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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.Servers;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Tests.Common;
using System.Threading;
namespace OpenSim.Region.Framework.Scenes.Tests
{
[TestFixture]
public class ScenePresenceSitTests : OpenSimTestCase
{
private TestScene m_scene;
private ScenePresence m_sp;
[SetUp]
public void Init()
{
m_scene = new SceneHelpers().SetupScene();
m_sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
}
[Test]
public void TestSitOutsideRangeNoTarget()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// More than 10 meters away from 0, 0, 0 (default part position)
Vector3 startPos = new Vector3(10.1f, 0, 0);
m_sp.AbsolutePosition = startPos;
SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0));
Assert.That(part.GetSittingAvatars(), Is.Null);
Assert.That(m_sp.ParentID, Is.EqualTo(0));
Assert.AreEqual(startPos, m_sp.AbsolutePosition);
}
[Test]
public void TestSitWithinRangeNoTarget()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// Less than 10 meters away from 0, 0, 0 (default part position)
Vector3 startPos = new Vector3(9.9f, 0, 0);
m_sp.AbsolutePosition = startPos;
SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
// We need to preserve this here because phys actor is removed by the sit.
Vector3 spPhysActorSize = m_sp.PhysicsActor.Size;
m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
Assert.That(m_sp.PhysicsActor, Is.Null);
Assert.That(
m_sp.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, spPhysActorSize.Z / 2)));
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1));
HashSet<ScenePresence> sittingAvatars = part.GetSittingAvatars();
Assert.That(sittingAvatars.Count, Is.EqualTo(1));
Assert.That(sittingAvatars.Contains(m_sp));
Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId));
}
[Test]
public void TestSitAndStandWithNoSitTarget()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// Make sure we're within range to sit
Vector3 startPos = new Vector3(1, 1, 1);
m_sp.AbsolutePosition = startPos;
SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
// We need to preserve this here because phys actor is removed by the sit.
Vector3 spPhysActorSize = m_sp.PhysicsActor.Size;
m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
Assert.That(
m_sp.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, spPhysActorSize.Z / 2)));
m_sp.StandUp();
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0));
Assert.That(part.GetSittingAvatars(), Is.Null);
Assert.That(m_sp.ParentID, Is.EqualTo(0));
Assert.That(m_sp.PhysicsActor, Is.Not.Null);
}
[Test]
public void TestSitAndStandWithNoSitTargetChildPrim()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// Make sure we're within range to sit
Vector3 startPos = new Vector3(1, 1, 1);
m_sp.AbsolutePosition = startPos;
SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene, 2, m_sp.UUID, "part", 0x10).Parts[1];
part.OffsetPosition = new Vector3(2, 3, 4);
// We need to preserve this here because phys actor is removed by the sit.
Vector3 spPhysActorSize = m_sp.PhysicsActor.Size;
m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
Assert.That(
m_sp.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, spPhysActorSize.Z / 2)));
m_sp.StandUp();
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0));
Assert.That(part.GetSittingAvatars(), Is.Null);
Assert.That(m_sp.ParentID, Is.EqualTo(0));
Assert.That(m_sp.PhysicsActor, Is.Not.Null);
}
[Test]
public void TestSitAndStandWithSitTarget()
{
/* sit position math as changed, this needs to be fixed later
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// If a prim has a sit target then we can sit from any distance away
Vector3 startPos = new Vector3(128, 128, 30);
m_sp.AbsolutePosition = startPos;
SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
part.SitTargetPosition = new Vector3(0, 0, 1);
m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
Assert.That(part.SitTargetAvatar, Is.EqualTo(m_sp.UUID));
Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId));
// This section is copied from ScenePresence.HandleAgentSit(). Correctness is not guaranteed.
double x, y, z, m1, m2;
Quaternion r = part.SitTargetOrientation;;
m1 = r.X * r.X + r.Y * r.Y;
m2 = r.Z * r.Z + r.W * r.W;
// Rotate the vector <0, 0, 1>
x = 2 * (r.X * r.Z + r.Y * r.W);
y = 2 * (-r.X * r.W + r.Y * r.Z);
z = m2 - m1;
// Set m to be the square of the norm of r.
double m = m1 + m2;
// This constant is emperically determined to be what is used in SL.
// See also http://opensimulator.org/mantis/view.php?id=7096
double offset = 0.05;
Vector3 up = new Vector3((float)x, (float)y, (float)z);
Vector3 sitOffset = up * (float)offset;
// End of copied section.
Assert.That(
m_sp.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition - sitOffset + ScenePresence.SIT_TARGET_ADJUSTMENT));
Assert.That(m_sp.PhysicsActor, Is.Null);
Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1));
HashSet<ScenePresence> sittingAvatars = part.GetSittingAvatars();
Assert.That(sittingAvatars.Count, Is.EqualTo(1));
Assert.That(sittingAvatars.Contains(m_sp));
m_sp.StandUp();
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(m_sp.ParentID, Is.EqualTo(0));
Assert.That(m_sp.PhysicsActor, Is.Not.Null);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0));
Assert.That(part.GetSittingAvatars(), Is.Null);
*/
}
[Test]
public void TestSitAndStandOnGround()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// If a prim has a sit target then we can sit from any distance away
// Vector3 startPos = new Vector3(128, 128, 30);
// sp.AbsolutePosition = startPos;
m_sp.HandleAgentSitOnGround();
Assert.That(m_sp.SitGround, Is.True);
Assert.That(m_sp.PhysicsActor, Is.Null);
m_sp.StandUp();
Assert.That(m_sp.SitGround, Is.False);
Assert.That(m_sp.PhysicsActor, Is.Not.Null);
}
}
}
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