/* * 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 = new 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 = new 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.UpdateGroupRotationR(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.ClearUpdateSchedule(); grp2.RootPart.ClearUpdateSchedule(); // 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.GroupRotation); 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 = new 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.UpdateGroupRotationR(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.UpdateGroupRotationR(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.ClearUpdateSchedule(); grp2.RootPart.ClearUpdateSchedule(); grp3.RootPart.ClearUpdateSchedule(); grp4.RootPart.ClearUpdateSchedule(); // 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.GroupRotation); 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.GroupRotation); 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.ClearUpdateSchedule(); grp3.RootPart.ClearUpdateSchedule(); // 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.GroupRotation); 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.GroupRotation); 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 = new 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 = new 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)); } } }