aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs
blob: 5e5f5c2b82ef45eeec48107c16939225992b8b35 (plain)
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
/*
 * 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 NUnit.Framework;
using NUnit.Framework.SyntaxHelpers;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Communications.Local;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Tests.Common.Mock;
using OpenSim.Tests.Common.Setup;

namespace OpenSim.Region.Environment.Scenes.Tests
{
    /// <summary>
    /// Scene object tests
    /// </summary>
    [TestFixture]
    public class SceneObjectTests
    {         
        /// <summary>
        /// Test adding an object to a scene.
        /// </summary>
        [Test]
        public void TestAddSceneObject()
        {              
            Scene scene = SceneSetupHelpers.SetupScene();
            SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene);
            SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
            
            //System.Console.WriteLine("retrievedPart : {0}", retrievedPart);
            // If the parts have the same UUID then we will consider them as one and the same
            Assert.That(retrievedPart.UUID, Is.EqualTo(part.UUID));         
        }
        
        /// <summary>
        /// Test deleting an object from a scene.
        /// </summary>
        [Test]
        public void TestDeleteSceneObject()
        {
            TestScene scene = SceneSetupHelpers.SetupScene();         
            SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene);
            scene.DeleteSceneObject(part.ParentGroup, false);
            
            SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);            
            Assert.That(retrievedPart, Is.Null);
        }
        
        /// <summary>
        /// Test deleting an object asynchronously
        /// </summary>
        [Test]
        public void TestDeleteSceneObjectAsync()
        {
            UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
            
            TestScene scene = SceneSetupHelpers.SetupScene();
            
            // 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 = SceneSetupHelpers.AddSceneObject(scene);
            
            IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId);
            scene.DeRezObject(client, part.LocalId, UUID.Zero, DeRezAction.Delete, UUID.Zero);
            
            SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
            Assert.That(retrievedPart, Is.Not.Null);
            
            sogd.InventoryDeQueueAndDelete();
            SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId);
            Assert.That(retrievedPart2, Is.Null);            
        }

        [Test]
        public void TestLinkDelink2SceneObjects()
        {
            bool debugtest = false; 

            Scene scene = SceneSetupHelpers.SetupScene();
            SceneObjectPart part1 = SceneSetupHelpers.AddSceneObject(scene);
            SceneObjectGroup grp1 = part1.ParentGroup;
            SceneObjectPart part2 = SceneSetupHelpers.AddSceneObject(scene);
            SceneObjectGroup grp2 = part2.ParentGroup;

            grp1.AbsolutePosition = new Vector3(10, 10, 10);
            grp2.AbsolutePosition = Vector3.Zero;
            
            // <90,0,0>
            grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));

            // <180,0,0>
            grp2.UpdateGroupRotation(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
            
            // Required for linking
            grp1.RootPart.UpdateFlag = 0;
            grp2.RootPart.UpdateFlag = 0;

            // Link grp2 to grp1.   part2 becomes child prim to grp1. grp2 is eliminated.
            grp1.LinkToGroup(grp2);

            // FIXME: Can't to these tests yet since group 2 still has the parts attached!  We can't yet detach since
            // it might cause SOG.ProcessBackup() to fail due to the race condition.  This really needs to be fixed.
            //Assert.That(grp2.IsDeleted, "SOG 2 was not registered as deleted after link.");
            Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained children after delink.");
            Assert.That(grp1.Children.Count == 2);

            if (debugtest)
            {
                System.Console.WriteLine("parts: {0}", grp1.Children.Count);
                System.Console.WriteLine("Group1: Pos:{0}, Rot:{1}", grp1.AbsolutePosition, grp1.Rotation);
                System.Console.WriteLine("Group1: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part1.OffsetPosition, part1.RotationOffset);
                System.Console.WriteLine("Group1: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part2.OffsetPosition, part2.RotationOffset);
            }

            // root part should have no offset position or rotation
            Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity);

            // offset position should be root part position - part2.absolute position.
            Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10));

            float roll = 0;
            float pitch = 0;
            float yaw = 0;

            // There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
            part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
            Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
            
            if (debugtest)
                System.Console.WriteLine(rotEuler1);

            part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
            Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
             
            if (debugtest)
                System.Console.WriteLine(rotEuler2);

            Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f));

            // Delink part 2
            grp1.DelinkFromGroup(part2.LocalId);

            if (debugtest)
                System.Console.WriteLine("Group2: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part2.AbsolutePosition, part2.RotationOffset);

            Assert.That(grp1.Children.Count, Is.EqualTo(1), "Group 1 still contained part2 after delink.");
            Assert.That(part2.AbsolutePosition == Vector3.Zero);            
        }

        [Test]
        public void TestLinkDelink2groups4SceneObjects()
        {
            bool debugtest = false;

            Scene scene = SceneSetupHelpers.SetupScene();
            SceneObjectPart part1 = SceneSetupHelpers.AddSceneObject(scene);
            SceneObjectGroup grp1 = part1.ParentGroup;
            SceneObjectPart part2 = SceneSetupHelpers.AddSceneObject(scene);
            SceneObjectGroup grp2 = part2.ParentGroup;
            SceneObjectPart part3 = SceneSetupHelpers.AddSceneObject(scene);
            SceneObjectGroup grp3 = part3.ParentGroup;
            SceneObjectPart part4 = SceneSetupHelpers.AddSceneObject(scene);
            SceneObjectGroup grp4 = part4.ParentGroup;

            grp1.AbsolutePosition = new Vector3(10, 10, 10);
            grp2.AbsolutePosition = Vector3.Zero;
            grp3.AbsolutePosition = new Vector3(20, 20, 20);
            grp4.AbsolutePosition = new Vector3(40, 40, 40);

            // <90,0,0>
            grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));

            // <180,0,0>
            grp2.UpdateGroupRotation(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));

            // <270,0,0>
            grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));

            // <0,90,0>
            grp4.UpdateGroupRotation(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0));

            // Required for linking
            grp1.RootPart.UpdateFlag = 0;
            grp2.RootPart.UpdateFlag = 0;
            grp3.RootPart.UpdateFlag = 0;
            grp4.RootPart.UpdateFlag = 0;

            // Link grp2 to grp1.   part2 becomes child prim to grp1. grp2 is eliminated.
            grp1.LinkToGroup(grp2);

            // Link grp4 to grp3.
            grp3.LinkToGroup(grp4);

            // Required for linking
            grp1.RootPart.UpdateFlag = 0;
            grp3.RootPart.UpdateFlag = 0;

            // At this point we should have 4 parts total in two groups.            
            Assert.That(grp1.Children.Count == 2);
            Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained parts after delink.");            
            Assert.That(grp3.Children.Count == 2);
            Assert.That(grp4.Children.Count, Is.EqualTo(0), "Group 4 still contained parts after delink.");
            
            if (debugtest)
            {
                System.Console.WriteLine("--------After Link-------");
                System.Console.WriteLine("Group1: parts: {0}", grp1.Children.Count);
                System.Console.WriteLine("Group1: Pos:{0}, Rot:{1}", grp1.AbsolutePosition, grp1.Rotation);
                System.Console.WriteLine("Group1: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part1.OffsetPosition, part1.RotationOffset);
                System.Console.WriteLine("Group1: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part2.OffsetPosition, part2.RotationOffset);
                
                System.Console.WriteLine("Group3: parts: {0}", grp3.Children.Count);
                System.Console.WriteLine("Group3: Pos:{0}, Rot:{1}", grp3.AbsolutePosition, grp3.Rotation);
                System.Console.WriteLine("Group3: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part3.OffsetPosition, part3.RotationOffset);
                System.Console.WriteLine("Group3: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part4.OffsetPosition, part4.RotationOffset);
            }

            // root part should have no offset position or rotation
            Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity);

            // offset position should be root part position - part2.absolute position.
            Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10));

            float roll = 0;
            float pitch = 0;
            float yaw = 0;

            // There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
            part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
            Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);

            if (debugtest)
                System.Console.WriteLine(rotEuler1);

            part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
            Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);

            if (debugtest)
                System.Console.WriteLine(rotEuler2);

            Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f));

            // Now we're linking the first group to the third group.  This will make the first group child parts of the third one.
            grp3.LinkToGroup(grp1);

            // Delink parts 2 and 3
            grp3.DelinkFromGroup(part2.LocalId);
            grp3.DelinkFromGroup(part3.LocalId);

            if (debugtest)
            {
                System.Console.WriteLine("--------After De-Link-------");
                System.Console.WriteLine("Group1: parts: {0}", grp1.Children.Count);
                System.Console.WriteLine("Group1: Pos:{0}, Rot:{1}", grp1.AbsolutePosition, grp1.Rotation);
                System.Console.WriteLine("Group1: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part1.OffsetPosition, part1.RotationOffset);
                System.Console.WriteLine("NoGroup: Prim2: AbsolutePosition:{0}, OffsetRotation:{1}", part2.AbsolutePosition, part2.RotationOffset);

                System.Console.WriteLine("Group3: parts: {0}", grp3.Children.Count);
                System.Console.WriteLine("Group3: Pos:{0}, Rot:{1}", grp3.AbsolutePosition, grp3.Rotation);
                System.Console.WriteLine("Group3: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part3.OffsetPosition, part3.RotationOffset);
                System.Console.WriteLine("Group3: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part4.OffsetPosition, part4.RotationOffset);
            }

            Assert.That(part2.AbsolutePosition == Vector3.Zero);
            Assert.That(part4.OffsetPosition == new Vector3(20, 20, 20));
            Quaternion compareQuaternion = new Quaternion(0, 0.7071068f, 0, 0.7071068f);
            Assert.That((part4.RotationOffset.X - compareQuaternion.X < 0.00003) 
                && (part4.RotationOffset.Y - compareQuaternion.Y < 0.00003) 
                && (part4.RotationOffset.Z - compareQuaternion.Z < 0.00003) 
                && (part4.RotationOffset.W - compareQuaternion.W < 0.00003));
        }
 
        /// <summary>
        /// Test deleting an object asynchronously to user inventory.
        /// </summary>
        [Test]
        public void TestDeleteSceneObjectAsyncToUserInventory()
        {
            //log4net.Config.XmlConfigurator.Configure();                  
            
            UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
            string myObjectName = "Fred";
            
            TestScene scene = SceneSetupHelpers.SetupScene();                
            SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene, myObjectName);
            
            Assert.That(
                scene.CommsManager.UserAdminService.AddUser(
                    "Bob", "Hoskins", "test", "test@test.com", 1000, 1000, agentId),
                Is.EqualTo(agentId));  
            
            IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId);
                                                
            CachedUserInfo userInfo = scene.CommsManager.UserProfileCacheService.GetUserDetails(agentId);
            Assert.That(userInfo, Is.Not.Null);
            Assert.That(userInfo.RootFolder, Is.Not.Null);
            
            SceneSetupHelpers.DeleteSceneObjectAsync(scene, part, DeRezAction.Take, userInfo.RootFolder.ID, client);
            
            // Check that we now have the taken part in our inventory
            Assert.That(myObjectName, Is.EqualTo(userInfo.RootFolder.FindItemByPath(myObjectName).Name));
            
            // Check that the taken part has actually disappeared
            SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
            Assert.That(retrievedPart, Is.Null);                             
        }
    }
}