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 *       derived from this software without specific prior written permission.
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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.World.Permissions;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;

namespace OpenSim.Region.Framework.Scenes.Tests
{
    /// <summary>
    /// Tests derez of scene objects by users.
    /// </summary>
    /// <remarks>
    /// This is at a level above the SceneObjectBasicTests, which act on the scene directly.
    /// TODO: These tests are very incomplete - they only test for a few conditions.
    /// </remarks>
    [TestFixture]
    public class SceneObjectDeRezTests
    {
        /// <summary>
        /// Test deleting an object from a scene.
        /// </summary>
        [Test]
        public void TestDeRezSceneObject()
        {
            TestHelpers.InMethod();
//            log4net.Config.XmlConfigurator.Configure();
                        
            UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
            
            TestScene scene = SceneHelpers.SetupScene();
            IConfigSource configSource = new IniConfigSource();
            IConfig config = configSource.AddConfig("Startup");
            config.Set("serverside_object_permissions", true);
            SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() });
            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(userId, 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();
            
            SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
            Assert.That(retrievedPart, Is.Null);
        }
        
        /// <summary>
        /// Test deleting an object from a scene where the deleter is not the owner
        /// </summary>
        /// 
        /// This test assumes that the deleter is not a god.       
        [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 = SceneHelpers.SetupScene();
            IConfigSource configSource = new IniConfigSource();
            IConfig config = configSource.AddConfig("Startup");
            config.Set("serverside_object_permissions", true);
            SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() });            
            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));
        }        
    }
}