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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 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 Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Avatar.Friends;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.CoreModules.Avatar.Friends.Tests
{
[TestFixture]
public class FriendsModuleTests
{
private FriendsModule m_fm;
private TestScene m_scene;
[TestFixtureSetUp]
public void FixtureInit()
{
// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
}
[TestFixtureTearDown]
public void TearDown()
{
// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
// threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
// tests really shouldn't).
Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
}
[SetUp]
public void Init()
{
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
// Not strictly necessary since FriendsModule assumes it is the default (!)
config.Configs["Modules"].Set("FriendsModule", "FriendsModule");
config.AddConfig("Friends");
config.Configs["Friends"].Set("Connector", "OpenSim.Services.FriendsService.dll");
config.AddConfig("FriendsService");
config.Configs["FriendsService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
m_scene = SceneHelpers.SetupScene();
m_fm = new FriendsModule();
SceneHelpers.SetupSceneModules(m_scene, config, m_fm);
}
[Test]
public void TestLoginWithNoFriends()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
UUID userId = TestHelpers.ParseTail(0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
Assert.That(((TestClient)sp.ControllingClient).ReceivedOfflineNotifications.Count, Is.EqualTo(0));
Assert.That(((TestClient)sp.ControllingClient).ReceivedOnlineNotifications.Count, Is.EqualTo(0));
}
[Test]
public void TestLoginWithOfflineFriends()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
UUID user1Id = TestHelpers.ParseTail(0x1);
UUID user2Id = TestHelpers.ParseTail(0x2);
// UserAccountHelpers.CreateUserWithInventory(m_scene, user1Id);
// UserAccountHelpers.CreateUserWithInventory(m_scene, user2Id);
//
// m_fm.AddFriendship(user1Id, user2Id);
ScenePresence sp1 = SceneHelpers.AddScenePresence(m_scene, user1Id);
ScenePresence sp2 = SceneHelpers.AddScenePresence(m_scene, user2Id);
m_fm.AddFriendship(sp1.ControllingClient, user2Id);
m_scene.RemoveClient(sp1.UUID, true);
m_scene.RemoveClient(sp2.UUID, true);
ScenePresence sp1Redux = SceneHelpers.AddScenePresence(m_scene, user1Id);
// We don't expect to receive notifications of offline friends on login, just online.
Assert.That(((TestClient)sp1Redux.ControllingClient).ReceivedOfflineNotifications.Count, Is.EqualTo(0));
Assert.That(((TestClient)sp1Redux.ControllingClient).ReceivedOnlineNotifications.Count, Is.EqualTo(0));
}
[Test]
public void TestAddFriendshipWhileOnline()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
UUID userId = TestHelpers.ParseTail(0x1);
UUID user2Id = TestHelpers.ParseTail(0x2);
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
SceneHelpers.AddScenePresence(m_scene, user2Id);
// This fiendship is two-way but without a connector, only the first user will receive the online
// notification.
m_fm.AddFriendship(sp.ControllingClient, user2Id);
Assert.That(((TestClient)sp.ControllingClient).ReceivedOfflineNotifications.Count, Is.EqualTo(0));
Assert.That(((TestClient)sp.ControllingClient).ReceivedOnlineNotifications.Count, Is.EqualTo(1));
}
[Test]
public void TestRemoveFriendshipWhileOnline()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
UUID user1Id = TestHelpers.ParseTail(0x1);
UUID user2Id = TestHelpers.ParseTail(0x2);
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, user1Id);
SceneHelpers.AddScenePresence(m_scene, user2Id);
m_fm.AddFriendship(sp.ControllingClient, user2Id);
m_fm.RemoveFriendship(sp.ControllingClient, user2Id);
TestClient user1Client = sp.ControllingClient as TestClient;
Assert.That(user1Client.ReceivedFriendshipTerminations.Count, Is.EqualTo(1));
Assert.That(user1Client.ReceivedFriendshipTerminations[0], Is.EqualTo(user2Id));
}
}
}
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