/*
 * 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
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 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Collections.Generic;
using NUnit.Framework;
using NUnit.Framework.SyntaxHelpers;
using OpenSim.Framework;
using OpenSim.Data;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenMetaverse;

namespace OpenSim.Data.Tests
{
    public class BasicRegionTest
    {
        public IRegionDataStore db;
        public UUID region1;
        public UUID region2;
        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();
            height1 = 20;
            height2 = 100;
        }

        [Test]
        public void T001_LoadEmpty()
        {
            List<SceneObjectGroup> objs = db.LoadObjects(region1);
            Assert.That(objs.Count, Is.EqualTo(0));
        }
        
        // SOG round trips
        //  * store objects, make sure they save
        //  * update 

        [Test]
        public void T010_StoreSimpleObject()
        {
            SceneObjectGroup sog = NewSOG("object1");
            SceneObjectGroup sog2 = NewSOG("object2");

            // 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_UpdateObject()
        {
            string text = "object1 text";
            SceneObjectGroup sog = FindSOG("object1", region1);
            sog.RootPart.Text = text;
            db.StoreObject(sog, region1);

            sog = FindSOG("object1", region1);
            Assert.That(text, Is.EqualTo(sog.RootPart.Text));
        }

        [Test]
        public void T300_NoTerrain()
        {
            double[,] t1 = db.LoadTerrain(region1);
        }

        [Test]
        public void T301_CreateTerrain()
        {
            double[,] t1 = GenTerrain(height1);
            db.StoreTerrain(t1, region1);
        }

        [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);
        }

        // 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.
        private SceneObjectGroup NewSOG(string name)
        {
            SceneObjectGroup sog = new SceneObjectGroup();
            SceneObjectPart sop = new SceneObjectPart();
            sop.LocalId = 1;
            sop.Name = name;
            sop.Description = name;
            sop.Text = "";
            sop.SitName = "";
            sop.TouchName = "";
            sop.UUID = UUID.Random();
            sop.Shape = PrimitiveBaseShape.Default;
            sog.AddPart(sop);
            sog.RootPart = sop;
            return sog;
        }

    }
}