/* * 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 Nini.Config; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Region.CoreModules.Framework.EntityTransfer; using OpenSim.Region.CoreModules.Framework.InventoryAccess; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; using OpenSim.Region.CoreModules.World.Permissions; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; using OpenSim.Tests.Common; namespace OpenSim.Region.Framework.Scenes.Tests { /// /// Test copying of scene objects. /// /// /// This is at a level above the SceneObjectBasicTests, which act on the scene directly. /// [TestFixture] public class SceneObjectCopyTests : OpenSimTestCase { [TestFixtureSetUp] public void FixtureInit() { // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. // This facility was added after the original async delete tests were written, so it may be possible now // to not bother explicitly disabling their async (since everything will be running sync). Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest; } [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 so none of them require async stuff (which regression // tests really shouldn't). Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; } [Test] public void TestTakeCopyWhenCopierIsOwnerWithPerms() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); TestScene scene = new SceneHelpers().SetupScene("s1", TestHelpers.ParseTail(0x99), 1000, 1000, config); SceneHelpers.SetupSceneModules(scene, config, new PermissionsModule(), new BasicInventoryAccessModule()); UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(0x1)); TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, ua.PrincipalID).ControllingClient; // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; sogd.Enabled = false; SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", ua.PrincipalID); uint soLocalId = so.LocalId; // so.UpdatePermissions( // ua.PrincipalID, (byte)PermissionWho.Owner, so.LocalId, (uint)OpenMetaverse.PermissionMask.Copy, 1); // so.UpdatePermissions( // ua.PrincipalID, (byte)PermissionWho.Owner, so.LocalId, (uint)OpenMetaverse.PermissionMask.Transfer, 0); // so.UpdatePermissions( // ua.PrincipalID, (byte)PermissionWho.Base, so.LocalId, (uint)OpenMetaverse.PermissionMask.Transfer, 0); // scene.HandleObjectPermissionsUpdate(client, client.AgentId, client.SessionId, (byte)PermissionWho.Owner, so.LocalId, (uint)OpenMetaverse.PermissionMask.Transfer, 0); // Ideally we might change these via client-focussed method calls as commented out above. However, this // becomes very convoluted so we will set only the copy perm directly. so.RootPart.BaseMask = (uint)OpenMetaverse.PermissionMask.Copy; // so.RootPart.OwnerMask = (uint)OpenMetaverse.PermissionMask.Copy; List localIds = new List(); localIds.Add(so.LocalId); // Specifying a UUID.Zero in this case will currently plop it in Lost and Found scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero); // Check that object isn't copied until we crank the sogd handle. SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart, Is.Not.Null); Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False); sogd.InventoryDeQueueAndDelete(); // Check that object is still there. SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart2, Is.Not.Null); Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); // Check that we have a copy in inventory InventoryItemBase item = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Lost And Found/so1"); Assert.That(item, Is.Not.Null); } [Test] public void TestTakeCopyWhenCopierIsOwnerWithoutPerms() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); TestScene scene = new SceneHelpers().SetupScene("s1", TestHelpers.ParseTail(0x99), 1000, 1000, config); SceneHelpers.SetupSceneModules(scene, config, new PermissionsModule(), new BasicInventoryAccessModule()); UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(0x1)); TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, ua.PrincipalID).ControllingClient; // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; sogd.Enabled = false; SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", ua.PrincipalID); uint soLocalId = so.LocalId; so.RootPart.BaseMask = (uint)(OpenMetaverse.PermissionMask.All & ~OpenMetaverse.PermissionMask.Copy); //so.RootPart.OwnerMask = (uint)(OpenMetaverse.PermissionMask.Copy & ~OpenMetaverse.PermissionMask.Copy); List localIds = new List(); localIds.Add(so.LocalId); // Specifying a UUID.Zero in this case will currently plop it in Lost and Found scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero); // Check that object isn't copied until we crank the sogd handle. SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart, Is.Not.Null); Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False); sogd.InventoryDeQueueAndDelete(); // Check that object is still there. SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart2, Is.Not.Null); Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); // Check that we do not have a copy in inventory InventoryItemBase item = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Lost And Found/so1"); Assert.That(item, Is.Null); } [Test] public void TestTakeCopyWhenCopierIsNotOwnerWithPerms() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); TestScene scene = new SceneHelpers().SetupScene("s1", TestHelpers.ParseTail(0x99), 1000, 1000, config); SceneHelpers.SetupSceneModules(scene, config, new PermissionsModule(), new BasicInventoryAccessModule()); UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(0x1)); TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, ua.PrincipalID).ControllingClient; // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; sogd.Enabled = false; SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", TestHelpers.ParseTail(0x2)); uint soLocalId = so.LocalId; // Base must allow transfer and copy so.RootPart.BaseMask = (uint)(OpenMetaverse.PermissionMask.Copy | OpenMetaverse.PermissionMask.Transfer); // Must be set so anyone can copy so.RootPart.EveryoneMask = (uint)OpenMetaverse.PermissionMask.Copy; List localIds = new List(); localIds.Add(so.LocalId); // Specifying a UUID.Zero in this case will plop it in the Objects folder scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero); // Check that object isn't copied until we crank the sogd handle. SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart, Is.Not.Null); Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False); sogd.InventoryDeQueueAndDelete(); // Check that object is still there. SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart2, Is.Not.Null); Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); // Check that we have a copy in inventory InventoryItemBase item = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1"); Assert.That(item, Is.Not.Null); } [Test] public void TestTakeCopyWhenCopierIsNotOwnerWithoutPerms() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); TestScene scene = new SceneHelpers().SetupScene("s1", TestHelpers.ParseTail(0x99), 1000, 1000, config); SceneHelpers.SetupSceneModules(scene, config, new PermissionsModule(), new BasicInventoryAccessModule()); UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(0x1)); TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, ua.PrincipalID).ControllingClient; // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; sogd.Enabled = false; SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", TestHelpers.ParseTail(0x2)); uint soLocalId = so.LocalId; { // Check that object is not copied if copy base perms is missing. // Should not allow copy if base does not have this. so.RootPart.BaseMask = (uint)OpenMetaverse.PermissionMask.Transfer; // Must be set so anyone can copy so.RootPart.EveryoneMask = (uint)OpenMetaverse.PermissionMask.Copy; // Check that object is not copied List localIds = new List(); localIds.Add(so.LocalId); // Specifying a UUID.Zero in this case will plop it in the Objects folder if we have perms scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero); // Check that object isn't copied until we crank the sogd handle. SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart, Is.Not.Null); Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False); sogd.InventoryDeQueueAndDelete(); // Check that object is still there. SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart2, Is.Not.Null); Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); // Check that we have a copy in inventory InventoryItemBase item = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1"); Assert.That(item, Is.Null); } { // Check that object is not copied if copy trans perms is missing. // Should not allow copy if base does not have this. so.RootPart.BaseMask = (uint)OpenMetaverse.PermissionMask.Copy; // Must be set so anyone can copy so.RootPart.EveryoneMask = (uint)OpenMetaverse.PermissionMask.Copy; // Check that object is not copied List localIds = new List(); localIds.Add(so.LocalId); // Specifying a UUID.Zero in this case will plop it in the Objects folder if we have perms scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero); // Check that object isn't copied until we crank the sogd handle. SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart, Is.Not.Null); Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False); sogd.InventoryDeQueueAndDelete(); // Check that object is still there. SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart2, Is.Not.Null); Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); // Check that we have a copy in inventory InventoryItemBase item = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1"); Assert.That(item, Is.Null); } { // Check that object is not copied if everyone copy perms is missing. // Should not allow copy if base does not have this. so.RootPart.BaseMask = (uint)(OpenMetaverse.PermissionMask.Copy | OpenMetaverse.PermissionMask.Transfer); // Make sure everyone perm does not allow copy so.RootPart.EveryoneMask = (uint)(OpenMetaverse.PermissionMask.All & ~OpenMetaverse.PermissionMask.Copy); // Check that object is not copied List localIds = new List(); localIds.Add(so.LocalId); // Specifying a UUID.Zero in this case will plop it in the Objects folder if we have perms scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero); // Check that object isn't copied until we crank the sogd handle. SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart, Is.Not.Null); Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False); sogd.InventoryDeQueueAndDelete(); // Check that object is still there. SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); Assert.That(retrievedPart2, Is.Not.Null); Assert.That(client.ReceivedKills.Count, Is.EqualTo(0)); // Check that we have a copy in inventory InventoryItemBase item = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1"); Assert.That(item, Is.Null); } } } }