/* * 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 log4net; using Nini.Config; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Region.CoreModules.Avatar.Attachments; using OpenSim.Region.CoreModules.Avatar.AvatarFactory; using OpenSim.Region.CoreModules.Framework.InventoryAccess; using OpenSim.Region.CoreModules.Framework.UserManagement; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.AvatarService; using OpenSim.Tests.Common; using OpenSim.Tests.Common.Mock; namespace OpenSim.Region.OptionalModules.World.NPC.Tests { [TestFixture] public class NPCModuleTests { private TestScene scene; private AvatarFactoryModule afm; private UserManagementModule umm; private AttachmentsModule am; [TestFixtureSetUp] public void FixtureInit() { // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. Util.FireAndForgetMethod = FireAndForgetMethod.None; } [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 not to worry about such things. Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; } [SetUp] public void Init() { IConfigSource config = new IniConfigSource(); config.AddConfig("NPC"); config.Configs["NPC"].Set("Enabled", "true"); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); afm = new AvatarFactoryModule(); umm = new UserManagementModule(); am = new AttachmentsModule(); scene = SceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(scene, config, afm, umm, am, new BasicInventoryAccessModule(), new NPCModule()); } [Test] public void TestCreate() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); // ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId); // 8 is the index of the first baked texture in AvatarAppearance UUID originalFace8TextureId = TestHelpers.ParseTail(0x10); Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero); Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8); originalTef.TextureID = originalFace8TextureId; // We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell // ScenePresence.SendInitialData() to reset our entire appearance. scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId)); afm.SetAppearance(sp, originalTe, null); INPCModule npcModule = scene.RequestModuleInterface<INPCModule>(); UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), scene, sp.Appearance); ScenePresence npc = scene.GetScenePresence(npcId); Assert.That(npc, Is.Not.Null); Assert.That(npc.Appearance.Texture.FaceTextures[8].TextureID, Is.EqualTo(originalFace8TextureId)); Assert.That(umm.GetUserName(npc.UUID), Is.EqualTo(string.Format("{0} {1}", npc.Firstname, npc.Lastname))); } [Test] public void TestAttachments() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); UUID userId = TestHelpers.ParseTail(0x1); UserAccountHelpers.CreateUserWithInventory(scene, userId); ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId); UUID attItemId = TestHelpers.ParseTail(0x2); UUID attAssetId = TestHelpers.ParseTail(0x3); string attName = "att"; UserInventoryHelpers.CreateInventoryItem(scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object); am.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest); INPCModule npcModule = scene.RequestModuleInterface<INPCModule>(); UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), scene, sp.Appearance); ScenePresence npc = scene.GetScenePresence(npcId); // Check scene presence status Assert.That(npc.HasAttachments(), Is.True); List<SceneObjectGroup> attachments = npc.GetAttachments(); Assert.That(attachments.Count, Is.EqualTo(1)); SceneObjectGroup attSo = attachments[0]; // Just for now, we won't test the name since this is (wrongly) the asset part name rather than the item // name. TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC. // Assert.That(attSo.Name, Is.EqualTo(attName)); Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest)); Assert.That(attSo.IsAttachment); Assert.That(attSo.UsesPhysics, Is.False); Assert.That(attSo.IsTemporary, Is.False); Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID)); } [Test] public void TestMove() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); // ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId); Vector3 startPos = new Vector3(128, 128, 30); INPCModule npcModule = scene.RequestModuleInterface<INPCModule>(); UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, scene, sp.Appearance); ScenePresence npc = scene.GetScenePresence(npcId); Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); // For now, we'll make the scene presence fly to simplify this test, but this needs to change. npc.PhysicsActor.Flying = true; scene.Update(); Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); Vector3 targetPos = startPos + new Vector3(0, 10, 0); npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false); Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); //Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f))); Assert.That( npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001)); scene.Update(); // We should really check the exact figure. Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X)); Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y)); Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X)); for (int i = 0; i < 10; i++) scene.Update(); double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos); Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move"); Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos)); Assert.That(npc.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE)); // Try a second movement startPos = npc.AbsolutePosition; targetPos = startPos + new Vector3(10, 0, 0); npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false); Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); // Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1))); Assert.That( npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001)); scene.Update(); // We should really check the exact figure. Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X)); Assert.That(npc.AbsolutePosition.X, Is.LessThan(targetPos.X)); Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y)); Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); for (int i = 0; i < 10; i++) scene.Update(); distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos); Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move"); Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos)); } [Test] public void TestSitAndStandWithSitTarget() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); Vector3 startPos = new Vector3(128, 128, 30); INPCModule npcModule = scene.RequestModuleInterface<INPCModule>(); UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, scene, sp.Appearance); ScenePresence npc = scene.GetScenePresence(npcId); SceneObjectPart part = SceneHelpers.AddSceneObject(scene); part.SitTargetPosition = new Vector3(0, 0, 1); npcModule.Sit(npc.UUID, part.UUID, scene); Assert.That(part.SitTargetAvatar, Is.EqualTo(npcId)); Assert.That(npc.ParentID, Is.EqualTo(part.LocalId)); Assert.That( npc.AbsolutePosition, Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT)); npcModule.Stand(npc.UUID, scene); Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); Assert.That(npc.ParentID, Is.EqualTo(0)); } [Test] public void TestSitAndStandWithNoSitTarget() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); // FIXME: To get this to work for now, we are going to place the npc right next to the target so that // the autopilot doesn't trigger Vector3 startPos = new Vector3(1, 1, 1); INPCModule npcModule = scene.RequestModuleInterface<INPCModule>(); UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, scene, sp.Appearance); ScenePresence npc = scene.GetScenePresence(npcId); SceneObjectPart part = SceneHelpers.AddSceneObject(scene); npcModule.Sit(npc.UUID, part.UUID, scene); Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); Assert.That(npc.ParentID, Is.EqualTo(part.LocalId)); // FIXME: This is different for live avatars - z position is adjusted. This is half the height of the // default avatar. // Curiously, Vector3.ToString() will not display the last two places of the float. For example, // printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337> Assert.That( npc.AbsolutePosition, Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f))); npcModule.Stand(npc.UUID, scene); Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); Assert.That(npc.ParentID, Is.EqualTo(0)); } } }