aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
blob: ef4005b43f93c20e4d376a408f0d471de185273e (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
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
/*
 * 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 log4net;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.CoreModules.Avatar.Attachments;
using OpenSim.Region.CoreModules.Avatar.AvatarFactory;
using OpenSim.Region.CoreModules.Framework.InventoryAccess;
using OpenSim.Region.CoreModules.Framework.UserManagement;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.AvatarService;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;

namespace OpenSim.Region.OptionalModules.World.NPC.Tests
{
    [TestFixture]
    public class NPCModuleTests
    {
        private TestScene m_scene;
        private AvatarFactoryModule m_afMod;
        private UserManagementModule m_umMod;
        private AttachmentsModule m_attMod;
        private NPCModule m_npcMod;

        [TestFixtureSetUp]
        public void FixtureInit()
        {
            // Don't allow tests to be bamboozled by asynchronous events.  Execute everything on the same thread.
            Util.FireAndForgetMethod = FireAndForgetMethod.None;
        }

        [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 not to worry about such things.
            Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
        }

        [SetUp]
        public void Init()
        {
            IConfigSource config = new IniConfigSource();
            config.AddConfig("NPC");
            config.Configs["NPC"].Set("Enabled", "true");
            config.AddConfig("Modules");
            config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");

            m_afMod = new AvatarFactoryModule();
            m_umMod = new UserManagementModule();
            m_attMod = new AttachmentsModule();
            m_npcMod = new NPCModule();

            m_scene = new SceneHelpers().SetupScene();
            SceneHelpers.SetupSceneModules(m_scene, config, m_afMod, m_umMod, m_attMod, m_npcMod, new BasicInventoryAccessModule());
        }

        [Test]
        public void TestCreate()
        {
            TestHelpers.InMethod();
//            log4net.Config.XmlConfigurator.Configure();

            ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
//            ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);

            // 8 is the index of the first baked texture in AvatarAppearance
            UUID originalFace8TextureId = TestHelpers.ParseTail(0x10);
            Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero);
            Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8);
            originalTef.TextureID = originalFace8TextureId;

            // We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell
            // ScenePresence.SendInitialData() to reset our entire appearance.
            m_scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));

            m_afMod.SetAppearance(sp, originalTe, null, new WearableCacheItem[0] );

            UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);

            ScenePresence npc = m_scene.GetScenePresence(npcId);

            Assert.That(npc, Is.Not.Null);
            Assert.That(npc.Appearance.Texture.FaceTextures[8].TextureID, Is.EqualTo(originalFace8TextureId));
            Assert.That(m_umMod.GetUserName(npc.UUID), Is.EqualTo(string.Format("{0} {1}", npc.Firstname, npc.Lastname)));

            IClientAPI client;
            Assert.That(m_scene.TryGetClient(npcId, out client), Is.True);

            // Have to account for both SP and NPC.
            Assert.That(m_scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(2));
        }

        [Test]
        public void TestRemove()
        {
            TestHelpers.InMethod();
//            log4net.Config.XmlConfigurator.Configure();

            ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
//            ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);

            Vector3 startPos = new Vector3(128, 128, 30);
            UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);

            m_npcMod.DeleteNPC(npcId, m_scene);

            ScenePresence deletedNpc = m_scene.GetScenePresence(npcId);

            Assert.That(deletedNpc, Is.Null);
            IClientAPI client;
            Assert.That(m_scene.TryGetClient(npcId, out client), Is.False);

            // Have to account for SP still present.
            Assert.That(m_scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
        }

        [Test]
        public void TestCreateWithAttachments()
        {
            TestHelpers.InMethod();
//            log4net.Config.XmlConfigurator.Configure();

            UUID userId = TestHelpers.ParseTail(0x1);
            UserAccountHelpers.CreateUserWithInventory(m_scene, userId);
            ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);

            UUID attItemId = TestHelpers.ParseTail(0x2);
            UUID attAssetId = TestHelpers.ParseTail(0x3);
            string attName = "att";

            UserInventoryHelpers.CreateInventoryItem(m_scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);

            m_attMod.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);

            UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);

            ScenePresence npc = m_scene.GetScenePresence(npcId);

            // Check scene presence status
            Assert.That(npc.HasAttachments(), Is.True);
            List<SceneObjectGroup> attachments = npc.GetAttachments();
            Assert.That(attachments.Count, Is.EqualTo(1));
            SceneObjectGroup attSo = attachments[0];

            // Just for now, we won't test the name since this is (wrongly) the asset part name rather than the item
            // name.  TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC.
//            Assert.That(attSo.Name, Is.EqualTo(attName));

            Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
            Assert.That(attSo.IsAttachment);
            Assert.That(attSo.UsesPhysics, Is.False);
            Assert.That(attSo.IsTemporary, Is.False);
            Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID));
        }

        [Test]
        public void TestLoadAppearance()
        {
            TestHelpers.InMethod();
//            log4net.Config.XmlConfigurator.Configure();

            UUID userId = TestHelpers.ParseTail(0x1);
            UserAccountHelpers.CreateUserWithInventory(m_scene, userId);
            ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);

            UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);

            // Now add the attachment to the original avatar and use that to load a new appearance
            // TODO: Could also run tests loading from a notecard though this isn't much different for our purposes here
            UUID attItemId = TestHelpers.ParseTail(0x2);
            UUID attAssetId = TestHelpers.ParseTail(0x3);
            string attName = "att";

            UserInventoryHelpers.CreateInventoryItem(m_scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);

            m_attMod.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);

            m_npcMod.SetNPCAppearance(npcId, sp.Appearance, m_scene);

            ScenePresence npc = m_scene.GetScenePresence(npcId);

            // Check scene presence status
            Assert.That(npc.HasAttachments(), Is.True);
            List<SceneObjectGroup> attachments = npc.GetAttachments();
            Assert.That(attachments.Count, Is.EqualTo(1));
            SceneObjectGroup attSo = attachments[0];

            // Just for now, we won't test the name since this is (wrongly) the asset part name rather than the item
            // name.  TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC.
//            Assert.That(attSo.Name, Is.EqualTo(attName));

            Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
            Assert.That(attSo.IsAttachment);
            Assert.That(attSo.UsesPhysics, Is.False);
            Assert.That(attSo.IsTemporary, Is.False);
            Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID));
        }

        [Test]
        public void TestMove()
        {
            TestHelpers.InMethod();
//            log4net.Config.XmlConfigurator.Configure();

            ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
//            ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);

            Vector3 startPos = new Vector3(128, 128, 30);
            UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);

            ScenePresence npc = m_scene.GetScenePresence(npcId);
            Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));

            // For now, we'll make the scene presence fly to simplify this test, but this needs to change.
            npc.Flying = true;

            m_scene.Update(1);
            Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));

            Vector3 targetPos = startPos + new Vector3(0, 10, 0);
            m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false, false);

            Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
            //Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f)));
            Assert.That(
                npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));

            m_scene.Update(1);

            // We should really check the exact figure.
            Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
            Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
            Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
            Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));

            m_scene.Update(10);

            double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
            Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move");
            Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
            Assert.That(npc.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE));

            // Try a second movement
            startPos = npc.AbsolutePosition;
            targetPos = startPos + new Vector3(10, 0, 0);
            m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false, false);

            Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
//            Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1)));
            Assert.That(
                npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));

            m_scene.Update(1);

            // We should really check the exact figure.
            Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X));
            Assert.That(npc.AbsolutePosition.X, Is.LessThan(targetPos.X));
            Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
            Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));

            m_scene.Update(10);

            distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
            Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move");
            Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
        }

        [Test]
        public void TestSitAndStandWithSitTarget()
        {
            TestHelpers.InMethod();
//            log4net.Config.XmlConfigurator.Configure();

            ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));

            Vector3 startPos = new Vector3(128, 128, 30);
            UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);

            ScenePresence npc = m_scene.GetScenePresence(npcId);
            SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;

            part.SitTargetPosition = new Vector3(0, 0, 1);
            m_npcMod.Sit(npc.UUID, part.UUID, m_scene);

            Assert.That(part.SitTargetAvatar, Is.EqualTo(npcId));
            Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
            Assert.That(
                npc.AbsolutePosition,
                Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));

            m_npcMod.Stand(npc.UUID, m_scene);

            Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
            Assert.That(npc.ParentID, Is.EqualTo(0));
        }

        [Test]
        public void TestSitAndStandWithNoSitTarget()
        {
            TestHelpers.InMethod();
//            log4net.Config.XmlConfigurator.Configure();

            ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));

            // FIXME: To get this to work for now, we are going to place the npc right next to the target so that
            // the autopilot doesn't trigger
            Vector3 startPos = new Vector3(1, 1, 1);

            UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);

            ScenePresence npc = m_scene.GetScenePresence(npcId);
            SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;

            m_npcMod.Sit(npc.UUID, part.UUID, m_scene);

            Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
            Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));

            // FIXME: This is different for live avatars - z position is adjusted.  This is half the height of the
            // default avatar.
            // Curiously, Vector3.ToString() will not display the last two places of the float.  For example,
            // printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337>
            Assert.That(
                npc.AbsolutePosition,
                Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f)));

            m_npcMod.Stand(npc.UUID, m_scene);

            Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
            Assert.That(npc.ParentID, Is.EqualTo(0));
        }
    }
}