
- scene.AddNewSceneObject(sog, true);
-
- // In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked
- // scene backup thread.
- scene.Backup(true);
-
- List<SceneObjectGroup> storedObjects = scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID);
-
- Assert.That(storedObjects.Count, Is.EqualTo(1));
- Assert.That(storedObjects[0].Parts.Length, Is.EqualTo(2));
- Assert.That(storedObjects[0].ContainsPart(rootPartUuid));
- Assert.That(storedObjects[0].ContainsPart(linkPartUuid));
- }
-
- /// <summary>
- /// Test that a delink of a previously linked object is correctly persisted to the database
- /// </summary>
- [Test]
- public void TestDelinkPersistence()
- {
- TestHelpers.InMethod();
- //log4net.Config.XmlConfigurator.Configure();
-
- TestScene scene = SceneHelpers.SetupScene();
-
- string rootPartName = "rootpart";
- UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
- string linkPartName = "linkpart";
- UUID linkPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
- SceneObjectPart rootPart
- = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
- { Name = rootPartName, UUID = rootPartUuid };
- SceneObjectPart linkPart
- = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
- { Name = linkPartName, UUID = linkPartUuid };
- SceneObjectGroup sog = new SceneObjectGroup(rootPart);
- sog.AddPart(linkPart);
- scene.AddNewSceneObject(sog, true);
-
- // In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked
- // scene backup thread.
- scene.Backup(true);
-
- // These changes should occur immediately without waiting for a backup pass
- SceneObjectGroup groupToDelete = sog.DelinkFromGroup(linkPart, false);
-
- Assert.That(groupToDelete.HasGroupChangedDueToDelink, Is.True);
- scene.DeleteSceneObject(groupToDelete, false);
- Assert.That(groupToDelete.HasGroupChangedDueToDelink, Is.False);
-
- List<SceneObjectGroup> storedObjects = scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID);
-
- Assert.That(storedObjects.Count, Is.EqualTo(1));
- Assert.That(storedObjects[0].Parts.Length, Is.EqualTo(1));
- Assert.That(storedObjects[0].ContainsPart(rootPartUuid));
- }
- }
- }
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