/* * 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.Reflection; using System.Threading; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Region.Framework.Scenes; using OpenSim.Tests.Common; using OpenSim.Tests.Common.Mock; namespace OpenSim.Region.Framework.Scenes.Tests { /// /// Basic scene object tests (create, read and delete but not update). /// [TestFixture] public class SceneObjectBasicTests { // [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); // Now delete the scene object and check again scene.DeleteSceneObject(so, false); Assert.That(scene.GetGroupByPrim(so.LocalId), Is.Null); Assert.That(scene.GetGroupByPrim(parts[partsToTestCount - 1].LocalId), Is.Null); } /// /// Test deleting an object from a scene. /// [Test] public void TestDeleteSceneObject() { TestHelpers.InMethod(); TestScene scene = new SceneHelpers().SetupScene(); SceneObjectPart part = SceneHelpers.AddSceneObject(scene); Assert.That(part.ParentGroup.IsDeleted, Is.False); scene.DeleteSceneObject(part.ParentGroup, false); Assert.That(part.ParentGroup.IsDeleted, Is.True); SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); Assert.That(retrievedPart, Is.Null); } /// /// Test deleting an object asynchronously /// [Test] public void TestDeleteSceneObjectAsync() { TestHelpers.InMethod(); //log4net.Config.XmlConfigurator.Configure(); UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001"); TestScene scene = new SceneHelpers().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 = SceneHelpers.AddSceneObject(scene); IClientAPI client = SceneHelpers.AddScenePresence(scene, agentId).ControllingClient; scene.DeRezObjects(client, new System.Collections.Generic.List() { part.LocalId }, UUID.Zero, DeRezAction.Delete, UUID.Zero); SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); Assert.That(retrievedPart, Is.Not.Null); Assert.That(part.ParentGroup.IsDeleted, Is.False); sogd.InventoryDeQueueAndDelete(); Assert.That(part.ParentGroup.IsDeleted, Is.True); SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId); Assert.That(retrievedPart2, Is.Null); } /// /// Test deleting an object asynchronously to user inventory. /// //[Test] //public void TestDeleteSceneObjectAsyncToUserInventory() //{ // TestHelper.InMethod(); // //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); //} /// /// 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)); } } }