1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
|
/*
* 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 NUnit.Framework;
using NUnit.Framework.SyntaxHelpers;
using OpenSim.Framework;
using OpenSim.Data;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenMetaverse;
namespace OpenSim.Data.Tests
{
public class BasicRegionTest
{
public IRegionDataStore db;
public UUID region1;
public UUID region2;
public UUID prim1;
public UUID prim2;
public UUID prim3;
public UUID item1;
public UUID item2;
public UUID item3;
public string itemname1 = "item1";
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();
prim1 = UUID.Random();
prim2 = UUID.Random();
prim3 = UUID.Random();
item1 = UUID.Random();
item2 = UUID.Random();
item3 = UUID.Random();
height1 = 20;
height2 = 100;
}
// Test Plan
// Prims
// - empty test - 001
// - store / retrieve basic prims (most minimal we can make) - 010, 011
// - update existing prims, make sure it sticks - 012
// - add inventory items to prims make - 013
// - remove inventory items make sure it sticks - 014
// - remove prim, make sure it sticks - 020
[Test]
public void T001_LoadEmpty()
{
List<SceneObjectGroup> objs = db.LoadObjects(region1);
List<LandData> land = db.LoadLandObjects(region1);
Assert.That(objs.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);
SceneObjectGroup sog2 = NewSOG("object2", prim2);
// 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_UpdateObject()
{
string text = "object1 text";
SceneObjectGroup sog = FindSOG("object1", region1);
sog.RootPart.Text = text;
db.StoreObject(sog, region1);
sog = FindSOG("object1", region1);
Assert.That(text, Is.EqualTo(sog.RootPart.Text));
}
[Test]
public void T021_PrimInventoryStore()
{
SceneObjectGroup sog = FindSOG("object1", region1);
InventoryItemBase i = NewItem(item1, UUID.Zero, UUID.Zero, itemname1, UUID.Zero);
Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, i, UUID.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.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 T051_RemoveObjectWrongRegion()
{
db.RemoveObject(prim1, UUID.Random());
SceneObjectGroup sog = FindSOG("object1", region1);
Assert.That(sog, Is.Not.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()
{
bool blockfly = true;
double sunpos = 0.5;
UUID cov = UUID.Random();
RegionSettings r1 = db.LoadRegionSettings(region1);
r1.BlockFly = blockfly;
r1.SunPosition = sunpos;
r1.Covenant = cov;
db.StoreRegionSettings(r1);
RegionSettings r2 = db.LoadRegionSettings(region1);
Assert.That(r2.RegionUUID, Is.EqualTo(region1));
Assert.That(r2.SunPosition, Is.EqualTo(sunpos));
Assert.That(r2.BlockFly, Is.EqualTo(blockfly));
Assert.That(r2.Covenant, Is.EqualTo(cov));
}
[Test]
public void T300_NoTerrain()
{
db.LoadTerrain(region1);
}
[Test]
public void T301_CreateTerrain()
{
double[,] t1 = GenTerrain(height1);
db.StoreTerrain(t1, region1);
}
[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);
}
// 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) {
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)
{
SceneObjectPart sop = new SceneObjectPart();
sop.LocalId = 1;
sop.Name = name;
sop.Description = name;
sop.Text = "";
sop.SitName = "";
sop.TouchName = "";
sop.UUID = uuid;
sop.Shape = PrimitiveBaseShape.Default;
SceneObjectGroup sog = new SceneObjectGroup();
sog.AddPart(sop);
sog.RootPart = sop;
return sog;
}
// 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 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;
}
}
}
|