/* * 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.Drawing; using System.Text; using log4net.Config; using NUnit.Framework; using NUnit.Framework.SyntaxHelpers; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using log4net; using System.Reflection; using System.Data.Common; // DBMS-specific: using MySql.Data.MySqlClient; using OpenSim.Data.MySQL; using System.Data.SqlClient; using OpenSim.Data.MSSQL; using Mono.Data.Sqlite; using OpenSim.Data.SQLite; namespace OpenSim.Data.Tests { #if NUNIT25 [TestFixture(typeof(SqliteConnection), typeof(SQLiteRegionData), Description = "Region store tests (SQLite)")] [TestFixture(typeof(MySqlConnection), typeof(MySqlRegionData), Description = "Region store tests (MySQL)")] [TestFixture(typeof(SqlConnection), typeof(MSSQLRegionData), Description = "Region store tests (MS SQL Server)")] #else [TestFixture(Description = "Region store tests (SQLite)")] public class SQLiteRegionTests : RegionTests<SqliteConnection, SQLiteSimulationData> { } [TestFixture(Description = "Region store tests (MySQL)")] public class MySqlRegionTests : RegionTests<MySqlConnection, MySQLSimulationData> { } [TestFixture(Description = "Region store tests (MS SQL Server)")] public class MSSQLRegionTests : RegionTests<SqlConnection, MSSQLSimulationData> { } #endif public class RegionTests<TConn, TRegStore> : BasicDataServiceTest<TConn, TRegStore> where TConn : DbConnection, new() where TRegStore : class, ISimulationDataStore, new() { bool m_rebuildDB; public ISimulationDataStore db; public UUID zero = UUID.Zero; public UUID region1 = UUID.Random(); public UUID region2 = UUID.Random(); public UUID region3 = UUID.Random(); public UUID region4 = UUID.Random(); public UUID prim1 = UUID.Random(); public UUID prim2 = UUID.Random(); public UUID prim3 = UUID.Random(); public UUID prim4 = UUID.Random(); public UUID prim5 = UUID.Random(); public UUID prim6 = UUID.Random(); public UUID item1 = UUID.Random(); public UUID item2 = UUID.Random(); public UUID item3 = UUID.Random(); public static Random random = new Random(); public string itemname1 = "item1"; public uint localID = 1; public double height1 = 20; public double height2 = 100; public RegionTests(string conn, bool rebuild) : base(conn) { m_rebuildDB = rebuild; } public RegionTests() : this("", true) { } public RegionTests(string conn) : this(conn, true) {} public RegionTests(bool rebuild): this("", rebuild) {} protected override void InitService(object service) { ClearDB(); db = (ISimulationDataStore)service; db.Initialise(m_connStr); } private void ClearDB() { string[] reg_tables = new string[] { "prims", "primshapes", "primitems", "terrain", "land", "landaccesslist", "regionban", "regionsettings" }; if (m_rebuildDB) { DropTables(reg_tables); ResetMigrations("RegionStore"); }else ClearTables(reg_tables); } // 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(objs.Count, Is.EqualTo(0))"); Assert.That(objs3.Count, Is.EqualTo(0), "Assert.That(objs3.Count, Is.EqualTo(0))"); Assert.That(land.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, region1); SceneObjectGroup sog2 = NewSOG("object2", prim2, region1); // in case the objects don't store try { db.StoreObject(sog, region1); } catch (Exception e) { m_log.Error(e.ToString()); Assert.Fail(); } try { db.StoreObject(sog2, region1); } catch (Exception e) { m_log.Error(e.ToString()); Assert.Fail(); } // This tests the ADO.NET driver List<SceneObjectGroup> objs = db.LoadObjects(region1); Assert.That(objs.Count, Is.EqualTo(2), "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(\"\", Is.Not.EqualTo(p.Name))"); Assert.That(p.Name, Is.EqualTo(p.Description), "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, newregion); sog.AddPart(p1); sog.AddPart(p2); sog.AddPart(p3); SceneObjectPart[] parts = sog.Parts; Assert.That(parts.Length,Is.EqualTo(4), "Assert.That(parts.Length,Is.EqualTo(4))"); db.StoreObject(sog, newregion); List<SceneObjectGroup> sogs = db.LoadObjects(newregion); Assert.That(sogs.Count,Is.EqualTo(1), "Assert.That(sogs.Count,Is.EqualTo(1))"); SceneObjectGroup newsog = sogs[0]; SceneObjectPart[] newparts = newsog.Parts; Assert.That(newparts.Length,Is.EqualTo(4), "Assert.That(newparts.Length,Is.EqualTo(4))"); Assert.That(newsog.HasChildPrim(tmp0), "Assert.That(newsog.HasChildPrim(tmp0))"); Assert.That(newsog.HasChildPrim(tmp1), "Assert.That(newsog.HasChildPrim(tmp1))"); Assert.That(newsog.HasChildPrim(tmp2), "Assert.That(newsog.HasChildPrim(tmp2))"); Assert.That(newsog.HasChildPrim(tmp3), "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; pbshap.PathBegin = ushort.MaxValue; pbshap.PathEnd = ushort.MaxValue; pbshap.ProfileBegin = ushort.MaxValue; pbshap.ProfileEnd = ushort.MaxValue; pbshap.ProfileHollow = ushort.MaxValue; Vector3 scale = new Vector3(random.Next(),random.Next(),random.Next()); byte updatef = (byte) random.Next(127); RegionInfo regionInfo = new RegionInfo(); regionInfo.RegionID = region3; regionInfo.RegionLocX = 0; regionInfo.RegionLocY = 0; // Scene scene = new Scene(regionInfo); 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.Flags = (PrimFlags)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(regionh,Is.EqualTo(sop.RegionHandle))"); Assert.That(localid,Is.EqualTo(sop.LocalId), "Assert.That(localid,Is.EqualTo(sop.LocalId))"); Assert.That(groupos,Is.EqualTo(sop.GroupPosition), "Assert.That(groupos,Is.EqualTo(sop.GroupPosition))"); Assert.That(name,Is.EqualTo(sop.Name), "Assert.That(name,Is.EqualTo(sop.Name))"); Assert.That(rotoff,Is.EqualTo(sop.RotationOffset), "Assert.That(rotoff,Is.EqualTo(sop.RotationOffset))"); Assert.That(uuid,Is.EqualTo(sop.UUID), "Assert.That(uuid,Is.EqualTo(sop.UUID))"); Assert.That(creator,Is.EqualTo(sop.CreatorID), "Assert.That(creator,Is.EqualTo(sop.CreatorID))"); // Modified in-class // Assert.That(iserial,Is.EqualTo(sop.InventorySerial), "Assert.That(iserial,Is.EqualTo(sop.InventorySerial))"); Assert.That(dic,Is.EqualTo(sop.TaskInventory), "Assert.That(dic,Is.EqualTo(sop.TaskInventory))"); Assert.That(objf, Is.EqualTo((uint)sop.Flags), "Assert.That(objf,Is.EqualTo(sop.Flags))"); Assert.That(name,Is.EqualTo(sop.Name), "Assert.That(name,Is.EqualTo(sop.Name))"); Assert.That(material,Is.EqualTo(sop.Material), "Assert.That(material,Is.EqualTo(sop.Material))"); Assert.That(pin,Is.EqualTo(sop.ScriptAccessPin), "Assert.That(pin,Is.EqualTo(sop.ScriptAccessPin))"); Assert.That(textani,Is.EqualTo(sop.TextureAnimation), "Assert.That(textani,Is.EqualTo(sop.TextureAnimation))"); Assert.That(partsys,Is.EqualTo(sop.ParticleSystem), "Assert.That(partsys,Is.EqualTo(sop.ParticleSystem))"); Assert.That(expires,Is.EqualTo(sop.Expires), "Assert.That(expires,Is.EqualTo(sop.Expires))"); Assert.That(rezzed,Is.EqualTo(sop.Rezzed), "Assert.That(rezzed,Is.EqualTo(sop.Rezzed))"); Assert.That(offset,Is.EqualTo(sop.OffsetPosition), "Assert.That(offset,Is.EqualTo(sop.OffsetPosition))"); Assert.That(velocity,Is.EqualTo(sop.Velocity), "Assert.That(velocity,Is.EqualTo(sop.Velocity))"); Assert.That(angvelo,Is.EqualTo(sop.AngularVelocity), "Assert.That(angvelo,Is.EqualTo(sop.AngularVelocity))"); Assert.That(accel,Is.EqualTo(sop.Acceleration), "Assert.That(accel,Is.EqualTo(sop.Acceleration))"); Assert.That(description,Is.EqualTo(sop.Description), "Assert.That(description,Is.EqualTo(sop.Description))"); Assert.That(color,Is.EqualTo(sop.Color), "Assert.That(color,Is.EqualTo(sop.Color))"); Assert.That(text,Is.EqualTo(sop.Text), "Assert.That(text,Is.EqualTo(sop.Text))"); Assert.That(sitname,Is.EqualTo(sop.SitName), "Assert.That(sitname,Is.EqualTo(sop.SitName))"); Assert.That(touchname,Is.EqualTo(sop.TouchName), "Assert.That(touchname,Is.EqualTo(sop.TouchName))"); Assert.That(linknum,Is.EqualTo(sop.LinkNum), "Assert.That(linknum,Is.EqualTo(sop.LinkNum))"); Assert.That(clickaction,Is.EqualTo(sop.ClickAction), "Assert.That(clickaction,Is.EqualTo(sop.ClickAction))"); Assert.That(scale,Is.EqualTo(sop.Scale), "Assert.That(scale,Is.EqualTo(sop.Scale))"); Assert.That(updatef,Is.EqualTo(sop.UpdateFlag), "Assert.That(updatef,Is.EqualTo(sop.UpdateFlag))"); // This is necessary or object will not be inserted in DB sop.Flags = PrimFlags.None; SceneObjectGroup sog = new SceneObjectGroup(sop); // Inserts group in DB db.StoreObject(sog,region3); List<SceneObjectGroup> sogs = db.LoadObjects(region3); Assert.That(sogs.Count, Is.EqualTo(1), "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), "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(regionh,Is.EqualTo(p.RegionHandle))"); //Assert.That(localid,Is.EqualTo(p.LocalId), "Assert.That(localid,Is.EqualTo(p.LocalId))"); Assert.That(groupos,Is.EqualTo(p.GroupPosition), "Assert.That(groupos,Is.EqualTo(p.GroupPosition))"); Assert.That(name,Is.EqualTo(p.Name), "Assert.That(name,Is.EqualTo(p.Name))"); Assert.That(rotoff,Is.EqualTo(p.RotationOffset), "Assert.That(rotoff,Is.EqualTo(p.RotationOffset))"); Assert.That(uuid,Is.EqualTo(p.UUID), "Assert.That(uuid,Is.EqualTo(p.UUID))"); Assert.That(creator,Is.EqualTo(p.CreatorID), "Assert.That(creator,Is.EqualTo(p.CreatorID))"); //Assert.That(iserial,Is.EqualTo(p.InventorySerial), "Assert.That(iserial,Is.EqualTo(p.InventorySerial))"); Assert.That(dic,Is.EqualTo(p.TaskInventory), "Assert.That(dic,Is.EqualTo(p.TaskInventory))"); //Assert.That(objf, Is.EqualTo((uint)p.Flags), "Assert.That(objf,Is.EqualTo(p.Flags))"); Assert.That(name,Is.EqualTo(p.Name), "Assert.That(name,Is.EqualTo(p.Name))"); Assert.That(material,Is.EqualTo(p.Material), "Assert.That(material,Is.EqualTo(p.Material))"); Assert.That(pin,Is.EqualTo(p.ScriptAccessPin), "Assert.That(pin,Is.EqualTo(p.ScriptAccessPin))"); Assert.That(textani,Is.EqualTo(p.TextureAnimation), "Assert.That(textani,Is.EqualTo(p.TextureAnimation))"); Assert.That(partsys,Is.EqualTo(p.ParticleSystem), "Assert.That(partsys,Is.EqualTo(p.ParticleSystem))"); //Assert.That(expires,Is.EqualTo(p.Expires), "Assert.That(expires,Is.EqualTo(p.Expires))"); //Assert.That(rezzed,Is.EqualTo(p.Rezzed), "Assert.That(rezzed,Is.EqualTo(p.Rezzed))"); Assert.That(offset,Is.EqualTo(p.OffsetPosition), "Assert.That(offset,Is.EqualTo(p.OffsetPosition))"); Assert.That(velocity,Is.EqualTo(p.Velocity), "Assert.That(velocity,Is.EqualTo(p.Velocity))"); Assert.That(angvelo,Is.EqualTo(p.AngularVelocity), "Assert.That(angvelo,Is.EqualTo(p.AngularVelocity))"); Assert.That(accel,Is.EqualTo(p.Acceleration), "Assert.That(accel,Is.EqualTo(p.Acceleration))"); Assert.That(description,Is.EqualTo(p.Description), "Assert.That(description,Is.EqualTo(p.Description))"); Assert.That(color,Is.EqualTo(p.Color), "Assert.That(color,Is.EqualTo(p.Color))"); Assert.That(text,Is.EqualTo(p.Text), "Assert.That(text,Is.EqualTo(p.Text))"); Assert.That(sitname,Is.EqualTo(p.SitName), "Assert.That(sitname,Is.EqualTo(p.SitName))"); Assert.That(touchname,Is.EqualTo(p.TouchName), "Assert.That(touchname,Is.EqualTo(p.TouchName))"); //Assert.That(linknum,Is.EqualTo(p.LinkNum), "Assert.That(linknum,Is.EqualTo(p.LinkNum))"); Assert.That(clickaction,Is.EqualTo(p.ClickAction), "Assert.That(clickaction,Is.EqualTo(p.ClickAction))"); Assert.That(scale,Is.EqualTo(p.Scale), "Assert.That(scale,Is.EqualTo(p.Scale))"); //Assert.That(updatef,Is.EqualTo(p.UpdateFlag), "Assert.That(updatef,Is.EqualTo(p.UpdateFlag))"); Assert.That(pbshap.PathBegin, Is.EqualTo(p.Shape.PathBegin), "Assert.That(pbshap.PathBegin, Is.EqualTo(p.Shape.PathBegin))"); Assert.That(pbshap.PathEnd, Is.EqualTo(p.Shape.PathEnd), "Assert.That(pbshap.PathEnd, Is.EqualTo(p.Shape.PathEnd))"); Assert.That(pbshap.ProfileBegin, Is.EqualTo(p.Shape.ProfileBegin), "Assert.That(pbshap.ProfileBegin, Is.EqualTo(p.Shape.ProfileBegin))"); Assert.That(pbshap.ProfileEnd, Is.EqualTo(p.Shape.ProfileEnd), "Assert.That(pbshap.ProfileEnd, Is.EqualTo(p.Shape.ProfileEnd))"); Assert.That(pbshap.ProfileHollow, Is.EqualTo(p.Shape.ProfileHollow), "Assert.That(pbshap.ProfileHollow, Is.EqualTo(p.Shape.ProfileHollow))"); } [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), "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), "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(regionh,Is.EqualTo(p.RegionHandle))"); Assert.That(groupos,Is.EqualTo(p.GroupPosition), "Assert.That(groupos,Is.EqualTo(p.GroupPosition))"); Assert.That(name,Is.EqualTo(p.Name), "Assert.That(name,Is.EqualTo(p.Name))"); Assert.That(rotoff,Is.EqualTo(p.RotationOffset), "Assert.That(rotoff,Is.EqualTo(p.RotationOffset))"); Assert.That(creator,Is.EqualTo(p.CreatorID), "Assert.That(creator,Is.EqualTo(p.CreatorID))"); Assert.That(dic,Is.EqualTo(p.TaskInventory), "Assert.That(dic,Is.EqualTo(p.TaskInventory))"); Assert.That(name,Is.EqualTo(p.Name), "Assert.That(name,Is.EqualTo(p.Name))"); Assert.That(material,Is.EqualTo(p.Material), "Assert.That(material,Is.EqualTo(p.Material))"); Assert.That(pin,Is.EqualTo(p.ScriptAccessPin), "Assert.That(pin,Is.EqualTo(p.ScriptAccessPin))"); Assert.That(textani,Is.EqualTo(p.TextureAnimation), "Assert.That(textani,Is.EqualTo(p.TextureAnimation))"); Assert.That(partsys,Is.EqualTo(p.ParticleSystem), "Assert.That(partsys,Is.EqualTo(p.ParticleSystem))"); Assert.That(offset,Is.EqualTo(p.OffsetPosition), "Assert.That(offset,Is.EqualTo(p.OffsetPosition))"); Assert.That(velocity,Is.EqualTo(p.Velocity), "Assert.That(velocity,Is.EqualTo(p.Velocity))"); Assert.That(angvelo,Is.EqualTo(p.AngularVelocity), "Assert.That(angvelo,Is.EqualTo(p.AngularVelocity))"); Assert.That(accel,Is.EqualTo(p.Acceleration), "Assert.That(accel,Is.EqualTo(p.Acceleration))"); Assert.That(description,Is.EqualTo(p.Description), "Assert.That(description,Is.EqualTo(p.Description))"); Assert.That(color,Is.EqualTo(p.Color), "Assert.That(color,Is.EqualTo(p.Color))"); Assert.That(text,Is.EqualTo(p.Text), "Assert.That(text,Is.EqualTo(p.Text))"); Assert.That(sitname,Is.EqualTo(p.SitName), "Assert.That(sitname,Is.EqualTo(p.SitName))"); Assert.That(touchname,Is.EqualTo(p.TouchName), "Assert.That(touchname,Is.EqualTo(p.TouchName))"); Assert.That(clickaction,Is.EqualTo(p.ClickAction), "Assert.That(clickaction,Is.EqualTo(p.ClickAction))"); Assert.That(scale,Is.EqualTo(p.Scale), "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, region4); 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.Parts; 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.GroupPosition,Is.EqualTo(parts[i].GroupPosition))"); Assert.That(cursop.RotationOffset,Is.EqualTo(parts[i].RotationOffset), "Assert.That(cursop.RotationOffset,Is.EqualTo(parts[i].RotationOffset))"); Assert.That(cursop.OffsetPosition,Is.EqualTo(parts[i].OffsetPosition), "Assert.That(cursop.OffsetPosition,Is.EqualTo(parts[i].OffsetPosition))"); Assert.That(cursop.Velocity,Is.EqualTo(parts[i].Velocity), "Assert.That(cursop.Velocity,Is.EqualTo(parts[i].Velocity))"); Assert.That(cursop.AngularVelocity,Is.EqualTo(parts[i].AngularVelocity), "Assert.That(cursop.AngularVelocity,Is.EqualTo(parts[i].AngularVelocity))"); Assert.That(cursop.Acceleration,Is.EqualTo(parts[i].Acceleration), "Assert.That(cursop.Acceleration,Is.EqualTo(parts[i].Acceleration))"); } } //[Test] public void T016_RandomSogWithSceneParts() { PropertyScrambler<SceneObjectPart> scrambler = new PropertyScrambler<SceneObjectPart>() .DontScramble(x => x.UUID); UUID tmpSog = UUID.Random(); UUID tmp1 = UUID.Random(); UUID tmp2 = UUID.Random(); UUID tmp3 = UUID.Random(); UUID newregion = UUID.Random(); SceneObjectPart p1 = new SceneObjectPart(); SceneObjectPart p2 = new SceneObjectPart(); SceneObjectPart p3 = new SceneObjectPart(); p1.Shape = PrimitiveBaseShape.Default; p2.Shape = PrimitiveBaseShape.Default; p3.Shape = PrimitiveBaseShape.Default; p1.UUID = tmp1; p2.UUID = tmp2; p3.UUID = tmp3; scrambler.Scramble(p1); scrambler.Scramble(p2); scrambler.Scramble(p3); SceneObjectGroup sog = NewSOG("Sop 0", tmpSog, newregion); PropertyScrambler<SceneObjectGroup> sogScrambler = new PropertyScrambler<SceneObjectGroup>() .DontScramble(x => x.UUID); sogScrambler.Scramble(sog); sog.UUID = tmpSog; sog.AddPart(p1); sog.AddPart(p2); sog.AddPart(p3); SceneObjectPart[] parts = sog.Parts; Assert.That(parts.Length, Is.EqualTo(4), "Assert.That(parts.Length,Is.EqualTo(4))"); db.StoreObject(sog, newregion); List<SceneObjectGroup> sogs = db.LoadObjects(newregion); Assert.That(sogs.Count, Is.EqualTo(1), "Assert.That(sogs.Count,Is.EqualTo(1))"); SceneObjectGroup newsog = sogs[0]; SceneObjectPart[] newparts = newsog.Parts; Assert.That(newparts.Length, Is.EqualTo(4), "Assert.That(newparts.Length,Is.EqualTo(4))"); Assert.That(newsog, Constraints.PropertyCompareConstraint(sog) .IgnoreProperty(x=>x.LocalId) .IgnoreProperty(x=>x.HasGroupChanged) .IgnoreProperty(x=>x.IsSelected) .IgnoreProperty(x=>x.RegionHandle) .IgnoreProperty(x=>x.RegionUUID) .IgnoreProperty(x=>x.Scene) .IgnoreProperty(x=>x.Parts) .IgnoreProperty(x=>x.PassCollision) .IgnoreProperty(x=>x.RootPart)); } private SceneObjectGroup GetMySOG(string name) { SceneObjectGroup sog = FindSOG(name, region1); if (sog == null) { sog = NewSOG(name, prim1, region1); db.StoreObject(sog, region1); } return sog; } // NOTE: it is a bad practice to rely on some of the previous tests having been run before. // If the tests are run manually, one at a time, each starts with full class init (DB cleared). // Even when all tests are run, NUnit 2.5+ no longer guarantee a specific test order. // We shouldn't expect to find anything in the DB if we haven't put it there *in the same test*! [Test] public void T020_PrimInventoryEmpty() { SceneObjectGroup sog = GetMySOG("object1"); TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1); Assert.That(t, Is.Null); } // TODO: Is there any point to call StorePrimInventory on a list, rather than on the prim itself? private void StoreInventory(SceneObjectGroup sog) { List<TaskInventoryItem> list = new List<TaskInventoryItem>(); // TODO: seriously??? this is the way we need to loop to get this? foreach (UUID uuid in sog.RootPart.Inventory.GetInventoryList()) { list.Add(sog.GetInventoryItem(sog.RootPart.LocalId, uuid)); } db.StorePrimInventory(sog.RootPart.UUID, list); } [Test] public void T021_PrimInventoryBasic() { SceneObjectGroup sog = GetMySOG("object1"); 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), "Assert.That(t.Name, Is.EqualTo(itemname1))"); StoreInventory(sog); SceneObjectGroup sog1 = FindSOG("object1", region1); Assert.That(sog1, Is.Not.Null); TaskInventoryItem t1 = sog1.GetInventoryItem(sog1.RootPart.LocalId, item1); Assert.That(t1, Is.Not.Null); Assert.That(t1.Name, Is.EqualTo(itemname1), "Assert.That(t.Name, Is.EqualTo(itemname1))"); // Updating inventory t1.Name = "My New Name"; sog1.UpdateInventoryItem(t1); StoreInventory(sog1); SceneObjectGroup sog2 = FindSOG("object1", region1); TaskInventoryItem t2 = sog2.GetInventoryItem(sog2.RootPart.LocalId, item1); Assert.That(t2.Name, Is.EqualTo("My New Name"), "Assert.That(t.Name, Is.EqualTo(\"My New Name\"))"); // Removing inventory List<TaskInventoryItem> list = new List<TaskInventoryItem>(); db.StorePrimInventory(prim1, list); sog = FindSOG("object1", region1); 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.CreatorId = creator.ToString(); 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 = GetMySOG("object1"); 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.Name, Is.EqualTo(name))"); Assert.That(t.AssetID,Is.EqualTo(assetid), "Assert.That(t.AssetID,Is.EqualTo(assetid))"); Assert.That(t.BasePermissions,Is.EqualTo(baseperm), "Assert.That(t.BasePermissions,Is.EqualTo(baseperm))"); Assert.That(t.CreationDate,Is.EqualTo(creationd), "Assert.That(t.CreationDate,Is.EqualTo(creationd))"); Assert.That(t.CreatorID,Is.EqualTo(creator), "Assert.That(t.CreatorID,Is.EqualTo(creator))"); Assert.That(t.Description,Is.EqualTo(name), "Assert.That(t.Description,Is.EqualTo(name))"); Assert.That(t.EveryonePermissions,Is.EqualTo(eoperm), "Assert.That(t.EveryonePermissions,Is.EqualTo(eoperm))"); Assert.That(t.Flags,Is.EqualTo(flags), "Assert.That(t.Flags,Is.EqualTo(flags))"); Assert.That(t.GroupID,Is.EqualTo(sog.RootPart.GroupID), "Assert.That(t.GroupID,Is.EqualTo(sog.RootPart.GroupID))"); // Where is this group permissions?? // Assert.That(t.GroupPermissions,Is.EqualTo(), "Assert.That(t.GroupPermissions,Is.EqualTo())"); Assert.That(t.Type,Is.EqualTo(assettype), "Assert.That(t.Type,Is.EqualTo(assettype))"); Assert.That(t.InvType, Is.EqualTo(invtype), "Assert.That(t.InvType, Is.EqualTo(invtype))"); Assert.That(t.ItemID, Is.EqualTo(id), "Assert.That(t.ItemID, Is.EqualTo(id))"); Assert.That(t.LastOwnerID, Is.EqualTo(sog.RootPart.LastOwnerID), "Assert.That(t.LastOwnerID, Is.EqualTo(sog.RootPart.LastOwnerID))"); Assert.That(t.NextPermissions, Is.EqualTo(nextperm), "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.OwnerID,Is.EqualTo(sog.RootPart.OwnerID))"); // Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 16), "Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 8))"); Assert.That(t.ParentID,Is.EqualTo(sog.RootPart.FolderID), "Assert.That(t.ParentID,Is.EqualTo(sog.RootPart.FolderID))"); Assert.That(t.ParentPartID,Is.EqualTo(sog.RootPart.UUID), "Assert.That(t.ParentPartID,Is.EqualTo(sog.RootPart.UUID))"); } [Test] [ExpectedException(typeof(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), "Assert.That(t1.Name, Is.EqualTo(ib1.Name))"); TaskInventoryItem t2 = sog.GetInventoryItem(sog.RootPart.LocalId, i2); Assert.That(t2.Name, Is.EqualTo(ib2.Name), "Assert.That(t2.Name, Is.EqualTo(ib2.Name))"); TaskInventoryItem t3 = sog.GetInventoryItem(sog.RootPart.LocalId, i3); Assert.That(t3.Name, Is.EqualTo(ib3.Name), "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), "Assert.That(r1.RegionUUID, Is.EqualTo(region1))"); RegionSettings r2 = db.LoadRegionSettings(region2); Assert.That(r2.RegionUUID, Is.EqualTo(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.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.AgentLimit,Is.EqualTo(agentlimit))"); Assert.That(r1a.ObjectBonus,Is.EqualTo(objectbonus), "Assert.That(r1a.ObjectBonus,Is.EqualTo(objectbonus))"); Assert.That(r1a.Maturity,Is.EqualTo(maturity), "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.TerrainTexture1,Is.EqualTo(tertex1))"); Assert.That(r1a.TerrainTexture2,Is.EqualTo(tertex2), "Assert.That(r1a.TerrainTexture2,Is.EqualTo(tertex2))"); Assert.That(r1a.TerrainTexture3,Is.EqualTo(tertex3), "Assert.That(r1a.TerrainTexture3,Is.EqualTo(tertex3))"); Assert.That(r1a.TerrainTexture4,Is.EqualTo(tertex4), "Assert.That(r1a.TerrainTexture4,Is.EqualTo(tertex4))"); Assert.That(r1a.Elevation1NW,Is.EqualTo(elev1nw), "Assert.That(r1a.Elevation1NW,Is.EqualTo(elev1nw))"); Assert.That(r1a.Elevation2NW,Is.EqualTo(elev2nw), "Assert.That(r1a.Elevation2NW,Is.EqualTo(elev2nw))"); Assert.That(r1a.Elevation1NE,Is.EqualTo(elev1ne), "Assert.That(r1a.Elevation1NE,Is.EqualTo(elev1ne))"); Assert.That(r1a.Elevation2NE,Is.EqualTo(elev2ne), "Assert.That(r1a.Elevation2NE,Is.EqualTo(elev2ne))"); Assert.That(r1a.Elevation1SE,Is.EqualTo(elev1se), "Assert.That(r1a.Elevation1SE,Is.EqualTo(elev1se))"); Assert.That(r1a.Elevation2SE,Is.EqualTo(elev2se), "Assert.That(r1a.Elevation2SE,Is.EqualTo(elev2se))"); Assert.That(r1a.Elevation1SW,Is.EqualTo(elev1sw), "Assert.That(r1a.Elevation1SW,Is.EqualTo(elev1sw))"); Assert.That(r1a.Elevation2SW,Is.EqualTo(elev2sw), "Assert.That(r1a.Elevation2SW,Is.EqualTo(elev2sw))"); Assert.That(r1a.WaterHeight,Is.EqualTo(waterh), "Assert.That(r1a.WaterHeight,Is.EqualTo(waterh))"); Assert.That(r1a.TerrainRaiseLimit,Is.EqualTo(terrainraise), "Assert.That(r1a.TerrainRaiseLimit,Is.EqualTo(terrainraise))"); Assert.That(r1a.TerrainLowerLimit,Is.EqualTo(terrainlower), "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.SunVector,Is.EqualTo(sunvector))"); //Assert.That(r1a.TerrainImageID,Is.EqualTo(terimgid), "Assert.That(r1a.TerrainImageID,Is.EqualTo(terimgid))"); Assert.That(r1a.FixedSun,Is.True); Assert.That(r1a.SunPosition, Is.EqualTo(sunpos), "Assert.That(r1a.SunPosition, Is.EqualTo(sunpos))"); Assert.That(r1a.Covenant, Is.EqualTo(cov), "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(zero).Count, Is.EqualTo(0))"); Assert.That(db.LoadLandObjects(region1).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(region2).Count, Is.EqualTo(0))"); Assert.That(db.LoadLandObjects(UUID.Random()).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[Constants.RegionSize, Constants.RegionSize]; terret.Initialize(); for (int x = 0; x < Constants.RegionSize; x++) for (int y = 0; y < Constants.RegionSize; y++) terret[x,y] = value; return terret; } private bool CompareTerrain(double[,] one, double[,] two) { for (int x = 0; x < Constants.RegionSize; x++) for (int y = 0; y < Constants.RegionSize; 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) { RegionInfo regionInfo = new RegionInfo(); regionInfo.RegionID = r; regionInfo.RegionLocX = 0; regionInfo.RegionLocY = 0; Scene scene = new Scene(regionInfo); sog.SetScene(scene); 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, UUID regionId) { RegionInfo regionInfo = new RegionInfo(); regionInfo.RegionID = regionId; regionInfo.RegionLocX = 0; regionInfo.RegionLocY = 0; Scene scene = new Scene(regionInfo); 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(sop); sog.SetScene(scene); 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.CreatorId = owner.ToString(); 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; // } } }