/* * 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.Threading; using Nini.Config; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; using OpenSim.Tests.Common; namespace OpenSim.Region.Framework.Scenes.Tests { /// /// Basic scene object tests (create, read and delete but not update). /// [TestFixture] public class SceneObjectBasicTests : OpenSimTestCase { // [TearDown] // public void TearDown() // { // Console.WriteLine("TearDown"); // GC.Collect(); // Thread.Sleep(3000); // } // public class GcNotify // { // public static AutoResetEvent gcEvent = new AutoResetEvent(false); // private static bool _initialized = false; // // public static void Initialize() // { // if (!_initialized) // { // _initialized = true; // new GcNotify(); // } // } // // private GcNotify(){} // // ~GcNotify() // { // if (!Environment.HasShutdownStarted && // !AppDomain.CurrentDomain.IsFinalizingForUnload()) // { // Console.WriteLine("GcNotify called"); // gcEvent.Set(); // new GcNotify(); // } // } // } /// /// Test adding an object to a scene. /// [Test] public void TestAddSceneObject() { TestHelpers.InMethod(); Scene scene = new SceneHelpers().SetupScene(); int partsToTestCount = 3; SceneObjectGroup so = SceneHelpers.CreateSceneObject(partsToTestCount, TestHelpers.ParseTail(0x1), "obj1", 0x10); SceneObjectPart[] parts = so.Parts; Assert.That(scene.AddNewSceneObject(so, false), Is.True); SceneObjectGroup retrievedSo = scene.GetSceneObjectGroup(so.UUID); SceneObjectPart[] retrievedParts = retrievedSo.Parts; //m_log.Debug("retrievedPart : {0}", retrievedPart); // If the parts have the same UUID then we will consider them as one and the same Assert.That(retrievedSo.PrimCount, Is.EqualTo(partsToTestCount)); for (int i = 0; i < partsToTestCount; i++) { Assert.That(retrievedParts[i].Name, Is.EqualTo(parts[i].Name)); Assert.That(retrievedParts[i].UUID, Is.EqualTo(parts[i].UUID)); } } [Test] /// /// It shouldn't be possible to add a scene object if one with that uuid already exists in the scene. /// public void TestAddExistingSceneObjectUuid() { TestHelpers.InMethod(); Scene scene = new SceneHelpers().SetupScene(); string obj1Name = "Alfred"; string obj2Name = "Betty"; UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001"); SceneObjectPart part1 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) { Name = obj1Name, UUID = objUuid }; Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part1), false), Is.True); SceneObjectPart part2 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) { Name = obj2Name, UUID = objUuid }; Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part2), false), Is.False); SceneObjectPart retrievedPart = scene.GetSceneObjectPart(objUuid); //m_log.Debug("retrievedPart : {0}", retrievedPart); // If the parts have the same UUID then we will consider them as one and the same Assert.That(retrievedPart.Name, Is.EqualTo(obj1Name)); Assert.That(retrievedPart.UUID, Is.EqualTo(objUuid)); } /// /// Test retrieving a scene object via the local id of one of its parts. /// [Test] public void TestGetSceneObjectByPartLocalId() { TestHelpers.InMethod(); Scene scene = new SceneHelpers().SetupScene(); int partsToTestCount = 3; SceneObjectGroup so = SceneHelpers.CreateSceneObject(partsToTestCount, TestHelpers.ParseTail(0x1), "obj1", 0x10); SceneObjectPart[] parts = so.Parts; scene.AddNewSceneObject(so, false); // Test getting via the root part's local id Assert.That(scene.GetGroupByPrim(so.LocalId), Is.Not.Null); // Test getting via a non root part's local id Assert.That(scene.GetGroupByPrim(parts[partsToTestCount - 1].LocalId), Is.Not.Null); // Test that we don't get back an object for a local id that doesn't exist Assert.That(scene.GetGroupByPrim(999), Is.Null); uint soid = so.LocalId; uint spid = parts[partsToTestCount - 1].LocalId; // Now delete the scene object and check again scene.DeleteSceneObject(so, false); Assert.That(scene.GetGroupByPrim(soid), Is.Null); Assert.That(scene.GetGroupByPrim(spid), Is.Null); } /// /// Test deleting an object from a scene. /// /// /// This is the most basic form of delete. For all more sophisticated forms of derez (done asynchrnously /// and where object can be taken to user inventory, etc.), see SceneObjectDeRezTests. /// [Test] public void TestDeleteSceneObject() { TestHelpers.InMethod(); TestScene scene = new SceneHelpers().SetupScene(); SceneObjectGroup so = SceneHelpers.AddSceneObject(scene); Assert.That(so.IsDeleted, Is.False); uint retrievedPartID = so.LocalId; scene.DeleteSceneObject(so, false); SceneObjectPart retrievedPart = scene.GetSceneObjectPart(retrievedPartID); Assert.That(retrievedPart, Is.Null); } /// /// Changing a scene object uuid changes the root part uuid. This is a valid operation if the object is not /// in a scene and is useful if one wants to supply a UUID directly rather than use the one generated by /// OpenSim. /// [Test] public void TestChangeSceneObjectUuid() { string rootPartName = "rootpart"; UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001"); string childPartName = "childPart"; UUID childPartUuid = new UUID("00000000-0000-0000-0001-000000000000"); SceneObjectPart rootPart = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) { Name = rootPartName, UUID = rootPartUuid }; SceneObjectPart linkPart = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) { Name = childPartName, UUID = childPartUuid }; SceneObjectGroup sog = new SceneObjectGroup(rootPart); sog.AddPart(linkPart); Assert.That(sog.UUID, Is.EqualTo(rootPartUuid)); Assert.That(sog.RootPart.UUID, Is.EqualTo(rootPartUuid)); Assert.That(sog.Parts.Length, Is.EqualTo(2)); UUID newRootPartUuid = new UUID("00000000-0000-0000-0000-000000000002"); sog.UUID = newRootPartUuid; Assert.That(sog.UUID, Is.EqualTo(newRootPartUuid)); Assert.That(sog.RootPart.UUID, Is.EqualTo(newRootPartUuid)); Assert.That(sog.Parts.Length, Is.EqualTo(2)); } } }