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/*
* 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.Collections.Generic;
using System.Threading;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Tests.Common;
using PermissionMask = OpenSim.Framework.PermissionMask;
namespace OpenSim.Tests.Permissions
{
/// <summary>
/// Basic scene object tests (create, read and delete but not update).
/// </summary>
[TestFixture]
public class IndirectTransferTests
{
[SetUp]
public void SetUp()
{
// Delete everything in A2 and A3's Objects folders from previous tests
for (int i = 1; i < 3; i++)
{
InventoryFolderBase objsFolder = UserInventoryHelpers.GetInventoryFolder(Common.TheScene.InventoryService, Common.TheAvatars[i].UUID, "Objects");
Assert.That(objsFolder, Is.Not.Null);
List<InventoryItemBase> items = Common.TheScene.InventoryService.GetFolderItems(Common.TheAvatars[i].UUID, objsFolder.ID);
List<UUID> ids = new List<UUID>();
foreach (InventoryItemBase it in items)
ids.Add(it.ID);
Common.TheScene.InventoryService.DeleteItems(Common.TheAvatars[i].UUID, ids);
items = Common.TheScene.InventoryService.GetFolderItems(Common.TheAvatars[i].UUID, objsFolder.ID);
Assert.That(items.Count, Is.EqualTo(0), "A" + (i+1));
}
}
/// <summary>
/// Test giving simple objecta with various combinations of next owner perms.
/// </summary>
[Test]
public void SimpleTakeCopy()
{
TestHelpers.InMethod();
// The Objects folder of A2
InventoryFolderBase objsFolder = UserInventoryHelpers.GetInventoryFolder(Common.TheScene.InventoryService, Common.TheAvatars[1].UUID, "Objects");
// C, CT, MC, MCT, MT, T
string[] names = new string[6] { "Box C", "Box CT", "Box MC", "Box MCT", "Box MT", "Box T" };
PermissionMask[] perms = new PermissionMask[6] {
PermissionMask.Copy,
PermissionMask.Copy | PermissionMask.Transfer,
PermissionMask.Modify | PermissionMask.Copy,
PermissionMask.Modify | PermissionMask.Copy | PermissionMask.Transfer,
PermissionMask.Modify | PermissionMask.Transfer,
PermissionMask.Transfer
};
// Try A2 takes copies of objects that cannot be copied.
for (int i = 0; i < 6; i++)
TakeOneBox(Common.TheScene.GetSceneObjectGroups(), names[i], perms[i]);
Thread.Sleep(5000);
List<InventoryItemBase> items = Common.TheScene.InventoryService.GetFolderItems(Common.TheAvatars[1].UUID, objsFolder.ID);
Assert.That(items.Count, Is.EqualTo(0));
// A1 makes the objects copyable
for (int i = 0; i < 6; i++)
MakeCopyable(Common.TheScene.GetSceneObjectGroups(), names[i]);
// Try A2 takes copies of objects that can be copied.
for (int i = 0; i < 6; i++)
TakeOneBox(Common.TheScene.GetSceneObjectGroups(), names[i], perms[i]);
Thread.Sleep(5000);
items = Common.TheScene.InventoryService.GetFolderItems(Common.TheAvatars[1].UUID, objsFolder.ID);
Assert.That(items.Count, Is.EqualTo(6));
for (int i = 0; i < 6; i++)
{
InventoryItemBase item = Common.TheInstance.GetItemFromInventory(Common.TheAvatars[1].UUID, "Objects", names[i]);
Assert.That(item, Is.Not.Null);
Common.TheInstance.AssertPermissions(perms[i], (PermissionMask)item.BasePermissions, Common.TheInstance.IdStr(item));
}
}
private void TakeOneBox(List<SceneObjectGroup> objs, string name, PermissionMask mask)
{
SceneObjectGroup box = objs.Find(sog => sog.Name == name && sog.OwnerID == Common.TheAvatars[0].UUID);
Assert.That(box, Is.Not.Null, name);
// A2's inventory (index 1)
Common.TheInstance.TakeCopyToInventory(1, box);
}
private void MakeCopyable(List<SceneObjectGroup> objs, string name)
{
SceneObjectGroup box = objs.Find(sog => sog.Name == name && sog.OwnerID == Common.TheAvatars[0].UUID);
Assert.That(box, Is.Not.Null, name);
// field = 8 is Everyone
// set = 1 means add the permission; set = 0 means remove permission
Common.TheScene.HandleObjectPermissionsUpdate((IClientAPI)Common.TheAvatars[0].ClientView, Common.TheAvatars[0].UUID,
Common.TheAvatars[0].ControllingClient.SessionId, 8, box.LocalId, (uint)PermissionMask.Copy, 1);
Common.TheInstance.PrintPerms(box);
}
}
}
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