/* * 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 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 prim1; public UUID prim2; public UUID prim3; public UUID item1; public UUID item2; public UUID item3; public string itemname1 = "item1"; 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(); prim1 = UUID.Random(); prim2 = UUID.Random(); prim3 = UUID.Random(); item1 = UUID.Random(); item2 = UUID.Random(); item3 = UUID.Random(); height1 = 20; height2 = 100; } // Test Plan // Prims // - empty test - 001 // - store / retrieve basic prims (most minimal we can make) - 010, 011 // - update existing prims, make sure it sticks - 012 // - add inventory items to prims make - 013 // - remove inventory items make sure it sticks - 014 // - remove prim, make sure it sticks - 020 [Test] public void T001_LoadEmpty() { List objs = db.LoadObjects(region1); List land = db.LoadLandObjects(region1); Assert.That(objs.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_UpdateObject() { string text = "object1 text"; SceneObjectGroup sog = FindSOG("object1", region1); sog.RootPart.Text = text; db.StoreObject(sog, region1); sog = FindSOG("object1", region1); Assert.That(text, Is.EqualTo(sog.RootPart.Text)); } [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 T022_PrimInvetoryRemove() { 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 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() { bool blockfly = true; double sunpos = 0.5; UUID cov = UUID.Random(); RegionSettings r1 = db.LoadRegionSettings(region1); r1.BlockFly = blockfly; r1.SunPosition = sunpos; r1.Covenant = cov; db.StoreRegionSettings(r1); RegionSettings r2 = db.LoadRegionSettings(region1); Assert.That(r2.RegionUUID, Is.EqualTo(region1)); Assert.That(r2.SunPosition, Is.EqualTo(sunpos)); Assert.That(r2.BlockFly, Is.EqualTo(blockfly)); Assert.That(r2.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.LocalId = 1; sop.Name = name; sop.Description = name; sop.Text = ""; sop.SitName = ""; sop.TouchName = ""; sop.UUID = uuid; sop.Shape = PrimitiveBaseShape.Default; SceneObjectGroup sog = new SceneObjectGroup(); sog.AddPart(sop); sog.RootPart = sop; return sog; } // 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 InventoryFolderBase NewFolder(UUID id, UUID parent, UUID owner, string name) { InventoryFolderBase f = new InventoryFolderBase(); f.ID = id; f.ParentID = parent; f.Owner = owner; f.Name = name; return f; } } }