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using System;
using System.Collections.Generic;
using System.Reflection;
using NUnit.Framework;
using NUnit.Framework.SyntaxHelpers;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
using OpenSim.Tests.Common.Setup;
using log4net;
namespace OpenSim.Region.Framework.Scenes.Tests
{
///
/// Linking tests
///
[TestFixture]
public class SceneObjectLinkingTests
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
[Test]
public void TestLinkDelink2SceneObjects()
{
TestHelper.InMethod();
bool debugtest = false;
Scene scene = SceneSetupHelpers.SetupScene();
SceneObjectPart part1 = SceneSetupHelpers.AddSceneObject(scene);
SceneObjectGroup grp1 = part1.ParentGroup;
SceneObjectPart part2 = SceneSetupHelpers.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.Children.Count, Is.EqualTo(0), "Group 2 still contained children after delink.");
Assert.That(grp1.Children.Count == 2);
if (debugtest)
{
m_log.Debug("parts: " + grp1.Children.Count);
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
grp1.DelinkFromGroup(part2.LocalId);
if (debugtest)
m_log.Debug("Group2: Prim2: OffsetPosition:" + part2.AbsolutePosition + ", OffsetRotation:" + part2.RotationOffset);
Assert.That(grp1.Children.Count, Is.EqualTo(1), "Group 1 still contained part2 after delink.");
Assert.That(part2.AbsolutePosition == Vector3.Zero, "The absolute position should be zero");
}
[Test]
public void TestLinkDelink2groups4SceneObjects()
{
TestHelper.InMethod();
bool debugtest = false;
Scene scene = SceneSetupHelpers.SetupScene();
SceneObjectPart part1 = SceneSetupHelpers.AddSceneObject(scene);
SceneObjectGroup grp1 = part1.ParentGroup;
SceneObjectPart part2 = SceneSetupHelpers.AddSceneObject(scene);
SceneObjectGroup grp2 = part2.ParentGroup;
SceneObjectPart part3 = SceneSetupHelpers.AddSceneObject(scene);
SceneObjectGroup grp3 = part3.ParentGroup;
SceneObjectPart part4 = SceneSetupHelpers.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.Children.Count == 2, "Group1 children count should be 2");
Assert.That(grp2.IsDeleted, "Group 2 was not registered as deleted after link.");
Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained parts after delink.");
Assert.That(grp3.Children.Count == 2, "Group3 children count should be 2");
Assert.That(grp4.IsDeleted, "Group 4 was not registered as deleted after link.");
Assert.That(grp4.Children.Count, Is.EqualTo(0), "Group 4 still contained parts after delink.");
if (debugtest)
{
m_log.Debug("--------After Link-------");
m_log.Debug("Group1: parts:" + grp1.Children.Count);
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.Children.Count);
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.Children.Count);
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.Children.Count);
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");
}
///
/// Test that a new scene object which is already linked is correctly persisted to the persistence layer.
///
[Test]
public void TestNewSceneObjectLinkPersistence()
{
TestHelper.InMethod();
//log4net.Config.XmlConfigurator.Configure();
TestScene scene = SceneSetupHelpers.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 storedObjects = scene.StorageManager.DataStore.LoadObjects(scene.RegionInfo.RegionID);
Assert.That(storedObjects.Count, Is.EqualTo(1));
Assert.That(storedObjects[0].Children.Count, Is.EqualTo(2));
Assert.That(storedObjects[0].Children.ContainsKey(rootPartUuid));
Assert.That(storedObjects[0].Children.ContainsKey(linkPartUuid));
}
///
/// Test that a delink of a previously linked object is correctly persisted to the database
///
[Test]
public void TestDelinkPersistence()
{
TestHelper.InMethod();
//log4net.Config.XmlConfigurator.Configure();
TestScene scene = SceneSetupHelpers.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);
scene.DeleteSceneObject(groupToDelete, false);
List storedObjects = scene.StorageManager.DataStore.LoadObjects(scene.RegionInfo.RegionID);
Assert.That(storedObjects.Count, Is.EqualTo(1));
Assert.That(storedObjects[0].Children.Count, Is.EqualTo(1));
Assert.That(storedObjects[0].Children.ContainsKey(rootPartUuid));
}
}
}