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path: root/OpenSim/Data/Tests/BasicRegionTest.cs
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/*
 * 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 System.Collections.Generic;
using System.Drawing;
using System.Text;
using NUnit.Framework;
using NUnit.Framework.SyntaxHelpers;
using OpenSim.Framework;
using OpenSim.Data;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Environment.Modules.World.Land;
using OpenMetaverse;

namespace OpenSim.Data.Tests
{
    public class BasicRegionTest
    {
        public IRegionDataStore db;
        public UUID zero = UUID.Zero;
        public UUID region1;
        public UUID region2;
        public UUID region3;
        public UUID region4;
        public UUID prim1;
        public UUID prim2;
        public UUID prim3;
        public UUID prim4;
        public UUID prim5;
        public UUID prim6;
        public UUID item1;
        public UUID item2;
        public UUID item3;

        public static Random random;        
        
        public string itemname1 = "item1";

        public uint localID;
        
        public double height1;
        public double height2;

        public void SuperInit()
        {
            try
            {
                log4net.Config.XmlConfigurator.Configure();
            }
            catch (Exception)
            {
                // I don't care, just leave log4net off
            }

            region1 = UUID.Random();
            region3 = UUID.Random();
            region4 = UUID.Random();
            prim1 = UUID.Random();
            prim2 = UUID.Random();
            prim3 = UUID.Random();
            prim4 = UUID.Random();
            prim5 = UUID.Random();
            prim6 = UUID.Random();
            item1 = UUID.Random();
            item2 = UUID.Random();
            item3 = UUID.Random();
            random = new Random();
            localID = 1;
            height1 = 20;
            height2 = 100;
        }

        // Test Plan
        // Prims
        //  - empty test - 001
        //  - store / retrieve basic prims (most minimal we can make) - 010, 011
        //  - store / retrieve parts in a scenegroup 012
        //  - store a prim with complete information for consistency check 013
        //  - update existing prims, make sure it sticks - 014
        //  - tests empty inventory - 020
        //  - add inventory items to prims make - 021
        //  - retrieves the added item - 022
        //  - update inventory items to prims - 023
        //  - remove inventory items make sure it sticks - 024
        //  - checks if all parameters are persistent - 025
        //  - adds many items and see if it is handled correctly - 026

        [Test]
        public void T001_LoadEmpty()
        {
            List<SceneObjectGroup> objs = db.LoadObjects(region1);
            List<SceneObjectGroup> objs3 = db.LoadObjects(region3);
            List<LandData> land = db.LoadLandObjects(region1);

            Assert.That(objs.Count, Is.EqualTo(0));
            Assert.That(objs3.Count, Is.EqualTo(0));
            Assert.That(land.Count, Is.EqualTo(0));
        }
        
        // SOG round trips
        //  * store objects, make sure they save
        //  * update 

        [Test]
        public void T010_StoreSimpleObject()
        {
            SceneObjectGroup sog = NewSOG("object1", prim1, region1);
            SceneObjectGroup sog2 = NewSOG("object2", prim2, region1);

            // in case the objects don't store
            try 
            {
                db.StoreObject(sog, region1);
            }
            catch (Exception e)
            {
                System.Console.WriteLine("Exception in storing object {0} {1}", sog.ToString(), e);
                Assert.Fail();
            }
                    
            try 
            {
                db.StoreObject(sog2, region1);
            }
            catch (Exception e)
            {
                System.Console.WriteLine("Exception in storing object {0} {1}", sog2.ToString(), e);
                Assert.Fail();
            }

            // This tests the ADO.NET driver
            List<SceneObjectGroup> objs = db.LoadObjects(region1);
            
            Assert.That(objs.Count, Is.EqualTo(2));
        }
        
        [Test]
        public void T011_ObjectNames()
        {
            List<SceneObjectGroup> objs = db.LoadObjects(region1);
            foreach (SceneObjectGroup sog in objs)
            {
                SceneObjectPart p = sog.RootPart;
                Assert.That("", Is.Not.EqualTo(p.Name));
                Assert.That(p.Name, Is.EqualTo(p.Description));
            }
        }
        
        [Test]
        public void T012_SceneParts()
        {
            UUID tmp0 = UUID.Random();
            UUID tmp1 = UUID.Random();
            UUID tmp2 = UUID.Random();
            UUID tmp3 = UUID.Random();            
            UUID newregion = UUID.Random();
            SceneObjectPart p1 = NewSOP("SoP 1",tmp1);
            SceneObjectPart p2 = NewSOP("SoP 2",tmp2);
            SceneObjectPart p3 = NewSOP("SoP 3",tmp3);
            SceneObjectGroup sog = NewSOG("Sop 0", tmp0, newregion);
            sog.AddPart(p1);
            sog.AddPart(p2);
            sog.AddPart(p3);
            
            SceneObjectPart[] parts = sog.GetParts();
            Assert.That(parts.Length,Is.EqualTo(4));
            
            db.StoreObject(sog, newregion);
            List<SceneObjectGroup> sogs = db.LoadObjects(newregion);
            Assert.That(sogs.Count,Is.EqualTo(1));
            SceneObjectGroup newsog = sogs[0];
                        
            SceneObjectPart[] newparts = newsog.GetParts();
            Assert.That(newparts.Length,Is.EqualTo(4));
            
            Assert.That(newsog.HasChildPrim(tmp0));
            Assert.That(newsog.HasChildPrim(tmp1));
            Assert.That(newsog.HasChildPrim(tmp2));
            Assert.That(newsog.HasChildPrim(tmp3));
        }
        
        [Test]
        public void T013_DatabasePersistency()
        {
            // Sets all ScenePart parameters, stores and retrieves them, then check for consistency with initial data
            // The commented Asserts are the ones that are unchangeable (when storing on the database, their "Set" values are ignored
            // The ObjectFlags is an exception, if it is entered incorrectly, the object IS REJECTED on the database silently.
            UUID creator,uuid = new UUID();
            creator = UUID.Random();
            uint iserial = (uint)random.Next();
            TaskInventoryDictionary dic = new TaskInventoryDictionary();
            uint objf = (uint) random.Next();
            uuid = prim4;
            uint localid = localID+1;
            localID = localID + 1;
            string name = "Adam  West";
            byte material = (byte) random.Next(127);
            ulong regionh = (ulong)random.NextDouble() * (ulong)random.Next();
            int pin = random.Next();
            Byte[] partsys = new byte[8];
            Byte[] textani = new byte[8];
            random.NextBytes(textani);
            random.NextBytes(partsys);
            DateTime expires = new DateTime(2008, 12, 20);
            DateTime rezzed = new DateTime(2009, 07, 15);
            Vector3 groupos = new Vector3(random.Next(),random.Next(),random.Next());             
            Vector3 offset = new Vector3(random.Next(),random.Next(),random.Next());
            Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next());
            Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next());
            Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next());
            Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next());
            string description = name;
            Color color = Color.FromArgb(255, 165, 50, 100);
            string text = "All Your Base Are Belong to Us";
            string sitname = "SitName";
            string touchname = "TouchName";
            int linknum = random.Next();
            byte clickaction = (byte) random.Next(127);
            PrimitiveBaseShape pbshap = new PrimitiveBaseShape();
            pbshap = PrimitiveBaseShape.Default;
            Vector3 scale = new Vector3(random.Next(),random.Next(),random.Next());
            byte updatef = (byte) random.Next(127);

            RegionInfo regionInfo = new RegionInfo();
            regionInfo.RegionID = region3;
            regionInfo.RegionLocX = 0;
            regionInfo.RegionLocY = 0;

            Scene scene = new Scene(regionInfo);

            SceneObjectPart sop = new SceneObjectPart();
            sop.RegionHandle = regionh;
            sop.UUID = uuid;
            sop.LocalId = localid;
            sop.Shape = pbshap;
            sop.GroupPosition = groupos;
            sop.RotationOffset = rotoff;
            sop.CreatorID = creator;            
            sop.InventorySerial = iserial;
            sop.TaskInventory = dic;
            sop.ObjectFlags = objf;
            sop.Name = name;
            sop.Material = material;
            sop.ScriptAccessPin = pin;
            sop.TextureAnimation = textani;
            sop.ParticleSystem = partsys;
            sop.Expires = expires;
            sop.Rezzed = rezzed;
            sop.OffsetPosition = offset;
            sop.Velocity = velocity;
            sop.AngularVelocity = angvelo;
            sop.Acceleration = accel;
            sop.Description = description;
            sop.Color = color;
            sop.Text = text;
            sop.SitName = sitname;
            sop.TouchName = touchname;
            sop.LinkNum = linknum;
            sop.ClickAction = clickaction;
            sop.Scale = scale;
            sop.UpdateFlag = updatef;

            //Tests if local part accepted the parameters:
            Assert.That(regionh,Is.EqualTo(sop.RegionHandle));
            Assert.That(localid,Is.EqualTo(sop.LocalId));
            Assert.That(groupos,Is.EqualTo(sop.GroupPosition));
            Assert.That(name,Is.EqualTo(sop.Name));
            Assert.That(rotoff,Is.EqualTo(sop.RotationOffset));
            Assert.That(uuid,Is.EqualTo(sop.UUID));
            Assert.That(creator,Is.EqualTo(sop.CreatorID));
            // Modified in-class
            // Assert.That(iserial,Is.EqualTo(sop.InventorySerial));
            Assert.That(dic,Is.EqualTo(sop.TaskInventory));
            Assert.That(objf,Is.EqualTo(sop.ObjectFlags));
            Assert.That(name,Is.EqualTo(sop.Name));
            Assert.That(material,Is.EqualTo(sop.Material));
            Assert.That(pin,Is.EqualTo(sop.ScriptAccessPin));
            Assert.That(textani,Is.EqualTo(sop.TextureAnimation));
            Assert.That(partsys,Is.EqualTo(sop.ParticleSystem));
            Assert.That(expires,Is.EqualTo(sop.Expires));
            Assert.That(rezzed,Is.EqualTo(sop.Rezzed));
            Assert.That(offset,Is.EqualTo(sop.OffsetPosition));
            Assert.That(velocity,Is.EqualTo(sop.Velocity));                       
            Assert.That(angvelo,Is.EqualTo(sop.AngularVelocity));
            Assert.That(accel,Is.EqualTo(sop.Acceleration));
            Assert.That(description,Is.EqualTo(sop.Description));
            Assert.That(color,Is.EqualTo(sop.Color));
            Assert.That(text,Is.EqualTo(sop.Text));
            Assert.That(sitname,Is.EqualTo(sop.SitName));
            Assert.That(touchname,Is.EqualTo(sop.TouchName));
            Assert.That(linknum,Is.EqualTo(sop.LinkNum));
            Assert.That(clickaction,Is.EqualTo(sop.ClickAction));
            Assert.That(scale,Is.EqualTo(sop.Scale));
            Assert.That(updatef,Is.EqualTo(sop.UpdateFlag));
            
            // This is necessary or object will not be inserted in DB            
            sop.ObjectFlags = 0;

            SceneObjectGroup sog = new SceneObjectGroup();
            sog.SetScene(scene); // Reguired by nhibernate database module.
            sog.SetRootPart(sop);
            
            // Inserts group in DB
            db.StoreObject(sog,region3);
            List<SceneObjectGroup> sogs = db.LoadObjects(region3);
            Assert.That(sogs.Count, Is.EqualTo(1));
            // Makes sure there are no double insertions:
            db.StoreObject(sog,region3);
            sogs = db.LoadObjects(region3);
            Assert.That(sogs.Count, Is.EqualTo(1));            
                

            // Tests if the parameters were inserted correctly
            SceneObjectPart p = sogs[0].RootPart;               
            Assert.That(regionh,Is.EqualTo(p.RegionHandle));
            //Assert.That(localid,Is.EqualTo(p.LocalId));
            Assert.That(groupos,Is.EqualTo(p.GroupPosition));
            Assert.That(name,Is.EqualTo(p.Name));
            Assert.That(rotoff,Is.EqualTo(p.RotationOffset));
            Assert.That(uuid,Is.EqualTo(p.UUID));
            Assert.That(creator,Is.EqualTo(p.CreatorID));
            //Assert.That(iserial,Is.EqualTo(p.InventorySerial));
            Assert.That(dic,Is.EqualTo(p.TaskInventory));
            //Assert.That(objf,Is.EqualTo(p.ObjectFlags));
            Assert.That(name,Is.EqualTo(p.Name));
            Assert.That(material,Is.EqualTo(p.Material));
            Assert.That(pin,Is.EqualTo(p.ScriptAccessPin));
            Assert.That(textani,Is.EqualTo(p.TextureAnimation));
            Assert.That(partsys,Is.EqualTo(p.ParticleSystem));
            //Assert.That(expires,Is.EqualTo(p.Expires));
            //Assert.That(rezzed,Is.EqualTo(p.Rezzed));
            Assert.That(offset,Is.EqualTo(p.OffsetPosition));
            Assert.That(velocity,Is.EqualTo(p.Velocity));
            Assert.That(angvelo,Is.EqualTo(p.AngularVelocity));
            Assert.That(accel,Is.EqualTo(p.Acceleration));
            Assert.That(description,Is.EqualTo(p.Description));
            Assert.That(color,Is.EqualTo(p.Color));
            Assert.That(text,Is.EqualTo(p.Text));
            Assert.That(sitname,Is.EqualTo(p.SitName));
            Assert.That(touchname,Is.EqualTo(p.TouchName));
            //Assert.That(linknum,Is.EqualTo(p.LinkNum));
            Assert.That(clickaction,Is.EqualTo(p.ClickAction));
            Assert.That(scale,Is.EqualTo(p.Scale));
            //Assert.That(updatef,Is.EqualTo(p.UpdateFlag));
        }
        
        [Test]
        public void T014_UpdateObject()
        {
            string text1 = "object1 text";
            SceneObjectGroup sog = FindSOG("object1", region1);
            sog.RootPart.Text = text1;
            db.StoreObject(sog, region1);

            sog = FindSOG("object1", region1);
            Assert.That(text1, Is.EqualTo(sog.RootPart.Text));

            // Creates random values
            UUID creator = new UUID();
            creator = UUID.Random();
            TaskInventoryDictionary dic = new TaskInventoryDictionary();
            localID = localID + 1;
            string name = "West  Adam";
            byte material = (byte) random.Next(127);
            ulong regionh = (ulong)random.NextDouble() * (ulong)random.Next();
            int pin = random.Next();
            Byte[] partsys = new byte[8];
            Byte[] textani = new byte[8];
            random.NextBytes(textani);
            random.NextBytes(partsys);
            DateTime expires = new DateTime(2010, 12, 20);
            DateTime rezzed = new DateTime(2005, 07, 15);
            Vector3 groupos = new Vector3(random.Next(),random.Next(),random.Next());             
            Vector3 offset = new Vector3(random.Next(),random.Next(),random.Next());
            Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next());
            Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next());
            Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next());
            Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next());
            string description = name;
            Color color = Color.FromArgb(255, 255, 255, 0);
            string text = "What You Say?{]\vz~";
            string sitname = RandomName();
            string touchname = RandomName();
            int linknum = random.Next();
            byte clickaction = (byte) random.Next(127);
            PrimitiveBaseShape pbshap = new PrimitiveBaseShape();
            pbshap = PrimitiveBaseShape.Default;
            Vector3 scale = new Vector3(random.Next(),random.Next(),random.Next());
            byte updatef = (byte) random.Next(127);            
            
            // Updates the region with new values
            SceneObjectGroup sog2 = FindSOG("Adam  West", region3);
            Assert.That(sog2,Is.Not.Null);
            sog2.RootPart.RegionHandle = regionh;
            sog2.RootPart.Shape = pbshap;
            sog2.RootPart.GroupPosition = groupos;
            sog2.RootPart.RotationOffset = rotoff;
            sog2.RootPart.CreatorID = creator;            
            sog2.RootPart.TaskInventory = dic;
            sog2.RootPart.Name = name;
            sog2.RootPart.Material = material;
            sog2.RootPart.ScriptAccessPin = pin;
            sog2.RootPart.TextureAnimation = textani;
            sog2.RootPart.ParticleSystem = partsys;
            sog2.RootPart.Expires = expires;
            sog2.RootPart.Rezzed = rezzed;
            sog2.RootPart.OffsetPosition = offset;
            sog2.RootPart.Velocity = velocity;
            sog2.RootPart.AngularVelocity = angvelo;
            sog2.RootPart.Acceleration = accel;
            sog2.RootPart.Description = description;
            sog2.RootPart.Color = color;
            sog2.RootPart.Text = text;
            sog2.RootPart.SitName = sitname;
            sog2.RootPart.TouchName = touchname;
            sog2.RootPart.LinkNum = linknum;
            sog2.RootPart.ClickAction = clickaction;
            sog2.RootPart.Scale = scale;
            sog2.RootPart.UpdateFlag = updatef;
            
            db.StoreObject(sog2, region3);
            List<SceneObjectGroup> sogs = db.LoadObjects(region3);
            Assert.That(sogs.Count, Is.EqualTo(1));
            
            SceneObjectGroup retsog = FindSOG("West  Adam", region3);
            Assert.That(retsog,Is.Not.Null);
            SceneObjectPart p = retsog.RootPart;
            Assert.That(regionh,Is.EqualTo(p.RegionHandle));
            Assert.That(groupos,Is.EqualTo(p.GroupPosition));
            Assert.That(name,Is.EqualTo(p.Name));
            Assert.That(rotoff,Is.EqualTo(p.RotationOffset));
            Assert.That(creator,Is.EqualTo(p.CreatorID));
            Assert.That(dic,Is.EqualTo(p.TaskInventory));
            Assert.That(name,Is.EqualTo(p.Name));
            Assert.That(material,Is.EqualTo(p.Material));
            Assert.That(pin,Is.EqualTo(p.ScriptAccessPin));
            Assert.That(textani,Is.EqualTo(p.TextureAnimation));
            Assert.That(partsys,Is.EqualTo(p.ParticleSystem));
            Assert.That(offset,Is.EqualTo(p.OffsetPosition));
            Assert.That(velocity,Is.EqualTo(p.Velocity));
            Assert.That(angvelo,Is.EqualTo(p.AngularVelocity));
            Assert.That(accel,Is.EqualTo(p.Acceleration));
            Assert.That(description,Is.EqualTo(p.Description));
            Assert.That(color,Is.EqualTo(p.Color));
            Assert.That(text,Is.EqualTo(p.Text));
            Assert.That(sitname,Is.EqualTo(p.SitName));
            Assert.That(touchname,Is.EqualTo(p.TouchName));
            Assert.That(clickaction,Is.EqualTo(p.ClickAction));
            Assert.That(scale,Is.EqualTo(p.Scale));
        }
        
        [Test]
        public void T015_LargeSceneObjects()
        {
            UUID id = UUID.Random();
            Dictionary<UUID, SceneObjectPart> mydic = new Dictionary<UUID, SceneObjectPart>();
            SceneObjectGroup sog = NewSOG("Test SOG", id, region4);
            mydic.Add(sog.RootPart.UUID,sog.RootPart);
            for (int i=0;i<30;i++) 
            {
                UUID tmp = UUID.Random();
                SceneObjectPart sop = NewSOP(("Test SOP " + i.ToString()),tmp);
                Vector3 groupos = new Vector3(random.Next(),random.Next(),random.Next());             
                Vector3 offset = new Vector3(random.Next(),random.Next(),random.Next());
                Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next());
                Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next());
                Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next());
                Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next());  
                
                sop.GroupPosition = groupos;
                sop.RotationOffset = rotoff;
                sop.OffsetPosition = offset;
                sop.Velocity = velocity;
                sop.AngularVelocity = angvelo;
                sop.Acceleration = accel;
                
                mydic.Add(tmp,sop);
                sog.AddPart(sop);
                db.StoreObject(sog, region4);
            }
            
            SceneObjectGroup retsog = FindSOG("Test SOG", region4);
            SceneObjectPart[] parts = retsog.GetParts();
            for (int i=0;i<30;i++)
            {
                SceneObjectPart cursop = mydic[parts[i].UUID];
                Assert.That(cursop.GroupPosition,Is.EqualTo(parts[i].GroupPosition));
                Assert.That(cursop.RotationOffset,Is.EqualTo(parts[i].RotationOffset));
                Assert.That(cursop.OffsetPosition,Is.EqualTo(parts[i].OffsetPosition));
                Assert.That(cursop.Velocity,Is.EqualTo(parts[i].Velocity));
                Assert.That(cursop.AngularVelocity,Is.EqualTo(parts[i].AngularVelocity));
                Assert.That(cursop.Acceleration,Is.EqualTo(parts[i].Acceleration));
            }
        }
        
        [Test]
        public void T020_PrimInventoryEmpty()
        {
            SceneObjectGroup sog = FindSOG("object1", region1);
            TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);
            Assert.That(t, Is.Null);
        }

        [Test]
        public void T021_PrimInventoryStore()
        {
            SceneObjectGroup sog = FindSOG("object1", region1);
            InventoryItemBase i = NewItem(item1, zero, zero, itemname1, zero);

            Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, i, zero), Is.True);
            TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);
            Assert.That(t.Name, Is.EqualTo(itemname1));
            
            // TODO: seriously??? this is the way we need to loop to get this?

            List<TaskInventoryItem> list = new List<TaskInventoryItem>();
            foreach (UUID uuid in sog.RootPart.Inventory.GetInventoryList())
            {
                list.Add(sog.GetInventoryItem(sog.RootPart.LocalId, uuid));
            }
            
            db.StorePrimInventory(prim1, list);
        }

        [Test]
        public void T022_PrimInventoryRetrieve()
        {
            SceneObjectGroup sog = FindSOG("object1", region1);
            TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);

            Assert.That(t.Name, Is.EqualTo(itemname1));
        }
        
        [Test]
        public void T023_PrimInventoryUpdate()
        {
            SceneObjectGroup sog = FindSOG("object1", region1);
            TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);
            
            t.Name = "My New Name";
            sog.UpdateInventoryItem(t);

            Assert.That(t.Name, Is.EqualTo("My New Name"));

        }

        [Test]
        public void T024_PrimInventoryRemove()
        {
            List<TaskInventoryItem> list = new List<TaskInventoryItem>();
            db.StorePrimInventory(prim1, list);

            SceneObjectGroup sog = FindSOG("object1", region1);
            TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);
            Assert.That(t, Is.Null);
        }
        
        [Test]
        public void T025_PrimInventoryPersistency()
        {
            InventoryItemBase i = new InventoryItemBase();
            UUID id = UUID.Random();
            i.ID = id;            
            UUID folder = UUID.Random();
            i.Folder = folder;
            UUID owner = UUID.Random();
            i.Owner = owner;
            UUID creator = UUID.Random();
            i.Creator = creator;
            string name = RandomName();
            i.Name = name;
            i.Description = name;
            UUID assetid = UUID.Random();
            i.AssetID = assetid;
            int invtype = random.Next();
            i.InvType = invtype;
            uint nextperm = (uint) random.Next();
            i.NextPermissions = nextperm;
            uint curperm = (uint) random.Next();
            i.CurrentPermissions = curperm;
            uint baseperm = (uint) random.Next();            
            i.BasePermissions = baseperm;
            uint eoperm = (uint) random.Next();
            i.EveryOnePermissions = eoperm;
            int assettype = random.Next();
            i.AssetType = assettype;
            UUID groupid = UUID.Random();            
            i.GroupID = groupid;
            bool groupown = true;
            i.GroupOwned = groupown;
            int saleprice = random.Next();
            i.SalePrice = saleprice;
            byte saletype = (byte) random.Next(127);
            i.SaleType = saletype;
            uint flags = (uint) random.Next();
            i.Flags = flags;
            int creationd = random.Next();
            i.CreationDate = creationd;
            
            SceneObjectGroup sog = FindSOG("object1", region1);
            Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, i, zero), Is.True);
            TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, id);
            
            Assert.That(t.Name, Is.EqualTo(name));
            Assert.That(t.AssetID,Is.EqualTo(assetid));
            Assert.That(t.BasePermissions,Is.EqualTo(baseperm));
            Assert.That(t.CreationDate,Is.EqualTo(creationd));
            Assert.That(t.CreatorID,Is.EqualTo(creator));
            Assert.That(t.Description,Is.EqualTo(name));
            Assert.That(t.EveryonePermissions,Is.EqualTo(eoperm));
            Assert.That(t.Flags,Is.EqualTo(flags));
            Assert.That(t.GroupID,Is.EqualTo(sog.RootPart.GroupID));
            // Where is this group permissions??
            // Assert.That(t.GroupPermissions,Is.EqualTo());
            Assert.That(t.InvType,Is.EqualTo(invtype));
            Assert.That(t.ItemID,Is.EqualTo(id));
            Assert.That(t.LastOwnerID, Is.EqualTo(sog.RootPart.LastOwnerID));
            Assert.That(t.NextPermissions, Is.EqualTo(nextperm));
            // Ownership changes when you drop an object into an object
            // owned by someone else
            Assert.That(t.OwnerID,Is.EqualTo(sog.RootPart.OwnerID));
            Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 8));
            Assert.That(t.ParentID,Is.EqualTo(sog.RootPart.FolderID));
            Assert.That(t.ParentPartID,Is.EqualTo(sog.RootPart.UUID));
        }
        
        [Test]
        [ExpectedException(typeof(System.ArgumentException))]
        public void T026_PrimInventoryMany()
        {
            UUID i1,i2,i3,i4;
            i1 = UUID.Random();
            i2 = UUID.Random();
            i3 = UUID.Random();
            i4 = i3;
            InventoryItemBase ib1 = NewItem(i1, zero, zero, RandomName(), zero);
            InventoryItemBase ib2 = NewItem(i2, zero, zero, RandomName(), zero);
            InventoryItemBase ib3 = NewItem(i3, zero, zero, RandomName(), zero);
            InventoryItemBase ib4 = NewItem(i4, zero, zero, RandomName(), zero);
            
            SceneObjectGroup sog = FindSOG("object1", region1);

            Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib1, zero), Is.True);
            Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib2, zero), Is.True);
            Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib3, zero), Is.True);
            Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib4, zero), Is.True);
            
            TaskInventoryItem t1 = sog.GetInventoryItem(sog.RootPart.LocalId, i1);
            Assert.That(t1.Name, Is.EqualTo(ib1.Name));
            TaskInventoryItem t2 = sog.GetInventoryItem(sog.RootPart.LocalId, i2);
            Assert.That(t2.Name, Is.EqualTo(ib2.Name));
            TaskInventoryItem t3 = sog.GetInventoryItem(sog.RootPart.LocalId, i3);
            Assert.That(t3.Name, Is.EqualTo(ib3.Name));
            TaskInventoryItem t4 = sog.GetInventoryItem(sog.RootPart.LocalId, i4);
            Assert.That(t4, Is.Null);
        }

        [Test]
        public void T052_RemoveObject()
        {
            db.RemoveObject(prim1, region1);
            SceneObjectGroup sog = FindSOG("object1", region1);
            Assert.That(sog, Is.Null);
        }


        [Test]
        public void T100_DefaultRegionInfo()
        {
            RegionSettings r1 = db.LoadRegionSettings(region1);
            Assert.That(r1.RegionUUID, Is.EqualTo(region1));

            RegionSettings r2 = db.LoadRegionSettings(region2);
            Assert.That(r2.RegionUUID, Is.EqualTo(region2));
        }

        [Test]
        public void T101_UpdateRegionInfo()
        {
            int agentlimit = random.Next();
            double objectbonus = random.Next();
            int maturity = random.Next();
            UUID tertex1 = UUID.Random();
            UUID tertex2 = UUID.Random();
            UUID tertex3 = UUID.Random();
            UUID tertex4 = UUID.Random();
            double elev1nw = random.Next();
            double elev2nw = random.Next();
            double elev1ne = random.Next();
            double elev2ne = random.Next();
            double elev1se = random.Next();
            double elev2se = random.Next();
            double elev1sw = random.Next();
            double elev2sw = random.Next();
            double waterh = random.Next();
            double terrainraise = random.Next();
            double terrainlower = random.Next();
            Vector3 sunvector = new Vector3((float)Math.Round(random.NextDouble(),5),(float)Math.Round(random.NextDouble(),5),(float)Math.Round(random.NextDouble(),5));
            UUID terimgid = UUID.Random();
            double sunpos = random.Next();
            UUID cov = UUID.Random();

            RegionSettings r1 = db.LoadRegionSettings(region1);
            r1.BlockTerraform = true;
            r1.BlockFly = true;
            r1.AllowDamage = true;
            r1.RestrictPushing = true;
            r1.AllowLandResell = false;
            r1.AllowLandJoinDivide = false;
            r1.BlockShowInSearch = true;
            r1.AgentLimit = agentlimit;
            r1.ObjectBonus = objectbonus;
            r1.Maturity = maturity;
            r1.DisableScripts = true;
            r1.DisableCollisions = true;
            r1.DisablePhysics = true;
            r1.TerrainTexture1 = tertex1;
            r1.TerrainTexture2 = tertex2;
            r1.TerrainTexture3 = tertex3;
            r1.TerrainTexture4 = tertex4;
            r1.Elevation1NW = elev1nw;
            r1.Elevation2NW = elev2nw;
            r1.Elevation1NE = elev1ne;
            r1.Elevation2NE = elev2ne;
            r1.Elevation1SE = elev1se;
            r1.Elevation2SE = elev2se;
            r1.Elevation1SW = elev1sw;
            r1.Elevation2SW = elev2sw;
            r1.WaterHeight = waterh;
            r1.TerrainRaiseLimit = terrainraise;
            r1.TerrainLowerLimit = terrainlower;
            r1.UseEstateSun = false;
            r1.Sandbox = true;
            r1.SunVector = sunvector;
            r1.TerrainImageID = terimgid;
            r1.FixedSun = true;
            r1.SunPosition = sunpos;
            r1.Covenant = cov;
            
            db.StoreRegionSettings(r1);
            
            RegionSettings r1a = db.LoadRegionSettings(region1);
            Assert.That(r1a.RegionUUID, Is.EqualTo(region1));
            Assert.That(r1a.BlockTerraform,Is.True);
            Assert.That(r1a.BlockFly,Is.True);
            Assert.That(r1a.AllowDamage,Is.True);
            Assert.That(r1a.RestrictPushing,Is.True);
            Assert.That(r1a.AllowLandResell,Is.False);
            Assert.That(r1a.AllowLandJoinDivide,Is.False);
            Assert.That(r1a.BlockShowInSearch,Is.True);
            Assert.That(r1a.AgentLimit,Is.EqualTo(agentlimit));
            Assert.That(r1a.ObjectBonus,Is.EqualTo(objectbonus));
            Assert.That(r1a.Maturity,Is.EqualTo(maturity));
            Assert.That(r1a.DisableScripts,Is.True);
            Assert.That(r1a.DisableCollisions,Is.True);
            Assert.That(r1a.DisablePhysics,Is.True);
            Assert.That(r1a.TerrainTexture1,Is.EqualTo(tertex1));
            Assert.That(r1a.TerrainTexture2,Is.EqualTo(tertex2));
            Assert.That(r1a.TerrainTexture3,Is.EqualTo(tertex3));
            Assert.That(r1a.TerrainTexture4,Is.EqualTo(tertex4));
            Assert.That(r1a.Elevation1NW,Is.EqualTo(elev1nw));
            Assert.That(r1a.Elevation2NW,Is.EqualTo(elev2nw));
            Assert.That(r1a.Elevation1NE,Is.EqualTo(elev1ne));
            Assert.That(r1a.Elevation2NE,Is.EqualTo(elev2ne));
            Assert.That(r1a.Elevation1SE,Is.EqualTo(elev1se));
            Assert.That(r1a.Elevation2SE,Is.EqualTo(elev2se));
            Assert.That(r1a.Elevation1SW,Is.EqualTo(elev1sw));
            Assert.That(r1a.Elevation2SW,Is.EqualTo(elev2sw));
            Assert.That(r1a.WaterHeight,Is.EqualTo(waterh));
            Assert.That(r1a.TerrainRaiseLimit,Is.EqualTo(terrainraise));
            Assert.That(r1a.TerrainLowerLimit,Is.EqualTo(terrainlower));
            Assert.That(r1a.UseEstateSun,Is.False);
            Assert.That(r1a.Sandbox,Is.True);
            Assert.That(r1a.SunVector,Is.EqualTo(sunvector));
            //Assert.That(r1a.TerrainImageID,Is.EqualTo(terimgid));
            Assert.That(r1a.FixedSun,Is.True);
            Assert.That(r1a.SunPosition, Is.EqualTo(sunpos));
            Assert.That(r1a.Covenant, Is.EqualTo(cov));
            
        }

        [Test]
        public void T300_NoTerrain()
        {
            Assert.That(db.LoadTerrain(zero), Is.Null);
            Assert.That(db.LoadTerrain(region1), Is.Null);
            Assert.That(db.LoadTerrain(region2), Is.Null);
            Assert.That(db.LoadTerrain(UUID.Random()), Is.Null);
        }

        [Test]
        public void T301_CreateTerrain()
        {
            double[,] t1 = GenTerrain(height1);
            db.StoreTerrain(t1, region1);
            
            Assert.That(db.LoadTerrain(zero), Is.Null);
            Assert.That(db.LoadTerrain(region1), Is.Not.Null);
            Assert.That(db.LoadTerrain(region2), Is.Null);
            Assert.That(db.LoadTerrain(UUID.Random()), Is.Null);
        }

        [Test]
        public void T302_FetchTerrain()
        {
            double[,] baseterrain1 = GenTerrain(height1);
            double[,] baseterrain2 = GenTerrain(height2);
            double[,] t1 = db.LoadTerrain(region1);
            Assert.That(CompareTerrain(t1, baseterrain1), Is.True);
            Assert.That(CompareTerrain(t1, baseterrain2), Is.False);
        }

        [Test]
        public void T303_UpdateTerrain()
        {
            double[,] baseterrain1 = GenTerrain(height1);
            double[,] baseterrain2 = GenTerrain(height2);
            db.StoreTerrain(baseterrain2, region1);

            double[,] t1 = db.LoadTerrain(region1);
            Assert.That(CompareTerrain(t1, baseterrain1), Is.False);
            Assert.That(CompareTerrain(t1, baseterrain2), Is.True);
        }

        [Test]
        public void T400_EmptyLand()
        {
            Assert.That(db.LoadLandObjects(zero).Count, Is.EqualTo(0));
            Assert.That(db.LoadLandObjects(region1).Count, Is.EqualTo(0));
            Assert.That(db.LoadLandObjects(region2).Count, Is.EqualTo(0));
            Assert.That(db.LoadLandObjects(UUID.Random()).Count, Is.EqualTo(0));
        }

        // TODO: we should have real land tests, but Land is so
        // intermingled with scene that you can't test it without a
        // valid scene.  That requires some disagregation.


        //************************************************************************************//
        // Extra private methods

        private double[,] GenTerrain(double value)
        {
            double[,] terret = new double[256,256];
            terret.Initialize();
            for (int x = 0; x < 256; x++) 
                for (int y = 0; y < 256; y++)
                    terret[x,y] = value;
            
            return terret;
        }
        
        private bool CompareTerrain(double[,] one, double[,] two)
        {
            for (int x = 0; x < 256; x++) 
                for (int y = 0; y < 256; y++)
                    if (one[x,y] != two[x,y]) 
                        return false;

            return true;
        }


        private SceneObjectGroup FindSOG(string name, UUID r)
        {
            List<SceneObjectGroup> objs = db.LoadObjects(r);
            foreach (SceneObjectGroup sog in objs)
            {
                SceneObjectPart p = sog.RootPart;
                if (p.Name == name) {
                    RegionInfo regionInfo = new RegionInfo();
                    regionInfo.RegionID = r;
                    regionInfo.RegionLocX = 0;
                    regionInfo.RegionLocY = 0;

                    Scene scene = new Scene(regionInfo);
                    sog.SetScene(scene);

                    return sog;
                }
            }

            return null;
        }

        // This builds a minimalistic Prim, 1 SOG with 1 root SOP.  A
        // common failure case is people adding new fields that aren't
        // initialized, but have non-null db constraints.  We should
        // honestly be passing more and more null things in here.
        // 
        // Please note that in Sqlite.BuildPrim there is a commented out inline version 
        // of this so you can debug and step through the build process and check the fields
        // 
        // Real World Value: Tests for situation where extending a SceneObjectGroup/SceneObjectPart
        //                   causes the application to crash at the database layer because of null values 
        //                   in NOT NULL fields
        //
        private SceneObjectGroup NewSOG(string name, UUID uuid, UUID regionId)
        {
            RegionInfo regionInfo = new RegionInfo();
            regionInfo.RegionID = regionId;
            regionInfo.RegionLocX = 0;
            regionInfo.RegionLocY = 0;

            Scene scene = new Scene(regionInfo);

            SceneObjectPart sop = new SceneObjectPart();
            sop.Name = name;
            sop.Description = name;
            sop.Text = RandomName();
            sop.SitName = RandomName();
            sop.TouchName = RandomName();
            sop.UUID = uuid;
            sop.Shape = PrimitiveBaseShape.Default;

            SceneObjectGroup sog = new SceneObjectGroup();
            sog.SetScene(scene);
            sog.SetRootPart(sop); 

            return sog;
        }
        
        private SceneObjectPart NewSOP(string name, UUID uuid)
        {
            SceneObjectPart sop = new SceneObjectPart();           
            sop.Name = name;
            sop.Description = name;
            sop.Text = RandomName();
            sop.SitName = RandomName();
            sop.TouchName = RandomName();
            sop.UUID = uuid;
            sop.Shape = PrimitiveBaseShape.Default;
            return sop;
        }

        // These are copied from the Inventory Item tests 

        private InventoryItemBase NewItem(UUID id, UUID parent, UUID owner, string name, UUID asset)
        {
            InventoryItemBase i = new InventoryItemBase();
            i.ID = id;
            i.Folder = parent;
            i.Owner = owner;
            i.Creator = owner;
            i.Name = name;
            i.Description = name;
            i.AssetID = asset;
            return i;
        }

        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();
        }      
//        private InventoryFolderBase NewFolder(UUID id, UUID parent, UUID owner, string name)
//        {
//            InventoryFolderBase f = new InventoryFolderBase();
//            f.ID = id;
//            f.ParentID = parent;
//            f.Owner = owner;
//            f.Name = name;
//            return f;
//        }
    }
}