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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 System.Reflection;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
using OpenSim.Region.CoreModules.Framework.InventoryAccess;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Region.CoreModules.World.Permissions;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenSim.Tests.Common;
namespace OpenSim.Region.Framework.Scenes.Tests
{
/*
/// <summary>
/// Test copying of scene objects.
/// </summary>
/// <remarks>
/// This is at a level above the SceneObjectBasicTests, which act on the scene directly.
/// </remarks>
[TestFixture]
public class SceneObjectCopyTests : OpenSimTestCase
{
[TestFixtureSetUp]
public void FixtureInit()
{
// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
// This facility was added after the original async delete tests were written, so it may be possible now
// to not bother explicitly disabling their async (since everything will be running sync).
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;
}
[Test]
public void TestTakeCopyWhenCopierIsOwnerWithPerms()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
TestScene scene = new SceneHelpers().SetupScene("s1", TestHelpers.ParseTail(0x99), 1000, 1000, config);
SceneHelpers.SetupSceneModules(scene, config, new PermissionsModule(), new BasicInventoryAccessModule());
UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(0x1));
TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, ua.PrincipalID).ControllingClient;
// 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;
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", ua.PrincipalID);
uint soLocalId = so.LocalId;
// so.UpdatePermissions(
// ua.PrincipalID, (byte)PermissionWho.Owner, so.LocalId, (uint)OpenMetaverse.PermissionMask.Copy, 1);
// so.UpdatePermissions(
// ua.PrincipalID, (byte)PermissionWho.Owner, so.LocalId, (uint)OpenMetaverse.PermissionMask.Transfer, 0);
// so.UpdatePermissions(
// ua.PrincipalID, (byte)PermissionWho.Base, so.LocalId, (uint)OpenMetaverse.PermissionMask.Transfer, 0);
// scene.HandleObjectPermissionsUpdate(client, client.AgentId, client.SessionId, (byte)PermissionWho.Owner, so.LocalId, (uint)OpenMetaverse.PermissionMask.Transfer, 0);
// Ideally we might change these via client-focussed method calls as commented out above. However, this
// becomes very convoluted so we will set only the copy perm directly.
so.RootPart.BaseMask = (uint)OpenMetaverse.PermissionMask.Copy;
// so.RootPart.OwnerMask = (uint)OpenMetaverse.PermissionMask.Copy;
List<uint> localIds = new List<uint>();
localIds.Add(so.LocalId);
// Specifying a UUID.Zero in this case will currently plop it in Lost and Found
scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero);
// Check that object isn't copied until we crank the sogd handle.
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart, Is.Not.Null);
Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
sogd.InventoryDeQueueAndDelete();
// Check that object is still there.
SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart2, Is.Not.Null);
Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
// Check that we have a copy in inventory
InventoryItemBase item
= UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Lost And Found/so1");
Assert.That(item, Is.Not.Null);
}
[Test]
public void TestTakeCopyWhenCopierIsOwnerWithoutPerms()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
TestScene scene = new SceneHelpers().SetupScene("s1", TestHelpers.ParseTail(0x99), 1000, 1000, config);
SceneHelpers.SetupSceneModules(scene, config, new PermissionsModule(), new BasicInventoryAccessModule());
UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(0x1));
TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, ua.PrincipalID).ControllingClient;
// 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;
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", ua.PrincipalID);
uint soLocalId = so.LocalId;
so.RootPart.BaseMask = (uint)(OpenMetaverse.PermissionMask.All & ~OpenMetaverse.PermissionMask.Copy);
//so.RootPart.OwnerMask = (uint)(OpenMetaverse.PermissionMask.Copy & ~OpenMetaverse.PermissionMask.Copy);
List<uint> localIds = new List<uint>();
localIds.Add(so.LocalId);
// Specifying a UUID.Zero in this case will currently plop it in Lost and Found
scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero);
// Check that object isn't copied until we crank the sogd handle.
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart, Is.Not.Null);
Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
sogd.InventoryDeQueueAndDelete();
// Check that object is still there.
SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart2, Is.Not.Null);
Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
// Check that we do not have a copy in inventory
InventoryItemBase item
= UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Lost And Found/so1");
Assert.That(item, Is.Null);
}
[Test]
public void TestTakeCopyWhenCopierIsNotOwnerWithPerms()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
TestScene scene = new SceneHelpers().SetupScene("s1", TestHelpers.ParseTail(0x99), 1000, 1000, config);
SceneHelpers.SetupSceneModules(scene, config, new PermissionsModule(), new BasicInventoryAccessModule());
UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(0x1));
TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, ua.PrincipalID).ControllingClient;
// 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;
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", TestHelpers.ParseTail(0x2));
uint soLocalId = so.LocalId;
// Base must allow transfer and copy
so.RootPart.BaseMask = (uint)(OpenMetaverse.PermissionMask.Copy | OpenMetaverse.PermissionMask.Transfer);
// Must be set so anyone can copy
so.RootPart.EveryoneMask = (uint)OpenMetaverse.PermissionMask.Copy;
List<uint> localIds = new List<uint>();
localIds.Add(so.LocalId);
// Specifying a UUID.Zero in this case will plop it in the Objects folder
scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero);
// Check that object isn't copied until we crank the sogd handle.
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart, Is.Not.Null);
Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
sogd.InventoryDeQueueAndDelete();
// Check that object is still there.
SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart2, Is.Not.Null);
Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
// Check that we have a copy in inventory
InventoryItemBase item
= UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1");
Assert.That(item, Is.Not.Null);
}
[Test]
public void TestTakeCopyWhenCopierIsNotOwnerWithoutPerms()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
IConfigSource config = new IniConfigSource();
config.AddConfig("Modules");
config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
TestScene scene = new SceneHelpers().SetupScene("s1", TestHelpers.ParseTail(0x99), 1000, 1000, config);
SceneHelpers.SetupSceneModules(scene, config, new PermissionsModule(), new BasicInventoryAccessModule());
UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(0x1));
TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, ua.PrincipalID).ControllingClient;
// 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;
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", TestHelpers.ParseTail(0x2));
uint soLocalId = so.LocalId;
{
// Check that object is not copied if copy base perms is missing.
// Should not allow copy if base does not have this.
so.RootPart.BaseMask = (uint)OpenMetaverse.PermissionMask.Transfer;
// Must be set so anyone can copy
so.RootPart.EveryoneMask = (uint)OpenMetaverse.PermissionMask.Copy;
// Check that object is not copied
List<uint> localIds = new List<uint>();
localIds.Add(so.LocalId);
// Specifying a UUID.Zero in this case will plop it in the Objects folder if we have perms
scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero);
// Check that object isn't copied until we crank the sogd handle.
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart, Is.Not.Null);
Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
sogd.InventoryDeQueueAndDelete();
// Check that object is still there.
SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart2, Is.Not.Null);
Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
// Check that we have a copy in inventory
InventoryItemBase item
= UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1");
Assert.That(item, Is.Null);
}
{
// Check that object is not copied if copy trans perms is missing.
// Should not allow copy if base does not have this.
so.RootPart.BaseMask = (uint)OpenMetaverse.PermissionMask.Copy;
// Must be set so anyone can copy
so.RootPart.EveryoneMask = (uint)OpenMetaverse.PermissionMask.Copy;
// Check that object is not copied
List<uint> localIds = new List<uint>();
localIds.Add(so.LocalId);
// Specifying a UUID.Zero in this case will plop it in the Objects folder if we have perms
scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero);
// Check that object isn't copied until we crank the sogd handle.
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart, Is.Not.Null);
Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
sogd.InventoryDeQueueAndDelete();
// Check that object is still there.
SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart2, Is.Not.Null);
Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
// Check that we have a copy in inventory
InventoryItemBase item
= UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1");
Assert.That(item, Is.Null);
}
{
// Check that object is not copied if everyone copy perms is missing.
// Should not allow copy if base does not have this.
so.RootPart.BaseMask = (uint)(OpenMetaverse.PermissionMask.Copy | OpenMetaverse.PermissionMask.Transfer);
// Make sure everyone perm does not allow copy
so.RootPart.EveryoneMask = (uint)(OpenMetaverse.PermissionMask.All & ~OpenMetaverse.PermissionMask.Copy);
// Check that object is not copied
List<uint> localIds = new List<uint>();
localIds.Add(so.LocalId);
// Specifying a UUID.Zero in this case will plop it in the Objects folder if we have perms
scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero);
// Check that object isn't copied until we crank the sogd handle.
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart, Is.Not.Null);
Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
sogd.InventoryDeQueueAndDelete();
// Check that object is still there.
SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart2, Is.Not.Null);
Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
// Check that we have a copy in inventory
InventoryItemBase item
= UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1");
Assert.That(item, Is.Null);
}
}
}
*/
}
|