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path: root/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
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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.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>
    /// Tests derez of scene objects.
    /// </summary>
    /// <remarks>
    /// This is at a level above the SceneObjectBasicTests, which act on the scene directly.
    /// TODO: These tests are incomplete - need to test more kinds of derez (e.g. return object).
    /// </remarks>
    [TestFixture]
    public class SceneObjectDeRezTests : 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;
        }

        /// <summary>
        /// Test deleting an object from a scene.
        /// </summary>
        [Test]
        public void TestDeRezSceneObject()
        {
            TestHelpers.InMethod();
                        
            UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
            
            TestScene scene = new SceneHelpers().SetupScene();
            IConfigSource configSource = new IniConfigSource();
            IConfig config = configSource.AddConfig("Startup");
            config.Set("serverside_object_permissions", true);
            SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new DefaultPermissionsModule() });
            IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).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", userId);
            uint soLocalId = so.LocalId;

            List<uint> localIds = new List<uint>();
            localIds.Add(so.LocalId);
            scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.Delete, UUID.Zero);

            // Check that object isn't deleted 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();
            
//            SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
            Assert.That(retrievedPart, Is.Null);              
        }

        /// <summary>
        /// Test that child and root agents correctly receive KillObject notifications.
        /// </summary>
        [Test]
        public void TestDeRezSceneObjectToAgents()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            SceneHelpers sh = new SceneHelpers();
            TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
            TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);

            // We need this so that the creation of the root client for userB in sceneB can trigger the creation of a child client in sceneA
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
            EntityTransferModule etmB = new EntityTransferModule();
            IConfigSource config = new IniConfigSource();
            IConfig modulesConfig = config.AddConfig("Modules");
            modulesConfig.Set("EntityTransferModule", etmB.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);
            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(sceneB, config, etmB);

            // We need this for derez
            //SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule());

            UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, "");
            UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, "");

            TestClient clientA = (TestClient)SceneHelpers.AddScenePresence(sceneA, uaA).ControllingClient;

            // This is the more long-winded route we have to take to get a child client created for userB in sceneA
            // rather than just calling AddScenePresence() as for userA
            AgentCircuitData acd = SceneHelpers.GenerateAgentData(uaB);
            TestClient clientB = new TestClient(acd, sceneB);
            List<TestClient> childClientsB = new List<TestClient>();
            EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(clientB, childClientsB);

            SceneHelpers.AddScenePresence(sceneB, clientB, acd);

            SceneObjectGroup so = SceneHelpers.AddSceneObject(sceneA);
            uint soLocalId = so.LocalId;

            sceneA.DeleteSceneObject(so, false);
        }
        
        /// <summary>
        /// Test deleting an object from a scene where the deleter is not the owner
        /// </summary>
        /// <remarks>
        /// This test assumes that the deleter is not a god.       
        /// </remarks>
        [Test]
        public void TestDeRezSceneObjectNotOwner()
        {
            TestHelpers.InMethod();
//            log4net.Config.XmlConfigurator.Configure();
                        
            UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
            UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001");
            
            TestScene scene = new SceneHelpers().SetupScene();
            IConfigSource configSource = new IniConfigSource();
            IConfig config = configSource.AddConfig("Startup");
            config.Set("serverside_object_permissions", true);
            SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new DefaultPermissionsModule() });            
            IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).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;            
            
            SceneObjectPart part
                = new SceneObjectPart(objectOwnerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
            part.Name = "obj1";
            scene.AddNewSceneObject(new SceneObjectGroup(part), false);
            List<uint> localIds = new List<uint>();
            localIds.Add(part.LocalId);            

            scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.Delete, UUID.Zero);
            sogd.InventoryDeQueueAndDelete();
            
            // Object should still be in the scene.
            SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
            Assert.That(retrievedPart.UUID, Is.EqualTo(part.UUID));
        }   
 
        /// <summary>
        /// Test deleting an object asynchronously to user inventory.
        /// </summary>
        [Test]
        public void TestDeleteSceneObjectAsyncToUserInventory()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
            string myObjectName = "Fred";

            TestScene scene = new SceneHelpers().SetupScene();

            IConfigSource configSource = new IniConfigSource();
            IConfig config = configSource.AddConfig("Modules");            
            config.Set("InventoryAccessModule", "BasicInventoryAccessModule");
            SceneHelpers.SetupSceneModules(
                scene, configSource, new object[] { new BasicInventoryAccessModule() });

            SceneHelpers.SetupSceneModules(scene, new object[] { });

            // 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, myObjectName, agentId);

            UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, agentId);
            InventoryFolderBase folder1
                = UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, ua.PrincipalID, "folder1", false);

            IClientAPI client = SceneHelpers.AddScenePresence(scene, agentId).ControllingClient;
            scene.DeRezObjects(client, new List<uint>() { so.LocalId }, UUID.Zero, DeRezAction.Take, folder1.ID);

//            SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);

//            Assert.That(retrievedPart, Is.Not.Null);
//            Assert.That(so.IsDeleted, Is.False);

            sogd.InventoryDeQueueAndDelete();

            Assert.That(so.IsDeleted, Is.True);

            SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
            Assert.That(retrievedPart2, Is.Null);

//            SceneSetupHelpers.DeleteSceneObjectAsync(scene, part, DeRezAction.Take, userInfo.RootFolder.ID, client);

            InventoryItemBase retrievedItem
                = UserInventoryHelpers.GetInventoryItem(
                    scene.InventoryService, ua.PrincipalID, "folder1/" + myObjectName);

            // Check that we now have the taken part in our inventory
            Assert.That(retrievedItem, Is.Not.Null);

            // Check that the taken part has actually disappeared
//            SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
//            Assert.That(retrievedPart, Is.Null);
        }
    }
}