/* * 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 { public Scene scene; public UUID agent1; public static Random random; public AgentCircuitData acd1; public SceneObjectGroup sog1, sog2; [SetUp] public void Init() { // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. Util.FireAndForgetMethod = FireAndForgetMethod.None; IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); scene = SceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(scene, config, new AttachmentsModule(), new BasicInventoryAccessModule()); agent1 = UUID.Random(); random = new Random(); sog1 = NewSOG(UUID.Random(), scene, agent1); sog2 = NewSOG(UUID.Random(), scene, agent1); } [TearDown] 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; } [Test] public void TestAddAttachments() { TestHelpers.InMethod(); ScenePresence presence = SceneHelpers.AddScenePresence(scene, agent1); presence.AddAttachment(sog1); presence.AddAttachment(sog2); Assert.That(presence.HasAttachments(), Is.True); Assert.That(presence.ValidateAttachments(), Is.True); } [Test] public void TestRemoveAttachments() { TestHelpers.InMethod(); ScenePresence presence = SceneHelpers.AddScenePresence(scene, agent1); presence.AddAttachment(sog1); presence.AddAttachment(sog2); presence.RemoveAttachment(sog1); presence.RemoveAttachment(sog2); Assert.That(presence.HasAttachments(), Is.False); } [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.Attachments; Assert.That(attachments.Count, Is.EqualTo(1)); Assert.That(attachments[0].Name, Is.EqualTo(attName)); } // 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"); // } private SceneObjectGroup NewSOG(UUID uuid, Scene scene, UUID agent) { SceneObjectPart sop = new SceneObjectPart(); sop.Name = RandomName(); sop.Description = RandomName(); sop.Text = RandomName(); sop.SitName = RandomName(); sop.TouchName = RandomName(); sop.UUID = uuid; sop.Shape = PrimitiveBaseShape.Default; sop.Shape.State = 1; sop.OwnerID = agent; SceneObjectGroup sog = new SceneObjectGroup(sop); sog.SetScene(scene); return sog; } private static string RandomName() { StringBuilder name = new StringBuilder(); int size = random.Next(5,12); char ch; for (int i = 0; i < size; i++) { ch = Convert.ToChar(Convert.ToInt32(Math.Floor(26 * random.NextDouble() + 65))) ; name.Append(ch); } return name.ToString(); } } }