/* * 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 OpenSim 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.Drawing; using System.Text; using NUnit.Framework; using NUnit.Framework.SyntaxHelpers; using OpenSim.Framework; using OpenSim.Data; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; using OpenSim.Region.Environment.Modules.World.Land; using OpenMetaverse; namespace OpenSim.Data.Tests { public class BasicRegionTest { public IRegionDataStore db; public UUID zero = UUID.Zero; public UUID region1; public UUID region2; public UUID region3; public UUID region4; public UUID prim1; public UUID prim2; public UUID prim3; public UUID prim4; public UUID prim5; public UUID prim6; public UUID item1; public UUID item2; public UUID item3; public static Random random; public string itemname1 = "item1"; public uint localID; public double height1; public double height2; public void SuperInit() { try { log4net.Config.XmlConfigurator.Configure(); } catch (Exception) { // I don't care, just leave log4net off } region1 = UUID.Random(); region3 = UUID.Random(); region4 = UUID.Random(); prim1 = UUID.Random(); prim2 = UUID.Random(); prim3 = UUID.Random(); prim4 = UUID.Random(); prim5 = UUID.Random(); prim6 = UUID.Random(); item1 = UUID.Random(); item2 = UUID.Random(); item3 = UUID.Random(); random = new Random(); localID = 1; height1 = 20; height2 = 100; } // Test Plan // Prims // - empty test - 001 // - store / retrieve basic prims (most minimal we can make) - 010, 011 // - store / retrieve parts in a scenegroup 012 // - store a prim with complete information for consistency check 013 // - update existing prims, make sure it sticks - 014 // - tests empty inventory - 020 // - add inventory items to prims make - 021 // - retrieves the added item - 022 // - update inventory items to prims - 023 // - remove inventory items make sure it sticks - 024 // - checks if all parameters are persistent - 025 // - adds many items and see if it is handled correctly - 026 [Test] public void T001_LoadEmpty() { List objs = db.LoadObjects(region1); List objs3 = db.LoadObjects(region3); List land = db.LoadLandObjects(region1); Assert.That(objs.Count, Is.EqualTo(0)); Assert.That(objs3.Count, Is.EqualTo(0)); Assert.That(land.Count, Is.EqualTo(0)); } // SOG round trips // * store objects, make sure they save // * update [Test] public void T010_StoreSimpleObject() { SceneObjectGroup sog = NewSOG("object1", prim1); SceneObjectGroup sog2 = NewSOG("object2", prim2); // in case the objects don't store try { db.StoreObject(sog, region1); } catch (Exception e) { System.Console.WriteLine("Exception in storing object {0} {1}", sog.ToString(), e); Assert.Fail(); } try { db.StoreObject(sog2, region1); } catch (Exception e) { System.Console.WriteLine("Exception in storing object {0} {1}", sog2.ToString(), e); Assert.Fail(); } // This tests the ADO.NET driver List objs = db.LoadObjects(region1); Assert.That(objs.Count, Is.EqualTo(2)); } [Test] public void T011_ObjectNames() { List objs = db.LoadObjects(region1); foreach (SceneObjectGroup sog in objs) { SceneObjectPart p = sog.RootPart; Assert.That("", Is.Not.EqualTo(p.Name)); Assert.That(p.Name, Is.EqualTo(p.Description)); } } [Test] public void T012_SceneParts() { UUID tmp0 = UUID.Random(); UUID tmp1 = UUID.Random(); UUID tmp2 = UUID.Random(); UUID tmp3 = UUID.Random(); UUID newregion = UUID.Random(); SceneObjectPart p1 = NewSOP("SoP 1",tmp1); SceneObjectPart p2 = NewSOP("SoP 2",tmp2); SceneObjectPart p3 = NewSOP("SoP 3",tmp3); SceneObjectGroup sog = NewSOG("Sop 0",tmp0); sog.AddPart(p1); sog.AddPart(p2); sog.AddPart(p3); SceneObjectPart[] parts = sog.GetParts(); Assert.That(parts.Length,Is.EqualTo(4)); db.StoreObject(sog, newregion); List sogs = db.LoadObjects(newregion); Assert.That(sogs.Count,Is.EqualTo(1)); SceneObjectGroup newsog = sogs[0]; SceneObjectPart[] newparts = newsog.GetParts(); Assert.That(newparts.Length,Is.EqualTo(4)); Assert.That(newsog.HasChildPrim(tmp0)); Assert.That(newsog.HasChildPrim(tmp1)); Assert.That(newsog.HasChildPrim(tmp2)); Assert.That(newsog.HasChildPrim(tmp3)); } [Test] public void T013_DatabasePersistency() { // Sets all ScenePart parameters, stores and retrieves them, then check for consistency with initial data // The commented Asserts are the ones that are unchangeable (when storing on the database, their "Set" values are ignored // The ObjectFlags is an exception, if it is entered incorrectly, the object IS REJECTED on the database silently. UUID creator,uuid = new UUID(); creator = UUID.Random(); uint iserial = (uint) random.Next(); TaskInventoryDictionary dic = new TaskInventoryDictionary(); uint objf = (uint) random.Next(); uuid = prim4; uint localid = localID+1; localID = localID + 1; string name = "Adam West"; byte material = (byte) random.Next(255); ulong regionh = (ulong)random.NextDouble() * (ulong)random.Next(); int pin = random.Next(); Byte[] partsys = new byte[8]; Byte[] textani = new byte[8]; random.NextBytes(textani); random.NextBytes(partsys); DateTime expires = new DateTime(2008, 12, 20); DateTime rezzed = new DateTime(2009, 07, 15); Vector3 groupos = new Vector3(random.Next(),random.Next(),random.Next()); Vector3 offset = new Vector3(random.Next(),random.Next(),random.Next()); Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next()); Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next()); Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next()); Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next()); string description = name; Color color = Color.FromArgb(255, 165, 50, 100); string text = "All Your Base Are Belong to Us"; string sitname = "SitName"; string touchname = "TouchName"; int linknum = random.Next(); byte clickaction = (byte) random.Next(255); PrimitiveBaseShape pbshap = new PrimitiveBaseShape(); pbshap = PrimitiveBaseShape.Default; Vector3 scale = new Vector3(random.Next(),random.Next(),random.Next()); byte updatef = (byte) random.Next(255); SceneObjectPart sop = new SceneObjectPart(); sop.RegionHandle = regionh; sop.UUID = uuid; sop.LocalId = localid; sop.Shape = pbshap; sop.GroupPosition = groupos; sop.RotationOffset = rotoff; sop.CreatorID = creator; sop.InventorySerial = iserial; sop.TaskInventory = dic; sop.ObjectFlags = objf; sop.Name = name; sop.Material = material; sop.ScriptAccessPin = pin; sop.TextureAnimation = textani; sop.ParticleSystem = partsys; sop.Expires = expires; sop.Rezzed = rezzed; sop.OffsetPosition = offset; sop.Velocity = velocity; sop.AngularVelocity = angvelo; sop.Acceleration = accel; sop.Description = description; sop.Color = color; sop.Text = text; sop.SitName = sitname; sop.TouchName = touchname; sop.LinkNum = linknum; sop.ClickAction = clickaction; sop.Scale = scale; sop.UpdateFlag = updatef; //Tests if local part accepted the parameters: Assert.That(regionh,Is.EqualTo(sop.RegionHandle)); Assert.That(localid,Is.EqualTo(sop.LocalId)); Assert.That(groupos,Is.EqualTo(sop.GroupPosition)); Assert.That(name,Is.EqualTo(sop.Name)); Assert.That(rotoff,Is.EqualTo(sop.RotationOffset)); Assert.That(uuid,Is.EqualTo(sop.UUID)); Assert.That(creator,Is.EqualTo(sop.CreatorID)); Assert.That(iserial,Is.EqualTo(sop.InventorySerial)); Assert.That(dic,Is.EqualTo(sop.TaskInventory)); Assert.That(objf,Is.EqualTo(sop.ObjectFlags)); Assert.That(name,Is.EqualTo(sop.Name)); Assert.That(material,Is.EqualTo(sop.Material)); Assert.That(pin,Is.EqualTo(sop.ScriptAccessPin)); Assert.That(textani,Is.EqualTo(sop.TextureAnimation)); Assert.That(partsys,Is.EqualTo(sop.ParticleSystem)); Assert.That(expires,Is.EqualTo(sop.Expires)); Assert.That(rezzed,Is.EqualTo(sop.Rezzed)); Assert.That(offset,Is.EqualTo(sop.OffsetPosition)); Assert.That(velocity,Is.EqualTo(sop.Velocity)); Assert.That(angvelo,Is.EqualTo(sop.AngularVelocity)); Assert.That(accel,Is.EqualTo(sop.Acceleration)); Assert.That(description,Is.EqualTo(sop.Description)); Assert.That(color,Is.EqualTo(sop.Color)); Assert.That(text,Is.EqualTo(sop.Text)); Assert.That(sitname,Is.EqualTo(sop.SitName)); Assert.That(touchname,Is.EqualTo(sop.TouchName)); Assert.That(linknum,Is.EqualTo(sop.LinkNum)); Assert.That(clickaction,Is.EqualTo(sop.ClickAction)); Assert.That(scale,Is.EqualTo(sop.Scale)); Assert.That(updatef,Is.EqualTo(sop.UpdateFlag)); // This is necessary or object will not be inserted in DB sop.ObjectFlags = 0; SceneObjectGroup sog = new SceneObjectGroup(); sog.SetRootPart(sop); // Inserts group in DB db.StoreObject(sog,region3); List sogs = db.LoadObjects(region3); Assert.That(sogs.Count, Is.EqualTo(1)); // Makes sure there are no double insertions: db.StoreObject(sog,region3); sogs = db.LoadObjects(region3); Assert.That(sogs.Count, Is.EqualTo(1)); // Tests if the parameters were inserted correctly SceneObjectPart p = sogs[0].RootPart; Assert.That(regionh,Is.EqualTo(p.RegionHandle)); //Assert.That(localid,Is.EqualTo(p.LocalId)); Assert.That(groupos,Is.EqualTo(p.GroupPosition)); Assert.That(name,Is.EqualTo(p.Name)); Assert.That(rotoff,Is.EqualTo(p.RotationOffset)); Assert.That(uuid,Is.EqualTo(p.UUID)); Assert.That(creator,Is.EqualTo(p.CreatorID)); //Assert.That(iserial,Is.EqualTo(p.InventorySerial)); Assert.That(dic,Is.EqualTo(p.TaskInventory)); //Assert.That(objf,Is.EqualTo(p.ObjectFlags)); Assert.That(name,Is.EqualTo(p.Name)); Assert.That(material,Is.EqualTo(p.Material)); Assert.That(pin,Is.EqualTo(p.ScriptAccessPin)); Assert.That(textani,Is.EqualTo(p.TextureAnimation)); Assert.That(partsys,Is.EqualTo(p.ParticleSystem)); //Assert.That(expires,Is.EqualTo(p.Expires)); //Assert.That(rezzed,Is.EqualTo(p.Rezzed)); Assert.That(offset,Is.EqualTo(p.OffsetPosition)); Assert.That(velocity,Is.EqualTo(p.Velocity)); Assert.That(angvelo,Is.EqualTo(p.AngularVelocity)); Assert.That(accel,Is.EqualTo(p.Acceleration)); Assert.That(description,Is.EqualTo(p.Description)); Assert.That(color,Is.EqualTo(p.Color)); Assert.That(text,Is.EqualTo(p.Text)); Assert.That(sitname,Is.EqualTo(p.SitName)); Assert.That(touchname,Is.EqualTo(p.TouchName)); //Assert.That(linknum,Is.EqualTo(p.LinkNum)); Assert.That(clickaction,Is.EqualTo(p.ClickAction)); Assert.That(scale,Is.EqualTo(p.Scale)); //Assert.That(updatef,Is.EqualTo(p.UpdateFlag)); } [Test] public void T014_UpdateObject() { string text1 = "object1 text"; SceneObjectGroup sog = FindSOG("object1", region1); sog.RootPart.Text = text1; db.StoreObject(sog, region1); sog = FindSOG("object1", region1); Assert.That(text1, Is.EqualTo(sog.RootPart.Text)); // Creates random values UUID creator = new UUID(); creator = UUID.Random(); TaskInventoryDictionary dic = new TaskInventoryDictionary(); localID = localID + 1; string name = "West Adam"; byte material = (byte) random.Next(255); ulong regionh = (ulong)random.NextDouble() * (ulong)random.Next(); int pin = random.Next(); Byte[] partsys = new byte[8]; Byte[] textani = new byte[8]; random.NextBytes(textani); random.NextBytes(partsys); DateTime expires = new DateTime(2010, 12, 20); DateTime rezzed = new DateTime(2005, 07, 15); Vector3 groupos = new Vector3(random.Next(),random.Next(),random.Next()); Vector3 offset = new Vector3(random.Next(),random.Next(),random.Next()); Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next()); Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next()); Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next()); Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next()); string description = name; Color color = Color.FromArgb(255, 255, 255, 0); string text = "What You Say?{]\vz~"; string sitname = RandomName(); string touchname = RandomName(); int linknum = random.Next(); byte clickaction = (byte) random.Next(255); PrimitiveBaseShape pbshap = new PrimitiveBaseShape(); pbshap = PrimitiveBaseShape.Default; Vector3 scale = new Vector3(random.Next(),random.Next(),random.Next()); byte updatef = (byte) random.Next(255); // Updates the region with new values SceneObjectGroup sog2 = FindSOG("Adam West", region3); Assert.That(sog2,Is.Not.Null); sog2.RootPart.RegionHandle = regionh; sog2.RootPart.Shape = pbshap; sog2.RootPart.GroupPosition = groupos; sog2.RootPart.RotationOffset = rotoff; sog2.RootPart.CreatorID = creator; sog2.RootPart.TaskInventory = dic; sog2.RootPart.Name = name; sog2.RootPart.Material = material; sog2.RootPart.ScriptAccessPin = pin; sog2.RootPart.TextureAnimation = textani; sog2.RootPart.ParticleSystem = partsys; sog2.RootPart.Expires = expires; sog2.RootPart.Rezzed = rezzed; sog2.RootPart.OffsetPosition = offset; sog2.RootPart.Velocity = velocity; sog2.RootPart.AngularVelocity = angvelo; sog2.RootPart.Acceleration = accel; sog2.RootPart.Description = description; sog2.RootPart.Color = color; sog2.RootPart.Text = text; sog2.RootPart.SitName = sitname; sog2.RootPart.TouchName = touchname; sog2.RootPart.LinkNum = linknum; sog2.RootPart.ClickAction = clickaction; sog2.RootPart.Scale = scale; sog2.RootPart.UpdateFlag = updatef; db.StoreObject(sog2, region3); List sogs = db.LoadObjects(region3); Assert.That(sogs.Count, Is.EqualTo(1)); SceneObjectGroup retsog = FindSOG("West Adam", region3); Assert.That(retsog,Is.Not.Null); SceneObjectPart p = retsog.RootPart; Assert.That(regionh,Is.EqualTo(p.RegionHandle)); Assert.That(groupos,Is.EqualTo(p.GroupPosition)); Assert.That(name,Is.EqualTo(p.Name)); Assert.That(rotoff,Is.EqualTo(p.RotationOffset)); Assert.That(creator,Is.EqualTo(p.CreatorID)); Assert.That(dic,Is.EqualTo(p.TaskInventory)); Assert.That(name,Is.EqualTo(p.Name)); Assert.That(material,Is.EqualTo(p.Material)); Assert.That(pin,Is.EqualTo(p.ScriptAccessPin)); Assert.That(textani,Is.EqualTo(p.TextureAnimation)); Assert.That(partsys,Is.EqualTo(p.ParticleSystem)); Assert.That(offset,Is.EqualTo(p.OffsetPosition)); Assert.That(velocity,Is.EqualTo(p.Velocity)); Assert.That(angvelo,Is.EqualTo(p.AngularVelocity)); Assert.That(accel,Is.EqualTo(p.Acceleration)); Assert.That(description,Is.EqualTo(p.Description)); Assert.That(color,Is.EqualTo(p.Color)); Assert.That(text,Is.EqualTo(p.Text)); Assert.That(sitname,Is.EqualTo(p.SitName)); Assert.That(touchname,Is.EqualTo(p.TouchName)); Assert.That(clickaction,Is.EqualTo(p.ClickAction)); Assert.That(scale,Is.EqualTo(p.Scale)); } [Test] public void T015_LargeSceneObjects() { UUID id = UUID.Random(); Dictionary mydic = new Dictionary(); SceneObjectGroup sog = NewSOG("Test SOG",id); mydic.Add(sog.RootPart.UUID,sog.RootPart); Console.WriteLine("Let's Start!"); for (int i=0;i<30;i++) { UUID tmp = UUID.Random(); SceneObjectPart sop = NewSOP(("Test SOP " + i.ToString()),tmp); Vector3 groupos = new Vector3(random.Next(),random.Next(),random.Next()); Vector3 offset = new Vector3(random.Next(),random.Next(),random.Next()); Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next()); Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next()); Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next()); Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next()); sop.GroupPosition = groupos; sop.RotationOffset = rotoff; sop.OffsetPosition = offset; sop.Velocity = velocity; sop.AngularVelocity = angvelo; sop.Acceleration = accel; mydic.Add(tmp,sop); sog.AddPart(sop); db.StoreObject(sog, region4); } SceneObjectGroup retsog = FindSOG("Test SOG", region4); SceneObjectPart[] parts = retsog.GetParts(); for (int i=0;i<30;i++) { SceneObjectPart cursop = mydic[parts[i].UUID]; Assert.That(cursop.GroupPosition,Is.EqualTo(parts[i].GroupPosition)); Assert.That(cursop.RotationOffset,Is.EqualTo(parts[i].RotationOffset)); Assert.That(cursop.OffsetPosition,Is.EqualTo(parts[i].OffsetPosition)); Assert.That(cursop.Velocity,Is.EqualTo(parts[i].Velocity)); Assert.That(cursop.AngularVelocity,Is.EqualTo(parts[i].AngularVelocity)); Assert.That(cursop.Acceleration,Is.EqualTo(parts[i].Acceleration)); } } [Test] public void T020_PrimInventoryEmpty() { SceneObjectGroup sog = FindSOG("object1", region1); TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1); Assert.That(t, Is.Null); } [Test] public void T021_PrimInventoryStore() { SceneObjectGroup sog = FindSOG("object1", region1); InventoryItemBase i = NewItem(item1, zero, zero, itemname1, zero); Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, i, zero), Is.True); TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1); Assert.That(t.Name, Is.EqualTo(itemname1)); // TODO: seriously??? this is the way we need to loop to get this? List list = new List(); foreach (UUID uuid in sog.RootPart.GetInventoryList()) { list.Add(sog.GetInventoryItem(sog.RootPart.LocalId, uuid)); } db.StorePrimInventory(prim1, list); } [Test] public void T022_PrimInventoryRetrieve() { SceneObjectGroup sog = FindSOG("object1", region1); TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1); Assert.That(t.Name, Is.EqualTo(itemname1)); } [Test] public void T023_PrimInventoryUpdate() { SceneObjectGroup sog = FindSOG("object1", region1); TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1); t.Name = "My New Name"; sog.UpdateInventoryItem(t); Assert.That(t.Name, Is.EqualTo("My New Name")); } [Test] public void T024_PrimInventoryRemove() { List list = new List(); db.StorePrimInventory(prim1, list); SceneObjectGroup sog = FindSOG("object1", region1); TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1); Assert.That(t, Is.Null); } [Test] public void T025_PrimInventoryPersistency() { InventoryItemBase i = new InventoryItemBase(); UUID id = UUID.Random(); i.ID = id; UUID folder = UUID.Random(); i.Folder = folder; UUID owner = UUID.Random(); i.Owner = owner; UUID creator = UUID.Random(); i.Creator = creator; string name = RandomName(); i.Name = name; i.Description = name; UUID assetid = UUID.Random(); i.AssetID = assetid; int invtype = random.Next(); i.InvType = invtype; uint nextperm = (uint) random.Next(); i.NextPermissions = nextperm; uint curperm = (uint) random.Next(); i.CurrentPermissions = curperm; uint baseperm = (uint) random.Next(); i.BasePermissions = baseperm; uint eoperm = (uint) random.Next(); i.EveryOnePermissions = eoperm; int assettype = random.Next(); i.AssetType = assettype; UUID groupid = UUID.Random(); i.GroupID = groupid; bool groupown = true; i.GroupOwned = groupown; int saleprice = random.Next(); i.SalePrice = saleprice; byte saletype = (byte) random.Next(255); i.SaleType = saletype; uint flags = (uint) random.Next(); i.Flags = flags; int creationd = random.Next(); i.CreationDate = creationd; SceneObjectGroup sog = FindSOG("object1", region1); Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, i, zero), Is.True); TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, id); Assert.That(t.Name, Is.EqualTo(name)); Assert.That(t.AssetID,Is.EqualTo(assetid)); Assert.That(t.BasePermissions,Is.EqualTo(baseperm)); Assert.That(t.CreationDate,Is.EqualTo(creationd)); Assert.That(t.CreatorID,Is.EqualTo(creator)); Assert.That(t.Description,Is.EqualTo(name)); Assert.That(t.EveryonePermissions,Is.EqualTo(eoperm)); Assert.That(t.Flags,Is.EqualTo(flags)); Assert.That(t.GroupID,Is.EqualTo(sog.RootPart.GroupID)); // Where is this group permissions?? // Assert.That(t.GroupPermissions,Is.EqualTo()); Assert.That(t.InvType,Is.EqualTo(invtype)); Assert.That(t.ItemID,Is.EqualTo(id)); Assert.That(t.LastOwnerID, Is.EqualTo(sog.RootPart.LastOwnerID)); Assert.That(t.NextPermissions, Is.EqualTo(nextperm)); // Ownership changes when you drop an object into an object // owned by someone else Assert.That(t.OwnerID,Is.EqualTo(sog.RootPart.OwnerID)); Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 8)); Assert.That(t.ParentID,Is.EqualTo(sog.RootPart.FolderID)); Assert.That(t.ParentPartID,Is.EqualTo(sog.RootPart.UUID)); } [Test] [ExpectedException(typeof(System.ArgumentException))] public void T026_PrimInventoryMany() { UUID i1,i2,i3,i4; i1 = UUID.Random(); i2 = UUID.Random(); i3 = UUID.Random(); i4 = i3; InventoryItemBase ib1 = NewItem(i1, zero, zero, RandomName(), zero); InventoryItemBase ib2 = NewItem(i2, zero, zero, RandomName(), zero); InventoryItemBase ib3 = NewItem(i3, zero, zero, RandomName(), zero); InventoryItemBase ib4 = NewItem(i4, zero, zero, RandomName(), zero); SceneObjectGroup sog = FindSOG("object1", region1); Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib1, zero), Is.True); Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib2, zero), Is.True); Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib3, zero), Is.True); Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib4, zero), Is.True); TaskInventoryItem t1 = sog.GetInventoryItem(sog.RootPart.LocalId, i1); Assert.That(t1.Name, Is.EqualTo(ib1.Name)); TaskInventoryItem t2 = sog.GetInventoryItem(sog.RootPart.LocalId, i2); Assert.That(t2.Name, Is.EqualTo(ib2.Name)); TaskInventoryItem t3 = sog.GetInventoryItem(sog.RootPart.LocalId, i3); Assert.That(t3.Name, Is.EqualTo(ib3.Name)); TaskInventoryItem t4 = sog.GetInventoryItem(sog.RootPart.LocalId, i4); Assert.That(t4, Is.Null); } [Test] public void T051_RemoveObjectWrongRegion() { db.RemoveObject(prim1, UUID.Random()); SceneObjectGroup sog = FindSOG("object1", region1); Assert.That(sog, Is.Not.Null); } [Test] public void T052_RemoveObject() { db.RemoveObject(prim1, region1); SceneObjectGroup sog = FindSOG("object1", region1); Assert.That(sog, Is.Null); } [Test] public void T100_DefaultRegionInfo() { RegionSettings r1 = db.LoadRegionSettings(region1); Assert.That(r1.RegionUUID, Is.EqualTo(region1)); RegionSettings r2 = db.LoadRegionSettings(region2); Assert.That(r2.RegionUUID, Is.EqualTo(region2)); } [Test] public void T101_UpdateRegionInfo() { int agentlimit = random.Next(); double objectbonus = random.NextDouble(); int maturity = random.Next(); UUID tertex1 = UUID.Random(); UUID tertex2 = UUID.Random(); UUID tertex3 = UUID.Random(); UUID tertex4 = UUID.Random(); double elev1nw = random.NextDouble(); double elev2nw = random.NextDouble(); double elev1ne = random.NextDouble(); double elev2ne = random.NextDouble(); double elev1se = random.NextDouble(); double elev2se = random.NextDouble(); double elev1sw = random.NextDouble(); double elev2sw = random.NextDouble(); double waterh = random.NextDouble(); double terrainraise = random.NextDouble(); double terrainlower = random.NextDouble(); Vector3 sunvector = new Vector3((float)Math.Round(random.NextDouble(),5),(float)Math.Round(random.NextDouble(),5),(float)Math.Round(random.NextDouble(),5)); UUID terimgid = UUID.Random(); double sunpos = random.NextDouble(); UUID cov = UUID.Random(); RegionSettings r1 = db.LoadRegionSettings(region1); r1.BlockTerraform = true; r1.BlockFly = true; r1.AllowDamage = true; r1.RestrictPushing = true; r1.AllowLandResell = false; r1.AllowLandJoinDivide = false; r1.BlockShowInSearch = true; r1.AgentLimit = agentlimit; r1.ObjectBonus = objectbonus; r1.Maturity = maturity; r1.DisableScripts = true; r1.DisableCollisions = true; r1.DisablePhysics = true; r1.TerrainTexture1 = tertex1; r1.TerrainTexture2 = tertex2; r1.TerrainTexture3 = tertex3; r1.TerrainTexture4 = tertex4; r1.Elevation1NW = elev1nw; r1.Elevation2NW = elev2nw; r1.Elevation1NE = elev1ne; r1.Elevation2NE = elev2ne; r1.Elevation1SE = elev1se; r1.Elevation2SE = elev2se; r1.Elevation1SW = elev1sw; r1.Elevation2SW = elev2sw; r1.WaterHeight = waterh; r1.TerrainRaiseLimit = terrainraise; r1.TerrainLowerLimit = terrainlower; r1.UseEstateSun = false; r1.Sandbox = true; r1.SunVector = sunvector; r1.TerrainImageID = terimgid; r1.FixedSun = true; r1.SunPosition = sunpos; r1.Covenant = cov; db.StoreRegionSettings(r1); RegionSettings r1a = db.LoadRegionSettings(region1); Assert.That(r1a.RegionUUID, Is.EqualTo(region1)); Assert.That(r1a.BlockTerraform,Is.True); Assert.That(r1a.BlockFly,Is.True); Assert.That(r1a.AllowDamage,Is.True); Assert.That(r1a.RestrictPushing,Is.True); Assert.That(r1a.AllowLandResell,Is.False); Assert.That(r1a.AllowLandJoinDivide,Is.False); Assert.That(r1a.BlockShowInSearch,Is.True); Assert.That(r1a.AgentLimit,Is.EqualTo(agentlimit)); Assert.That(r1a.ObjectBonus,Is.EqualTo(objectbonus)); Assert.That(r1a.Maturity,Is.EqualTo(maturity)); Assert.That(r1a.DisableScripts,Is.True); Assert.That(r1a.DisableCollisions,Is.True); Assert.That(r1a.DisablePhysics,Is.True); Assert.That(r1a.TerrainTexture1,Is.EqualTo(tertex1)); Assert.That(r1a.TerrainTexture2,Is.EqualTo(tertex2)); Assert.That(r1a.TerrainTexture3,Is.EqualTo(tertex3)); Assert.That(r1a.TerrainTexture4,Is.EqualTo(tertex4)); Assert.That(r1a.Elevation1NW,Is.EqualTo(elev1nw)); Assert.That(r1a.Elevation2NW,Is.EqualTo(elev2nw)); Assert.That(r1a.Elevation1NE,Is.EqualTo(elev1ne)); Assert.That(r1a.Elevation2NE,Is.EqualTo(elev2ne)); Assert.That(r1a.Elevation1SE,Is.EqualTo(elev1se)); Assert.That(r1a.Elevation2SE,Is.EqualTo(elev2se)); Assert.That(r1a.Elevation1SW,Is.EqualTo(elev1sw)); Assert.That(r1a.Elevation2SW,Is.EqualTo(elev2sw)); Assert.That(r1a.WaterHeight,Is.EqualTo(waterh)); Assert.That(r1a.TerrainRaiseLimit,Is.EqualTo(terrainraise)); Assert.That(r1a.TerrainLowerLimit,Is.EqualTo(terrainlower)); Assert.That(r1a.UseEstateSun,Is.False); Assert.That(r1a.Sandbox,Is.True); Assert.That(r1a.SunVector,Is.EqualTo(sunvector)); //Assert.That(r1a.TerrainImageID,Is.EqualTo(terimgid)); Assert.That(r1a.FixedSun,Is.True); Assert.That(r1a.SunPosition, Is.EqualTo(sunpos)); Assert.That(r1a.Covenant, Is.EqualTo(cov)); } [Test] public void T300_NoTerrain() { Assert.That(db.LoadTerrain(zero), Is.Null); Assert.That(db.LoadTerrain(region1), Is.Null); Assert.That(db.LoadTerrain(region2), Is.Null); Assert.That(db.LoadTerrain(UUID.Random()), Is.Null); } [Test] public void T301_CreateTerrain() { double[,] t1 = GenTerrain(height1); db.StoreTerrain(t1, region1); Assert.That(db.LoadTerrain(zero), Is.Null); Assert.That(db.LoadTerrain(region1), Is.Not.Null); Assert.That(db.LoadTerrain(region2), Is.Null); Assert.That(db.LoadTerrain(UUID.Random()), Is.Null); } [Test] public void T302_FetchTerrain() { double[,] baseterrain1 = GenTerrain(height1); double[,] baseterrain2 = GenTerrain(height2); double[,] t1 = db.LoadTerrain(region1); Assert.That(CompareTerrain(t1, baseterrain1), Is.True); Assert.That(CompareTerrain(t1, baseterrain2), Is.False); } [Test] public void T303_UpdateTerrain() { double[,] baseterrain1 = GenTerrain(height1); double[,] baseterrain2 = GenTerrain(height2); db.StoreTerrain(baseterrain2, region1); double[,] t1 = db.LoadTerrain(region1); Assert.That(CompareTerrain(t1, baseterrain1), Is.False); Assert.That(CompareTerrain(t1, baseterrain2), Is.True); } [Test] public void T400_EmptyLand() { Assert.That(db.LoadLandObjects(zero).Count, Is.EqualTo(0)); Assert.That(db.LoadLandObjects(region1).Count, Is.EqualTo(0)); Assert.That(db.LoadLandObjects(region2).Count, Is.EqualTo(0)); Assert.That(db.LoadLandObjects(UUID.Random()).Count, Is.EqualTo(0)); } // TODO: we should have real land tests, but Land is so // intermingled with scene that you can't test it without a // valid scene. That requires some disagregation. //************************************************************************************// // Extra private methods private double[,] GenTerrain(double value) { double[,] terret = new double[256,256]; terret.Initialize(); for (int x = 0; x < 256; x++) for (int y = 0; y < 256; y++) terret[x,y] = value; return terret; } private bool CompareTerrain(double[,] one, double[,] two) { for (int x = 0; x < 256; x++) for (int y = 0; y < 256; y++) if (one[x,y] != two[x,y]) return false; return true; } private SceneObjectGroup FindSOG(string name, UUID r) { List objs = db.LoadObjects(r); foreach (SceneObjectGroup sog in objs) { SceneObjectPart p = sog.RootPart; if (p.Name == name) { return sog; } } return null; } // This builds a minimalistic Prim, 1 SOG with 1 root SOP. A // common failure case is people adding new fields that aren't // initialized, but have non-null db constraints. We should // honestly be passing more and more null things in here. // // Please note that in Sqlite.BuildPrim there is a commented out inline version // of this so you can debug and step through the build process and check the fields // // Real World Value: Tests for situation where extending a SceneObjectGroup/SceneObjectPart // causes the application to crash at the database layer because of null values // in NOT NULL fields // private SceneObjectGroup NewSOG(string name, UUID uuid) { SceneObjectPart sop = new SceneObjectPart(); sop.Name = name; sop.Description = name; sop.Text = RandomName(); sop.SitName = RandomName(); sop.TouchName = RandomName(); sop.UUID = uuid; sop.Shape = PrimitiveBaseShape.Default; SceneObjectGroup sog = new SceneObjectGroup(); sog.SetRootPart(sop); return sog; } private SceneObjectPart NewSOP(string name, UUID uuid) { SceneObjectPart sop = new SceneObjectPart(); sop.Name = name; sop.Description = name; sop.Text = RandomName(); sop.SitName = RandomName(); sop.TouchName = RandomName(); sop.UUID = uuid; sop.Shape = PrimitiveBaseShape.Default; return sop; } // These are copied from the Inventory Item tests private InventoryItemBase NewItem(UUID id, UUID parent, UUID owner, string name, UUID asset) { InventoryItemBase i = new InventoryItemBase(); i.ID = id; i.Folder = parent; i.Owner = owner; i.Creator = owner; i.Name = name; i.Description = name; i.AssetID = asset; return i; } private static string RandomName() { StringBuilder name = new StringBuilder(); int size = random.Next(5,12); char ch ; for (int i=0; i