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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.Environment.Interfaces;
using OpenSim.Region.Environment.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);
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_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);
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(255);
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(255);
PrimitiveBaseShape pbshap = new PrimitiveBaseShape();
pbshap = PrimitiveBaseShape.Default;
Vector3 scale = new Vector3(random.Next(),random.Next(),random.Next());
byte updatef = (byte) random.Next(255);
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.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(255);
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(255);
PrimitiveBaseShape pbshap = new PrimitiveBaseShape();
pbshap = PrimitiveBaseShape.Default;
Vector3 scale = new Vector3(random.Next(),random.Next(),random.Next());
byte updatef = (byte) random.Next(255);
// 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);
mydic.Add(sog.RootPart.UUID,sog.RootPart);
Console.WriteLine("Let's Start!");
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(255);
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) {
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.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.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;
// }
}
}
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