/* * 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 Nini.Config; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Region.CoreModules.World.Permissions; using OpenSim.Region.Framework.Scenes; using OpenSim.Tests.Common; using OpenSim.Tests.Common.Mock; using OpenSim.Tests.Common.Setup; namespace OpenSim.Region.Framework.Scenes.Tests { /// /// Tests derez of scene objects by users. /// /// /// This is at a level above the SceneObjectBasicTests, which act on the scene directly. /// TODO: These tests are very incomplete - they only test for a few conditions. /// [TestFixture] public class SceneObjectDeRezTests { /// /// Test deleting an object from a scene. /// [Test] public void TestDeRezSceneObject() { TestHelper.InMethod(); // log4net.Config.XmlConfigurator.Configure(); UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); TestScene scene = SceneSetupHelpers.SetupScene(); IConfigSource configSource = new IniConfigSource(); IConfig config = configSource.AddConfig("Startup"); config.Set("serverside_object_permissions", true); SceneSetupHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() }); TestClient client = SceneSetupHelpers.AddRootAgent(scene, userId); // 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 = new SceneObjectPart(userId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero); part.Name = "obj1"; scene.AddNewSceneObject(new SceneObjectGroup(part), false); List localIds = new List(); localIds.Add(part.LocalId); scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.Delete, UUID.Zero); sogd.InventoryDeQueueAndDelete(); SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); Assert.That(retrievedPart, Is.Null); } /// /// Test deleting an object from a scene where the deleter is not the owner /// /// /// This test assumes that the deleter is not a god. [Test] public void TestDeRezSceneObjectNotOwner() { TestHelper.InMethod(); // log4net.Config.XmlConfigurator.Configure(); UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001"); TestScene scene = SceneSetupHelpers.SetupScene(); IConfigSource configSource = new IniConfigSource(); IConfig config = configSource.AddConfig("Startup"); config.Set("serverside_object_permissions", true); SceneSetupHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() }); TestClient client = SceneSetupHelpers.AddRootAgent(scene, userId); // 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 = new SceneObjectPart(objectOwnerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero); part.Name = "obj1"; scene.AddNewSceneObject(new SceneObjectGroup(part), false); List localIds = new List(); localIds.Add(part.LocalId); scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.Delete, UUID.Zero); sogd.InventoryDeQueueAndDelete(); // Object should still be in the scene. SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); Assert.That(retrievedPart.UUID, Is.EqualTo(part.UUID)); } } }