/* * 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.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 Scene scene; private AttachmentsModule m_attMod; private ScenePresence m_presence; [TestFixtureSetUp] public void FixtureInit() { // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. Util.FireAndForgetMethod = FireAndForgetMethod.None; } [SetUp] public void Init() { IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); scene = SceneHelpers.SetupScene(); m_attMod = new AttachmentsModule(); SceneHelpers.SetupSceneModules(scene, config, m_attMod, new BasicInventoryAccessModule()); } [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; } /// /// Add the standard presence for a test. /// private void AddPresence() { UUID userId = TestHelpers.ParseTail(0x1); UserAccountHelpers.CreateUserWithInventory(scene, userId); m_presence = SceneHelpers.AddScenePresence(scene, userId); } [Test] public void TestAddAttachmentFromGround() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); AddPresence(); string attName = "att"; SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName).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.GetFromItemID()), Is.EqualTo((int)AttachmentPoint.Chest)); } [Test] public void TestAddAttachmentFromInventory() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); AddPresence(); UUID attItemId = TestHelpers.ParseTail(0x2); UUID attAssetId = TestHelpers.ParseTail(0x3); string attName = "att"; UserInventoryHelpers.CreateInventoryItem( scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object); m_attMod.RezSingleAttachmentFromInventory( m_presence, attItemId, (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(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 appearance status Assert.That(m_presence.Appearance.GetAttachments().Count, Is.EqualTo(1)); Assert.That(m_presence.Appearance.GetAttachpoint(attItemId), Is.EqualTo((int)AttachmentPoint.Chest)); } [Test] public void TestDetachAttachmentToGround() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); AddPresence(); UUID attItemId = TestHelpers.ParseTail(0x2); UUID attAssetId = TestHelpers.ParseTail(0x3); string attName = "att"; UserInventoryHelpers.CreateInventoryItem( scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object); ISceneEntity so = m_attMod.RezSingleAttachmentFromInventory( m_presence, attItemId, (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(attItemId)), Is.Null); // Check object in scene Assert.That(scene.GetSceneObjectGroup("att"), Is.Not.Null); } [Test] public void TestDetachAttachmentToInventory() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); AddPresence(); UUID attItemId = TestHelpers.ParseTail(0x2); UUID attAssetId = TestHelpers.ParseTail(0x3); string attName = "att"; UserInventoryHelpers.CreateInventoryItem( scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object); m_attMod.RezSingleAttachmentFromInventory( m_presence, attItemId, (uint)AttachmentPoint.Chest); m_attMod.DetachSingleAttachmentToInv(m_presence, attItemId); // 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(attItemId), 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(); UUID userId = TestHelpers.ParseTail(0x1); UUID attItemId = TestHelpers.ParseTail(0x2); UUID attAssetId = TestHelpers.ParseTail(0x3); string attName = "att"; UserAccountHelpers.CreateUserWithInventory(scene, userId); InventoryItemBase attItem = UserInventoryHelpers.CreateInventoryItem( scene, attName, attItemId, attAssetId, userId, InventoryType.Object); AgentCircuitData acd = SceneHelpers.GenerateAgentData(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(); UUID userId = TestHelpers.ParseTail(0x1); UUID attItemId = TestHelpers.ParseTail(0x2); UUID attAssetId = TestHelpers.ParseTail(0x3); string attName = "att"; UserAccountHelpers.CreateUserWithInventory(scene, userId); InventoryItemBase attItem = UserInventoryHelpers.CreateInventoryItem( scene, attName, attItemId, attAssetId, userId, InventoryType.Object); AgentCircuitData acd = SceneHelpers.GenerateAgentData(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(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 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(attItemId)); Assert.That(retreivedAttachments[0].AssetID, Is.EqualTo(attAssetId)); Assert.That(presence.Appearance.GetAttachpoint(attItemId), Is.EqualTo((int)AttachmentPoint.Chest)); } // 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"); // } } }