/* * 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; using System.Collections.Generic; using System.Reflection; using System.Text; using System.Threading; using System.Timers; using Timer=System.Timers.Timer; using Nini.Config; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Region.CoreModules.Avatar.Attachments; using OpenSim.Region.CoreModules.Framework; using OpenSim.Region.CoreModules.Framework.EntityTransfer; using OpenSim.Region.CoreModules.Framework.InventoryAccess; using OpenSim.Region.CoreModules.World.Serialiser; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; using OpenSim.Tests.Common; using OpenSim.Tests.Common.Mock; namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests { /// /// Attachment tests /// [TestFixture] public class AttachmentsModuleTests { private AttachmentsModule m_attMod; private ScenePresence m_presence; /// /// Standard user ID /// private UUID m_userId = TestHelpers.ParseTail(0x1); // /// // /// Standard attachment item ID // /// // private UUID m_attItemId = TestHelpers.ParseTail(0x10); // // /// // /// Standard attachment asset ID // /// // private UUID m_attAssetId = TestHelpers.ParseTail(0x11); [TestFixtureSetUp] public void FixtureInit() { // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. Util.FireAndForgetMethod = FireAndForgetMethod.None; } [TestFixtureTearDown] public void TearDown() { // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple // threads. Possibly, later tests should be rewritten not to worry about such things. Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; } private Scene CreateDefaultTestScene() { IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); Scene scene = new SceneHelpers().SetupScene(); m_attMod = new AttachmentsModule(); SceneHelpers.SetupSceneModules(scene, config, m_attMod, new BasicInventoryAccessModule()); return scene; } /// /// Creates an attachment item in the given user's inventory. Does not attach. /// /// /// A user with the given ID and an inventory must already exist. /// /// /// The attachment item. /// /// /// /// /// /// private InventoryItemBase CreateAttachmentItem( Scene scene, UUID userId, string attName, int rawItemId, int rawAssetId) { return UserInventoryHelpers.CreateInventoryItem( scene, attName, TestHelpers.ParseTail(rawItemId), TestHelpers.ParseTail(rawAssetId), userId, InventoryType.Object); } [Test] public void TestAddAttachmentFromGround() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); Scene scene = CreateDefaultTestScene(); UserAccountHelpers.CreateUserWithInventory(scene, m_userId); m_presence = SceneHelpers.AddScenePresence(scene, m_userId); string attName = "att"; SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, m_presence.UUID).ParentGroup; m_attMod.AttachObject(m_presence, so, (uint)AttachmentPoint.Chest, false); // Check status on scene presence Assert.That(m_presence.HasAttachments(), Is.True); List attachments = m_presence.GetAttachments(); Assert.That(attachments.Count, Is.EqualTo(1)); SceneObjectGroup attSo = attachments[0]; Assert.That(attSo.Name, Is.EqualTo(attName)); Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest)); Assert.That(attSo.IsAttachment); Assert.That(attSo.UsesPhysics, Is.False); Assert.That(attSo.IsTemporary, Is.False); // Check item status Assert.That( m_presence.Appearance.GetAttachpoint(attSo.FromItemID), Is.EqualTo((int)AttachmentPoint.Chest)); InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID)); Assert.That(attachmentItem, Is.Not.Null); Assert.That(attachmentItem.Name, Is.EqualTo(attName)); InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(m_presence.UUID, AssetType.Object); Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID)); // TestHelpers.DisableLogging(); } [Test] public void TestAddAttachmentFromInventory() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); Scene scene = CreateDefaultTestScene(); UserAccountHelpers.CreateUserWithInventory(scene, m_userId); m_presence = SceneHelpers.AddScenePresence(scene, m_userId); InventoryItemBase attItem = CreateAttachmentItem(scene, m_userId, "att", 0x10, 0x20); m_attMod.RezSingleAttachmentFromInventory( m_presence, attItem.ID, (uint)AttachmentPoint.Chest); // Check scene presence status Assert.That(m_presence.HasAttachments(), Is.True); List attachments = m_presence.GetAttachments(); Assert.That(attachments.Count, Is.EqualTo(1)); SceneObjectGroup attSo = attachments[0]; Assert.That(attSo.Name, Is.EqualTo(attItem.Name)); Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest)); Assert.That(attSo.IsAttachment); Assert.That(attSo.UsesPhysics, Is.False); Assert.That(attSo.IsTemporary, Is.False); // Check appearance status Assert.That(m_presence.Appearance.GetAttachments().Count, Is.EqualTo(1)); Assert.That(m_presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); } [Test] public void TestDetachAttachmentToGround() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); Scene scene = CreateDefaultTestScene(); UserAccountHelpers.CreateUserWithInventory(scene, m_userId); m_presence = SceneHelpers.AddScenePresence(scene, m_userId); InventoryItemBase attItem = CreateAttachmentItem(scene, m_userId, "att", 0x10, 0x20); ISceneEntity so = m_attMod.RezSingleAttachmentFromInventory( m_presence, attItem.ID, (uint)AttachmentPoint.Chest); m_attMod.DetachSingleAttachmentToGround(m_presence, so.LocalId); // Check scene presence status Assert.That(m_presence.HasAttachments(), Is.False); List attachments = m_presence.GetAttachments(); Assert.That(attachments.Count, Is.EqualTo(0)); // Check appearance status Assert.That(m_presence.Appearance.GetAttachments().Count, Is.EqualTo(0)); // Check item status Assert.That(scene.InventoryService.GetItem(new InventoryItemBase(attItem.ID)), Is.Null); // Check object in scene Assert.That(scene.GetSceneObjectGroup("att"), Is.Not.Null); } [Test] public void TestDetachAttachmentToInventory() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); Scene scene = CreateDefaultTestScene(); UserAccountHelpers.CreateUserWithInventory(scene, m_userId); m_presence = SceneHelpers.AddScenePresence(scene, m_userId); InventoryItemBase attItem = CreateAttachmentItem(scene, m_userId, "att", 0x10, 0x20); m_attMod.RezSingleAttachmentFromInventory( m_presence, attItem.ID, (uint)AttachmentPoint.Chest); m_attMod.DetachSingleAttachmentToInv(m_presence, attItem.ID); // Check status on scene presence Assert.That(m_presence.HasAttachments(), Is.False); List attachments = m_presence.GetAttachments(); Assert.That(attachments.Count, Is.EqualTo(0)); // Check item status Assert.That(m_presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo(0)); } /// /// Test that attachments don't hang about in the scene when the agent is closed /// [Test] public void TestRemoveAttachmentsOnAvatarExit() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); Scene scene = CreateDefaultTestScene(); UserAccountHelpers.CreateUserWithInventory(scene, m_userId); InventoryItemBase attItem = CreateAttachmentItem(scene, m_userId, "att", 0x10, 0x20); AgentCircuitData acd = SceneHelpers.GenerateAgentData(m_userId); acd.Appearance = new AvatarAppearance(); acd.Appearance.SetAttachment((int)AttachmentPoint.Chest, attItem.ID, attItem.AssetID); ScenePresence presence = SceneHelpers.AddScenePresence(scene, acd); SceneObjectGroup rezzedAtt = presence.GetAttachments()[0]; scene.IncomingCloseAgent(presence.UUID); // Check that we can't retrieve this attachment from the scene. Assert.That(scene.GetSceneObjectGroup(rezzedAtt.UUID), Is.Null); } [Test] public void TestRezAttachmentsOnAvatarEntrance() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); Scene scene = CreateDefaultTestScene(); UserAccountHelpers.CreateUserWithInventory(scene, m_userId); InventoryItemBase attItem = CreateAttachmentItem(scene, m_userId, "att", 0x10, 0x20); AgentCircuitData acd = SceneHelpers.GenerateAgentData(m_userId); acd.Appearance = new AvatarAppearance(); acd.Appearance.SetAttachment((int)AttachmentPoint.Chest, attItem.ID, attItem.AssetID); ScenePresence presence = SceneHelpers.AddScenePresence(scene, acd); Assert.That(presence.HasAttachments(), Is.True); List attachments = presence.GetAttachments(); Assert.That(attachments.Count, Is.EqualTo(1)); SceneObjectGroup attSo = attachments[0]; Assert.That(attSo.Name, Is.EqualTo(attItem.Name)); Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest)); Assert.That(attSo.IsAttachment); Assert.That(attSo.UsesPhysics, Is.False); Assert.That(attSo.IsTemporary, Is.False); // Check appearance status List retreivedAttachments = presence.Appearance.GetAttachments(); Assert.That(retreivedAttachments.Count, Is.EqualTo(1)); Assert.That(retreivedAttachments[0].AttachPoint, Is.EqualTo((int)AttachmentPoint.Chest)); Assert.That(retreivedAttachments[0].ItemID, Is.EqualTo(attItem.ID)); Assert.That(retreivedAttachments[0].AssetID, Is.EqualTo(attItem.AssetID)); Assert.That(presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); } [Test] public void TestUpdateAttachmentPosition() { TestHelpers.InMethod(); Scene scene = CreateDefaultTestScene(); UserAccountHelpers.CreateUserWithInventory(scene, m_userId); InventoryItemBase attItem = CreateAttachmentItem(scene, m_userId, "att", 0x10, 0x20); AgentCircuitData acd = SceneHelpers.GenerateAgentData(m_userId); acd.Appearance = new AvatarAppearance(); acd.Appearance.SetAttachment((int)AttachmentPoint.Chest, attItem.ID, attItem.AssetID); ScenePresence sp = SceneHelpers.AddScenePresence(scene, acd); SceneObjectGroup attSo = sp.GetAttachments()[0]; Vector3 newPosition = new Vector3(1, 2, 4); scene.SceneGraph.UpdatePrimGroupPosition(attSo.LocalId, newPosition, sp.ControllingClient); Assert.That(attSo.AbsolutePosition, Is.EqualTo(sp.AbsolutePosition)); Assert.That(attSo.RootPart.AttachedPos, Is.EqualTo(newPosition)); } [Test] public void TestSameSimulatorNeighbouringRegionsTeleport() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); AttachmentsModule attModA = new AttachmentsModule(); AttachmentsModule attModB = new AttachmentsModule(); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); // In order to run a single threaded regression test we do not want the entity transfer module waiting // for a callback from the destination scene before removing its avatar data. entityTransferConfig.Set("wait_for_callback", false); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules( sceneA, config, new CapabilitiesModule(), etmA, attModA, new BasicInventoryAccessModule()); SceneHelpers.SetupSceneModules( sceneB, config, new CapabilitiesModule(), etmB, attModB, new BasicInventoryAccessModule()); UserAccountHelpers.CreateUserWithInventory(sceneA, m_userId); ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, m_userId, sh.SceneManager); beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32); InventoryItemBase attItem = CreateAttachmentItem(sceneA, m_userId, "att", 0x10, 0x20); m_attMod.RezSingleAttachmentFromInventory( beforeTeleportSp, attItem.ID, (uint)AttachmentPoint.Chest); Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); sceneA.RequestTeleportLocation( beforeTeleportSp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); ((TestClient)beforeTeleportSp.ControllingClient).CompleteTeleportClientSide(); // Check attachments have made it into sceneB ScenePresence afterTeleportSceneBSp = sceneB.GetScenePresence(m_userId); // This is appearance data, as opposed to actually rezzed attachments List sceneBAttachments = afterTeleportSceneBSp.Appearance.GetAttachments(); Assert.That(sceneBAttachments.Count, Is.EqualTo(1)); Assert.That(sceneBAttachments[0].AttachPoint, Is.EqualTo((int)AttachmentPoint.Chest)); Assert.That(sceneBAttachments[0].ItemID, Is.EqualTo(attItem.ID)); Assert.That(sceneBAttachments[0].AssetID, Is.EqualTo(attItem.AssetID)); Assert.That(afterTeleportSceneBSp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); // This is the actual attachment List actualSceneBAttachments = afterTeleportSceneBSp.GetAttachments(); Assert.That(actualSceneBAttachments.Count, Is.EqualTo(1)); SceneObjectGroup actualSceneBAtt = actualSceneBAttachments[0]; Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name)); Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest)); // Check attachments have been removed from sceneA ScenePresence afterTeleportSceneASp = sceneA.GetScenePresence(m_userId); // Since this is appearance data, it is still present on the child avatar! List sceneAAttachments = afterTeleportSceneASp.Appearance.GetAttachments(); Assert.That(sceneAAttachments.Count, Is.EqualTo(1)); Assert.That(afterTeleportSceneASp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); // This is the actual attachment, which should no longer exist List actualSceneAAttachments = afterTeleportSceneASp.GetAttachments(); Assert.That(actualSceneAAttachments.Count, Is.EqualTo(0)); // TestHelpers.DisableLogging(); } // I'm commenting this test because scene setup NEEDS InventoryService to // be non-null //[Test] // public void T032_CrossAttachments() // { // TestHelpers.InMethod(); // // ScenePresence presence = scene.GetScenePresence(agent1); // ScenePresence presence2 = scene2.GetScenePresence(agent1); // presence2.AddAttachment(sog1); // presence2.AddAttachment(sog2); // // ISharedRegionModule serialiser = new SerialiserModule(); // SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), serialiser); // SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), serialiser); // // Assert.That(presence.HasAttachments(), Is.False, "Presence has attachments before cross"); // // //Assert.That(presence2.CrossAttachmentsIntoNewRegion(region1, true), Is.True, "Cross was not successful"); // Assert.That(presence2.HasAttachments(), Is.False, "Presence2 objects were not deleted"); // Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects"); // } } }