/* * 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 NUnit.Framework; using NUnit.Framework.SyntaxHelpers; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Communications.Cache; using OpenSim.Region.Communications.Local; using OpenSim.Region.Environment.Scenes; using OpenSim.Tests.Common.Mock; using OpenSim.Tests.Common.Setup; namespace OpenSim.Region.Environment.Scenes.Tests { /// /// Scene object tests /// [TestFixture] public class SceneObjectTests { /// /// Test adding an object to a scene. /// [Test] public void TestAddSceneObject() { Scene scene = SceneSetupHelpers.SetupScene(); SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene); SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); //System.Console.WriteLine("retrievedPart : {0}", retrievedPart); // If the parts have the same UUID then we will consider them as one and the same Assert.That(retrievedPart.UUID, Is.EqualTo(part.UUID)); } /// /// Test deleting an object from a scene. /// [Test] public void TestDeleteSceneObject() { TestScene scene = SceneSetupHelpers.SetupScene(); SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene); scene.DeleteSceneObject(part.ParentGroup, false); SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); Assert.That(retrievedPart, Is.Null); } /// /// Test deleting an object asynchronously /// [Test] public void TestDeleteSceneObjectAsync() { UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001"); TestScene scene = SceneSetupHelpers.SetupScene(); // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; sogd.Enabled = false; SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene); IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId); scene.DeRezObject(client, part.LocalId, UUID.Zero, DeRezAction.Delete, UUID.Zero); SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); Assert.That(retrievedPart, Is.Not.Null); sogd.InventoryDeQueueAndDelete(); SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId); Assert.That(retrievedPart2, Is.Null); } [Test] public void TestLinkDelink2SceneObjects() { bool debugtest = false; Scene scene = SceneSetupHelpers.SetupScene(); SceneObjectPart part1 = SceneSetupHelpers.AddSceneObject(scene); SceneObjectGroup grp1 = part1.ParentGroup; SceneObjectPart part2 = SceneSetupHelpers.AddSceneObject(scene); SceneObjectGroup grp2 = part2.ParentGroup; grp1.AbsolutePosition = new Vector3(10, 10, 10); grp2.AbsolutePosition = Vector3.Zero; // <90,0,0> grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0)); // <180,0,0> grp2.UpdateGroupRotation(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0)); // Required for linking grp1.RootPart.UpdateFlag = 0; grp2.RootPart.UpdateFlag = 0; // Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated. grp1.LinkToGroup(grp2); // FIXME: Can't do this test yet since group 2 still has its root part! We can't yet null this since // it might cause SOG.ProcessBackup() to fail due to the race condition. This really needs to be fixed. Assert.That(grp2.IsDeleted, "SOG 2 was not registered as deleted after link."); Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained children after delink."); Assert.That(grp1.Children.Count == 2); if (debugtest) { System.Console.WriteLine("parts: {0}", grp1.Children.Count); System.Console.WriteLine("Group1: Pos:{0}, Rot:{1}", grp1.AbsolutePosition, grp1.Rotation); System.Console.WriteLine("Group1: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part1.OffsetPosition, part1.RotationOffset); System.Console.WriteLine("Group1: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part2.OffsetPosition, part2.RotationOffset); } // root part should have no offset position or rotation Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity); // offset position should be root part position - part2.absolute position. Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10)); float roll = 0; float pitch = 0; float yaw = 0; // There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180. part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw); Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG); if (debugtest) System.Console.WriteLine(rotEuler1); part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw); Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG); if (debugtest) System.Console.WriteLine(rotEuler2); Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f)); // Delink part 2 grp1.DelinkFromGroup(part2.LocalId); if (debugtest) System.Console.WriteLine("Group2: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part2.AbsolutePosition, part2.RotationOffset); Assert.That(grp1.Children.Count, Is.EqualTo(1), "Group 1 still contained part2 after delink."); Assert.That(part2.AbsolutePosition == Vector3.Zero); } [Test] public void TestLinkDelink2groups4SceneObjects() { bool debugtest = false; Scene scene = SceneSetupHelpers.SetupScene(); SceneObjectPart part1 = SceneSetupHelpers.AddSceneObject(scene); SceneObjectGroup grp1 = part1.ParentGroup; SceneObjectPart part2 = SceneSetupHelpers.AddSceneObject(scene); SceneObjectGroup grp2 = part2.ParentGroup; SceneObjectPart part3 = SceneSetupHelpers.AddSceneObject(scene); SceneObjectGroup grp3 = part3.ParentGroup; SceneObjectPart part4 = SceneSetupHelpers.AddSceneObject(scene); SceneObjectGroup grp4 = part4.ParentGroup; grp1.AbsolutePosition = new Vector3(10, 10, 10); grp2.AbsolutePosition = Vector3.Zero; grp3.AbsolutePosition = new Vector3(20, 20, 20); grp4.AbsolutePosition = new Vector3(40, 40, 40); // <90,0,0> grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0)); // <180,0,0> grp2.UpdateGroupRotation(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0)); // <270,0,0> grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0)); // <0,90,0> grp4.UpdateGroupRotation(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0)); // Required for linking grp1.RootPart.UpdateFlag = 0; grp2.RootPart.UpdateFlag = 0; grp3.RootPart.UpdateFlag = 0; grp4.RootPart.UpdateFlag = 0; // Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated. grp1.LinkToGroup(grp2); // Link grp4 to grp3. grp3.LinkToGroup(grp4); // At this point we should have 4 parts total in two groups. Assert.That(grp1.Children.Count == 2); Assert.That(grp2.IsDeleted, "Group 2 was not registered as deleted after link."); Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained parts after delink."); Assert.That(grp3.Children.Count == 2); Assert.That(grp4.IsDeleted, "Group 4 was not registered as deleted after link."); Assert.That(grp4.Children.Count, Is.EqualTo(0), "Group 4 still contained parts after delink."); if (debugtest) { System.Console.WriteLine("--------After Link-------"); System.Console.WriteLine("Group1: parts: {0}", grp1.Children.Count); System.Console.WriteLine("Group1: Pos:{0}, Rot:{1}", grp1.AbsolutePosition, grp1.Rotation); System.Console.WriteLine("Group1: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part1.OffsetPosition, part1.RotationOffset); System.Console.WriteLine("Group1: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part2.OffsetPosition, part2.RotationOffset); System.Console.WriteLine("Group3: parts: {0}", grp3.Children.Count); System.Console.WriteLine("Group3: Pos:{0}, Rot:{1}", grp3.AbsolutePosition, grp3.Rotation); System.Console.WriteLine("Group3: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part3.OffsetPosition, part3.RotationOffset); System.Console.WriteLine("Group3: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part4.OffsetPosition, part4.RotationOffset); } // Required for linking grp1.RootPart.UpdateFlag = 0; grp3.RootPart.UpdateFlag = 0; // root part should have no offset position or rotation Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity); // offset position should be root part position - part2.absolute position. Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10)); float roll = 0; float pitch = 0; float yaw = 0; // There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180. part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw); Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG); if (debugtest) System.Console.WriteLine(rotEuler1); part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw); Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG); if (debugtest) System.Console.WriteLine(rotEuler2); Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f)); // Now we're linking the first group to the third group. This will make the first group child parts of the third one. grp3.LinkToGroup(grp1); // Delink parts 2 and 3 grp3.DelinkFromGroup(part2.LocalId); grp3.DelinkFromGroup(part3.LocalId); if (debugtest) { System.Console.WriteLine("--------After De-Link-------"); System.Console.WriteLine("Group1: parts: {0}", grp1.Children.Count); System.Console.WriteLine("Group1: Pos:{0}, Rot:{1}", grp1.AbsolutePosition, grp1.Rotation); System.Console.WriteLine("Group1: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part1.OffsetPosition, part1.RotationOffset); System.Console.WriteLine("NoGroup: Prim2: AbsolutePosition:{0}, OffsetRotation:{1}", part2.AbsolutePosition, part2.RotationOffset); System.Console.WriteLine("Group3: parts: {0}", grp3.Children.Count); System.Console.WriteLine("Group3: Pos:{0}, Rot:{1}", grp3.AbsolutePosition, grp3.Rotation); System.Console.WriteLine("Group3: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part3.OffsetPosition, part3.RotationOffset); System.Console.WriteLine("Group3: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part4.OffsetPosition, part4.RotationOffset); } Assert.That(part2.AbsolutePosition == Vector3.Zero); Assert.That(part4.OffsetPosition == new Vector3(20, 20, 20)); Quaternion compareQuaternion = new Quaternion(0, 0.7071068f, 0, 0.7071068f); Assert.That((part4.RotationOffset.X - compareQuaternion.X < 0.00003) && (part4.RotationOffset.Y - compareQuaternion.Y < 0.00003) && (part4.RotationOffset.Z - compareQuaternion.Z < 0.00003) && (part4.RotationOffset.W - compareQuaternion.W < 0.00003)); } /// /// Test deleting an object asynchronously to user inventory. /// [Test] public void TestDeleteSceneObjectAsyncToUserInventory() { //log4net.Config.XmlConfigurator.Configure(); UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001"); string myObjectName = "Fred"; TestScene scene = SceneSetupHelpers.SetupScene(); SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene, myObjectName); Assert.That( scene.CommsManager.UserAdminService.AddUser( "Bob", "Hoskins", "test", "test@test.com", 1000, 1000, agentId), Is.EqualTo(agentId)); IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId); CachedUserInfo userInfo = scene.CommsManager.UserProfileCacheService.GetUserDetails(agentId); Assert.That(userInfo, Is.Not.Null); Assert.That(userInfo.RootFolder, Is.Not.Null); SceneSetupHelpers.DeleteSceneObjectAsync(scene, part, DeRezAction.Take, userInfo.RootFolder.ID, client); // Check that we now have the taken part in our inventory Assert.That(myObjectName, Is.EqualTo(userInfo.RootFolder.FindItemByPath(myObjectName).Name)); // Check that the taken part has actually disappeared SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); Assert.That(retrievedPart, Is.Null); } } }