/* * 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 // - add inventory items to prims make - 015 // - remove inventory items make sure it sticks - 016 // - remove prim, make sure it sticks - 020 [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); Console.WriteLine("Test 10 has prims {0} and {1} in region {2}",prim1,prim2,region1); Console.WriteLine("The prims are {0}, {1}, {2} and {3} and region is {4}",tmp0,tmp1,tmp2,tmp3,newregion); SceneObjectPart[] parts = sog.GetParts(); Console.WriteLine("Before Insertion:"); Assert.That(parts.Length,Is.EqualTo(4)); Console.WriteLine("PASSED BEFORE"); db.StoreObject(sog, newregion); List sogs = db.LoadObjects(newregion); Assert.That(sogs.Count,Is.EqualTo(1)); SceneObjectGroup newsog = sogs[0]; SceneObjectPart[] newparts = newsog.GetParts(); Console.WriteLine("After Insertion:"); Assert.That(newparts.Length,Is.EqualTo(4)); Console.WriteLine("PASSED AFTER!"); Assert.That(newsog.HasChildPrim(tmp0)); Assert.That(newsog.HasChildPrim(tmp1)); Assert.That(newsog.HasChildPrim(tmp2)); Assert.That(newsog.HasChildPrim(tmp3)); } [Test] [Ignore("Make sure 12 works first")] public void T013_ObjectConsistency() { 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.Brown; Color color = Color.FromArgb(255, 165, 42, 42); 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: Console.WriteLine("Test -0"); Assert.That(regionh,Is.EqualTo(sop.RegionHandle)); Console.WriteLine("Test -1 localid é: {0} e LocalId é {1}",localid,sop.LocalId); Assert.That(localid,Is.EqualTo(sop.LocalId)); Console.WriteLine("Test -2"); //**Assert.That(pbshap,Is.EqualTo(sop.Shape)); Assert.That(groupos,Is.EqualTo(sop.GroupPosition)); Console.WriteLine("Test -3"); Assert.That(name,Is.EqualTo(sop.Name)); Console.WriteLine("Test -4"); Assert.That(rotoff,Is.EqualTo(sop.RotationOffset)); Console.WriteLine("Test 0 - uuid is {0}",uuid); Assert.That(uuid,Is.EqualTo(sop.UUID)); Console.WriteLine("Test 1"); Assert.That(creator,Is.EqualTo(sop.CreatorID)); Console.WriteLine("Test 2 - iserial is {0}",iserial); Assert.That(iserial,Is.EqualTo(sop.InventorySerial)); Console.WriteLine("Test 3"); Assert.That(dic,Is.EqualTo(sop.TaskInventory)); Console.WriteLine("Test 4"); Assert.That(objf,Is.EqualTo(sop.ObjectFlags)); Console.WriteLine("Test 5"); Assert.That(name,Is.EqualTo(sop.Name)); Console.WriteLine("Test 6"); Assert.That(material,Is.EqualTo(sop.Material)); Console.WriteLine("Test 7"); Assert.That(pin,Is.EqualTo(sop.ScriptAccessPin)); Console.WriteLine("Test 8"); Assert.That(textani,Is.EqualTo(sop.TextureAnimation)); Console.WriteLine("Test 9"); Assert.That(partsys,Is.EqualTo(sop.ParticleSystem)); Console.WriteLine("Test 9.1"); Assert.That(expires,Is.EqualTo(sop.Expires)); Console.WriteLine("Test 9.2"); Assert.That(rezzed,Is.EqualTo(sop.Rezzed)); Console.WriteLine("Test 10"); Assert.That(offset,Is.EqualTo(sop.OffsetPosition)); Assert.That(velocity,Is.EqualTo(sop.Velocity)); Console.WriteLine("Test 12"); Assert.That(angvelo,Is.EqualTo(sop.AngularVelocity)); Console.WriteLine("Test 13"); Assert.That(accel,Is.EqualTo(sop.Acceleration)); Console.WriteLine("Test 14"); 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)); Console.WriteLine("Test 15"); Assert.That(touchname,Is.EqualTo(sop.TouchName)); Console.WriteLine("Test 16"); Assert.That(linknum,Is.EqualTo(sop.LinkNum)); Console.WriteLine("Test 17"); Assert.That(clickaction,Is.EqualTo(sop.ClickAction)); Console.WriteLine("Test 18"); Assert.That(scale,Is.EqualTo(sop.Scale)); Console.WriteLine("Test 19"); Assert.That(updatef,Is.EqualTo(sop.UpdateFlag)); Console.WriteLine("Test 20"); // This is necessary or object will not be inserted in DB sop.ObjectFlags = 0; SceneObjectGroup sog = new SceneObjectGroup(); sog.AddPart(sop); sog.RootPart = 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; Console.WriteLine("Test -0"); Assert.That(regionh,Is.EqualTo(p.RegionHandle)); Console.WriteLine("Test -1 localid é: {0} e LocalId é {1}",localid,p.LocalId); //Assert.That(localid,Is.EqualTo(p.LocalId)); Console.WriteLine("Test -2"); //Assert.That(pbshap,Is.EqualTo(p.Shape)); Assert.That(groupos,Is.EqualTo(p.GroupPosition)); Console.WriteLine("Test -3"); Assert.That(name,Is.EqualTo(p.Name)); Console.WriteLine("Test -4"); Assert.That(rotoff,Is.EqualTo(p.RotationOffset)); Console.WriteLine("Test 0 - uuid is {0}",uuid); Assert.That(uuid,Is.EqualTo(p.UUID)); Console.WriteLine("Test 1"); Assert.That(creator,Is.EqualTo(p.CreatorID)); Console.WriteLine("Test 2 - iserial is {0}",iserial); //Assert.That(iserial,Is.EqualTo(p.InventorySerial)); Console.WriteLine("Test 3"); Assert.That(dic,Is.EqualTo(p.TaskInventory)); Console.WriteLine("Test 4"); //Assert.That(objf,Is.EqualTo(p.ObjectFlags)); Console.WriteLine("Test 5"); Assert.That(name,Is.EqualTo(p.Name)); Console.WriteLine("Test 6"); Assert.That(material,Is.EqualTo(p.Material)); Console.WriteLine("Test 7"); Assert.That(pin,Is.EqualTo(p.ScriptAccessPin)); Console.WriteLine("Test 8"); Assert.That(textani,Is.EqualTo(p.TextureAnimation)); Console.WriteLine("Test 9"); Assert.That(partsys,Is.EqualTo(p.ParticleSystem)); Console.WriteLine("Test 9.1 - Expires in {0}",expires); //Assert.That(expires,Is.EqualTo(p.Expires)); Console.WriteLine("Test 9.2 - Rezzed in {0}",rezzed); //Assert.That(rezzed,Is.EqualTo(p.Rezzed)); Console.WriteLine("Test 10"); Assert.That(offset,Is.EqualTo(p.OffsetPosition)); Assert.That(velocity,Is.EqualTo(p.Velocity)); Console.WriteLine("Test 12"); Assert.That(angvelo,Is.EqualTo(p.AngularVelocity)); Console.WriteLine("Test 13"); Assert.That(accel,Is.EqualTo(p.Acceleration)); Console.WriteLine("Test 14"); 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)); Console.WriteLine("Test 15"); Assert.That(touchname,Is.EqualTo(p.TouchName)); Console.WriteLine("Test 16"); //Assert.That(linknum,Is.EqualTo(p.LinkNum)); Console.WriteLine("Test 17"); Assert.That(clickaction,Is.EqualTo(p.ClickAction)); Console.WriteLine("Test 18"); Assert.That(scale,Is.EqualTo(p.Scale)); Console.WriteLine("Test 19"); //Assert.That(updatef,Is.EqualTo(p.UpdateFlag)); Console.WriteLine("Test 20"); } [Test] public void T014_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.LocalId = localID; localID = localID + 1; 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.AddPart(sop); sog.RootPart = sop; return sog; } private SceneObjectPart NewSOP(string name, UUID uuid) { SceneObjectPart sop = new SceneObjectPart(); //sop.LocalId = 1; sop.LocalId = localID; localID = localID + 1; 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