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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.IO;
31using System.Linq;
32using System.Threading;
33using Nini.Config;
34using NUnit.Framework;
35using OpenMetaverse;
36using OpenSim.Framework;
37using OpenSim.Region.CoreModules.Avatar.Attachments;
38using OpenSim.Region.CoreModules.Framework.InventoryAccess;
39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.ScriptEngine.XEngine;
41using OpenSim.Services.Interfaces;
42using OpenSim.Tests.Common;
43
44namespace OpenSim.Region.ScriptEngine.Tests
45{
46 [TestFixture]
47 public class XEnginePersistenceTests : OpenSimTestCase
48 {
49 private AutoResetEvent m_chatEvent = new AutoResetEvent(false);
50
51 private void OnChatFromWorld(object sender, OSChatMessage oscm)
52 {
53 // Console.WriteLine("Got chat [{0}]", oscm.Message);
54
55 // m_osChatMessageReceived = oscm;
56 m_chatEvent.Set();
57 }
58
59 private void AddCommonConfig(IConfigSource config, List<object> modules)
60 {
61 config.AddConfig("Modules");
62 config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
63
64 AttachmentsModule attMod = new AttachmentsModule();
65 attMod.DebugLevel = 1;
66 modules.Add(attMod);
67 modules.Add(new BasicInventoryAccessModule());
68 }
69
70 private void AddScriptingConfig(IConfigSource config, XEngine.XEngine xEngine, List<object> modules)
71 {
72 IConfig startupConfig = config.AddConfig("Startup");
73 startupConfig.Set("DefaultScriptEngine", "XEngine");
74
75 IConfig xEngineConfig = config.AddConfig("XEngine");
76 xEngineConfig.Set("Enabled", "true");
77 xEngineConfig.Set("StartDelay", "0");
78
79 // These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call
80 // to AssemblyResolver.OnAssemblyResolve fails.
81 xEngineConfig.Set("AppDomainLoading", "false");
82
83 modules.Add(xEngine);
84 }
85
86 private Scene CreateScriptingEnabledTestScene(XEngine.XEngine xEngine)
87 {
88 IConfigSource config = new IniConfigSource();
89 List<object> modules = new List<object>();
90
91 AddCommonConfig(config, modules);
92 AddScriptingConfig(config, xEngine, modules);
93
94 Scene scene
95 = new SceneHelpers().SetupScene(
96 "attachments-test-scene", TestHelpers.ParseTail(999), 1000, 1000, config);
97 SceneHelpers.SetupSceneModules(scene, config, modules.ToArray());
98
99 scene.StartScripts();
100
101 return scene;
102 }
103
104 [Test]
105 public void TestScriptedAttachmentPersistence()
106 {
107 TestHelpers.InMethod();
108// TestHelpers.EnableLogging();
109
110 XEngine.XEngine xEngine = new XEngine.XEngine();
111 Scene scene = CreateScriptingEnabledTestScene(xEngine);
112 UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
113 ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
114
115 SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10);
116 TaskInventoryHelpers.AddScript(
117 scene.AssetService,
118 so.RootPart,
119 "scriptItem",
120 "default { attach(key id) { if (id != NULL_KEY) { llSay(0, \"Hello World\"); } } }");
121
122 InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000);
123
124 // FIXME: Right now, we have to do a tricksy chat listen to make sure we know when the script is running.
125 // In the future, we need to be able to do this programatically more predicably.
126 scene.EventManager.OnChatFromWorld += OnChatFromWorld;
127
128 SceneObjectGroup rezzedSo
129 = scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest);
130 TaskInventoryItem rezzedScriptItem = rezzedSo.RootPart.Inventory.GetInventoryItem("scriptItem");
131
132 // Wait for chat to signal rezzed script has been started.
133 m_chatEvent.WaitOne(60000);
134
135 // Force save
136 xEngine.DoBackup(new Object[] { 0 });
137
138// Console.WriteLine("ItemID {0}", rezzedScriptItem.ItemID);
139//
140// foreach (
141// string s in Directory.EnumerateFileSystemEntries(
142// string.Format("ScriptEngines/{0}", scene.RegionInfo.RegionID)))
143// Console.WriteLine(s);
144
145 Assert.IsFalse(
146 File.Exists(
147 string.Format("ScriptEngines/{0}/{1}.state", scene.RegionInfo.RegionID, rezzedScriptItem.ItemID)));
148
149 scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, rezzedSo);
150 }
151 }
152} \ No newline at end of file