Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
Conflicts: prebuild.xmlavinationmerge
commit
e3f5fd81f1
|
@ -75,7 +75,7 @@ namespace OpenSim.Data.SQLite
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cmd.Parameters.AddWithValue(":PrincipalID", principalID.ToString());
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cmd.Parameters.AddWithValue(":Friend", friend);
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ExecuteNonQuery(cmd, cmd.Connection);
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ExecuteNonQuery(cmd, m_Connection);
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return true;
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}
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|
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@ -422,7 +422,7 @@ namespace OpenSim.Region.ClientStack.Linden
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string assetType)
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{
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m_log.DebugFormat(
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"Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}",
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"[BUNCH OF CAPS]: Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}",
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assetID, inventoryItem, inventoryType, assetType);
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sbyte assType = 0;
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@ -625,7 +625,12 @@ namespace OpenSim.Region.ClientStack.Linden
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item.AssetType = assType;
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item.InvType = inType;
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item.Folder = parentFolder;
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item.CurrentPermissions = (uint)PermissionMask.All;
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// If we set PermissionMask.All then when we rez the item the next permissions will replace the current
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// (owner) permissions. This becomes a problem if next permissions are changed.
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item.CurrentPermissions
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= (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
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item.BasePermissions = (uint)PermissionMask.All;
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item.EveryOnePermissions = 0;
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item.NextPermissions = (uint)PermissionMask.All;
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@ -50,8 +50,7 @@ namespace OpenSim.Region.ClientStack.Linden
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
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public class NewFileAgentInventoryVariablePriceModule : INonSharedRegionModule
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{
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// private static readonly ILog m_log =
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// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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// private IAssetService m_assetService;
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@ -210,6 +209,9 @@ namespace OpenSim.Region.ClientStack.Linden
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UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType,
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string assetType,UUID AgentID)
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{
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// m_log.DebugFormat(
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// "[NEW FILE AGENT INVENTORY VARIABLE PRICE MODULE]: Upload complete for {0}", inventoryItem);
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sbyte assType = 0;
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sbyte inType = 0;
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@ -259,13 +261,13 @@ namespace OpenSim.Region.ClientStack.Linden
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item.AssetType = assType;
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item.InvType = inType;
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item.Folder = parentFolder;
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item.CurrentPermissions = (uint)PermissionMask.All;
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item.CurrentPermissions
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= (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
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item.BasePermissions = (uint)PermissionMask.All;
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item.EveryOnePermissions = 0;
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item.NextPermissions = (uint)PermissionMask.All;
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item.CreationDate = Util.UnixTimeSinceEpoch();
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m_scene.AddInventoryItem(item);
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}
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}
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}
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@ -5168,7 +5168,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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AddLocalPacketHandler(PacketType.ImprovedInstantMessage, HandlerImprovedInstantMessage, false);
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AddLocalPacketHandler(PacketType.AcceptFriendship, HandlerAcceptFriendship);
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AddLocalPacketHandler(PacketType.DeclineFriendship, HandlerDeclineFriendship);
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AddLocalPacketHandler(PacketType.TerminateFriendship, HandlerTerminateFrendship);
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AddLocalPacketHandler(PacketType.TerminateFriendship, HandlerTerminateFriendship);
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AddLocalPacketHandler(PacketType.RezObject, HandlerRezObject);
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AddLocalPacketHandler(PacketType.DeRezObject, HandlerDeRezObject);
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AddLocalPacketHandler(PacketType.ModifyLand, HandlerModifyLand);
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@ -5891,7 +5891,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return true;
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}
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private bool HandlerTerminateFrendship(IClientAPI sender, Packet Pack)
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private bool HandlerTerminateFriendship(IClientAPI sender, Packet Pack)
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{
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TerminateFriendshipPacket tfriendpack = (TerminateFriendshipPacket)Pack;
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@ -5906,14 +5906,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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UUID listOwnerAgentID = tfriendpack.AgentData.AgentID;
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UUID exFriendID = tfriendpack.ExBlock.OtherID;
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FriendshipTermination handlerTerminateFriendship = OnTerminateFriendship;
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if (handlerTerminateFriendship != null)
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FriendshipTermination TerminateFriendshipHandler = OnTerminateFriendship;
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if (TerminateFriendshipHandler != null)
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{
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handlerTerminateFriendship(this, listOwnerAgentID, exFriendID);
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}
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TerminateFriendshipHandler(this, listOwnerAgentID, exFriendID);
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return true;
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}
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return false;
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}
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private bool HandleFindAgent(IClientAPI client, Packet Packet)
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{
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|
|
|
@ -830,6 +830,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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group = objlist[i];
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SceneObjectPart rootPart = group.RootPart;
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// m_log.DebugFormat(
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// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
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// group.Name, group.LocalId, group.UUID,
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// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
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// remoteClient.Name);
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// Vector3 storedPosition = group.AbsolutePosition;
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if (group.UUID == UUID.Zero)
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{
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@ -892,6 +898,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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rootPart.ScheduleFullUpdate();
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}
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// m_log.DebugFormat(
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// "[InventoryAccessModule]: Rezzed {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
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// group.Name, group.LocalId, group.UUID,
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// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
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// remoteClient.Name);
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}
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group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
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@ -959,6 +971,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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rootPart.FromFolderID = item.Folder;
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// Console.WriteLine("rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
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// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
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if ((rootPart.OwnerID != item.Owner) ||
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(item.CurrentPermissions & 16) != 0 ||
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(item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
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@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </param>
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/// <param name="scene"></param>
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/// <param name="appearance">The avatar appearance to use for the new NPC.</param>
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/// <returns>The UUID of the ScenePresence created.</returns>
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/// <returns>The UUID of the ScenePresence created. UUID.Zero if there was a failure.</returns>
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UUID CreateNPC(
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string firstname,
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string lastname,
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|
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@ -330,6 +330,12 @@ namespace OpenSim.Region.Framework.Scenes
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item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
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item.Name = itemUpd.Name;
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item.Description = itemUpd.Description;
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// m_log.DebugFormat(
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// "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}",
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// itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags,
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// item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions);
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if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
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item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
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item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
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@ -338,6 +344,9 @@ namespace OpenSim.Region.Framework.Scenes
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item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
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if (item.GroupPermissions != (itemUpd.GroupPermissions & item.BasePermissions))
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item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
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// m_log.DebugFormat("[USER INVENTORY]: item.Flags {0}", item.Flags);
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item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
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item.GroupID = itemUpd.GroupID;
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item.GroupOwned = itemUpd.GroupOwned;
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@ -2310,7 +2319,24 @@ namespace OpenSim.Region.Framework.Scenes
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m_sceneGraph.DelinkObjects(parts);
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}
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/// <summary>
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/// Link the scene objects containing the indicated parts to a root object.
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/// </summary>
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/// <param name="client"></param>
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/// <param name="parentPrimId">A root prim id of the object which will be the root prim of the resulting linkset.</param>
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/// <param name="childPrimIds">A list of child prims for the objects that should be linked in.</param>
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public void LinkObjects(IClientAPI client, uint parentPrimId, List<uint> childPrimIds)
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{
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LinkObjects(client.AgentId, parentPrimId, childPrimIds);
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}
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|
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/// <summary>
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/// Link the scene objects containing the indicated parts to a root object.
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/// </summary>
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/// <param name="agentId">The ID of the user linking.</param>
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/// <param name="parentPrimId">A root prim id of the object which will be the root prim of the resulting linkset.</param>
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/// <param name="childPrimIds">A list of child prims for the objects that should be linked in.</param>
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public void LinkObjects(UUID agentId, uint parentPrimId, List<uint> childPrimIds)
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{
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List<UUID> owners = new List<UUID>();
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@ -2323,7 +2349,7 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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}
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if (!Permissions.CanLinkObject(client.AgentId, root.ParentGroup.RootPart.UUID))
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if (!Permissions.CanLinkObject(agentId, root.ParentGroup.RootPart.UUID))
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{
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m_log.DebugFormat("[LINK]: Refusing link. No permissions on root prim");
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return;
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@ -2339,7 +2365,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (!owners.Contains(part.OwnerID))
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owners.Add(part.OwnerID);
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|
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if (Permissions.CanLinkObject(client.AgentId, part.ParentGroup.RootPart.UUID))
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if (Permissions.CanLinkObject(agentId, part.ParentGroup.RootPart.UUID))
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children.Add(part);
|
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}
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|
|
|
@ -1751,6 +1751,10 @@ namespace OpenSim.Region.Framework.Scenes
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|||
{
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SceneObjectGroup child = children[i].ParentGroup;
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|
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// Don't try and add a group to itself - this will only cause severe problems later on.
|
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if (child == parentGroup)
|
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continue;
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|
||||
// Make sure no child prim is set for sale
|
||||
// So that, on delink, no prims are unwittingly
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// left for sale and sold off
|
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|
@ -1777,8 +1781,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// We need to explicitly resend the newly link prim's object properties since no other actions
|
||||
// occur on link to invoke this elsewhere (such as object selection)
|
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if (childGroups.Count > 0)
|
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{
|
||||
parentGroup.RootPart.CreateSelected = true;
|
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parentGroup.TriggerScriptChangedEvent(Changed.LINK);
|
||||
parentGroup.HasGroupChanged = true;
|
||||
parentGroup.ScheduleGroupForFullUpdate();
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
|
|
|
@ -269,6 +269,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void ApplyNextOwnerPermissions()
|
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{
|
||||
// m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID);
|
||||
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
for (int i = 0; i < parts.Length; i++)
|
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parts[i].ApplyNextOwnerPermissions();
|
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|
|
|
@ -2377,6 +2377,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
|
||||
// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
|
||||
|
||||
// Linking to ourselves is not a valid operation.
|
||||
if (objectGroup == this)
|
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return;
|
||||
|
||||
SceneObjectPart linkPart = objectGroup.m_rootPart;
|
||||
|
||||
Vector3 oldGroupPosition = linkPart.GroupPosition;
|
||||
|
|
|
@ -39,14 +39,31 @@ using log4net;
|
|||
|
||||
namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
{
|
||||
/// <summary>
|
||||
/// Linking tests
|
||||
/// </summary>
|
||||
[TestFixture]
|
||||
public class SceneObjectLinkingTests
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <summary>
|
||||
/// Links to self should be ignored.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestLinkToSelf()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
UUID ownerId = TestHelpers.ParseTail(0x1);
|
||||
int nParts = 3;
|
||||
|
||||
TestScene scene = SceneHelpers.SetupScene();
|
||||
SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(nParts, ownerId, "TestLinkToSelf_", 0x10);
|
||||
scene.AddSceneObject(sog1);
|
||||
scene.LinkObjects(ownerId, sog1.LocalId, new List<uint>() { sog1.Parts[1].LocalId });
|
||||
// sog1.LinkToGroup(sog1);
|
||||
|
||||
Assert.That(sog1.Parts.Length, Is.EqualTo(nParts));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestLinkDelink2SceneObjects()
|
||||
{
|
||||
|
|
|
@ -44,7 +44,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
private readonly string m_firstname;
|
||||
private readonly string m_lastname;
|
||||
private readonly Vector3 m_startPos;
|
||||
private readonly UUID m_uuid = UUID.Random();
|
||||
private UUID m_uuid = UUID.Random();
|
||||
private readonly Scene m_scene;
|
||||
private readonly UUID m_ownerID;
|
||||
|
||||
|
@ -444,6 +444,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
public virtual UUID AgentId
|
||||
{
|
||||
get { return m_uuid; }
|
||||
set { m_uuid = value; }
|
||||
}
|
||||
|
||||
public UUID SessionId
|
||||
|
|
|
@ -155,20 +155,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
"[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
|
||||
|
||||
sp.CompleteMovement(npcAvatar, false);
|
||||
m_avatars.Add(npcAvatar.AgentId, npcAvatar);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
|
||||
npcAvatar.AgentId = UUID.Zero;
|
||||
}
|
||||
|
||||
m_avatars.Add(npcAvatar.AgentId, npcAvatar);
|
||||
}
|
||||
ev.Set();
|
||||
});
|
||||
|
||||
ev.WaitOne();
|
||||
|
||||
m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
|
||||
// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
|
||||
|
||||
return npcAvatar.AgentId;
|
||||
}
|
||||
|
@ -299,13 +300,16 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
NPCAvatar av;
|
||||
if (m_avatars.TryGetValue(agentID, out av))
|
||||
{
|
||||
// m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove", agentID, av.Name);
|
||||
scene.RemoveClient(agentID, false);
|
||||
m_avatars.Remove(agentID);
|
||||
|
||||
// m_log.DebugFormat("[NPC MODULE]: Removed {0} {1}", agentID, av.Name);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove", agentID);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -538,6 +538,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
|
|||
|
||||
public bool Stop(int timeout)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCRIPT INSTANCE]: Stopping script {0} {1} with timeout {2}", ScriptName, ItemID, timeout);
|
||||
|
||||
IScriptWorkItem result;
|
||||
|
||||
lock (m_EventQueue)
|
||||
|
@ -772,7 +775,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// m_log.DebugFormat("[SCRIPT] Exception: {0}", e.Message);
|
||||
// m_log.DebugFormat(
|
||||
// "[SCRIPT] Exception in script {0} {1}: {2}{3}",
|
||||
// ScriptName, ItemID, e.Message, e.StackTrace);
|
||||
|
||||
m_InEvent = false;
|
||||
m_CurrentEvent = String.Empty;
|
||||
|
||||
|
|
|
@ -301,7 +301,7 @@ namespace OpenSim.Region.UserStatistics
|
|||
|
||||
public void OnRegisterCaps(UUID agentID, Caps caps)
|
||||
{
|
||||
m_log.DebugFormat("[VC]: OnRegisterCaps: agentID {0} caps {1}", agentID, caps);
|
||||
m_log.DebugFormat("[WEB STATS MODULE]: OnRegisterCaps: agentID {0} caps {1}", agentID, caps);
|
||||
string capsPath = "/CAPS/VS/" + UUID.Random();
|
||||
caps.RegisterHandler("ViewerStats",
|
||||
new RestStreamHandler("POST", capsPath,
|
||||
|
@ -462,7 +462,7 @@ namespace OpenSim.Region.UserStatistics
|
|||
|
||||
if (!m_sessions.ContainsKey(agentID))
|
||||
{
|
||||
m_log.Warn("[VS]: no session for stat disclosure");
|
||||
m_log.Warn("[WEB STATS MODULE]: no session for stat disclosure");
|
||||
return new UserSessionID();
|
||||
}
|
||||
uid = m_sessions[agentID];
|
||||
|
@ -667,14 +667,13 @@ namespace OpenSim.Region.UserStatistics
|
|||
{
|
||||
updatecmd.ExecuteNonQuery();
|
||||
}
|
||||
catch
|
||||
(SqliteExecutionException)
|
||||
catch (SqliteExecutionException)
|
||||
{
|
||||
m_log.Warn("[WEBSTATS]: failed to write stats to storage Execution Exception");
|
||||
m_log.Warn("[WEB STATS MODULE]: failed to write stats to storage Execution Exception");
|
||||
}
|
||||
catch (SqliteSyntaxException)
|
||||
{
|
||||
m_log.Warn("[WEBSTATS]: failed to write stats to storage SQL Syntax Exception");
|
||||
m_log.Warn("[WEB STATS MODULE]: failed to write stats to storage SQL Syntax Exception");
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -0,0 +1,185 @@
|
|||
/*
|
||||
* 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.Diagnostics;
|
||||
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.Region.OptionalModules.World.NPC;
|
||||
using OpenSim.Services.AvatarService;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
|
||||
namespace OpenSim.Tests.Torture
|
||||
{
|
||||
/// <summary>
|
||||
/// NPC torture tests
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Don't rely on the numbers given by these tests - they will vary a lot depending on what is already cached,
|
||||
/// how much memory is free, etc. In some cases, later larger tests will apparently take less time than smaller
|
||||
/// earlier tests.
|
||||
/// </remarks>
|
||||
[TestFixture]
|
||||
public class NPCTortureTests
|
||||
{
|
||||
private TestScene scene;
|
||||
private AvatarFactoryModule afm;
|
||||
private UserManagementModule umm;
|
||||
private AttachmentsModule am;
|
||||
|
||||
[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");
|
||||
|
||||
afm = new AvatarFactoryModule();
|
||||
umm = new UserManagementModule();
|
||||
am = new AttachmentsModule();
|
||||
|
||||
scene = SceneHelpers.SetupScene();
|
||||
SceneHelpers.SetupSceneModules(scene, config, afm, umm, am, new BasicInventoryAccessModule(), new NPCModule());
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestAddRemove100NPCs()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
TestAddRemoveNPCs(100);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestAddRemove1000NPCs()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
TestAddRemoveNPCs(1000);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestAddRemove2000NPCs()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
TestAddRemoveNPCs(2000);
|
||||
}
|
||||
|
||||
private void TestAddRemoveNPCs(int numberOfNpcs)
|
||||
{
|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(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.
|
||||
scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));
|
||||
|
||||
afm.SetAppearance(sp, originalTe, null);
|
||||
|
||||
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
|
||||
|
||||
List<UUID> npcs = new List<UUID>();
|
||||
|
||||
long startGcMemory = GC.GetTotalMemory(true);
|
||||
Stopwatch sw = new Stopwatch();
|
||||
sw.Start();
|
||||
|
||||
for (int i = 0; i < numberOfNpcs; i++)
|
||||
{
|
||||
npcs.Add(
|
||||
npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance));
|
||||
}
|
||||
|
||||
for (int i = 0; i < numberOfNpcs; i++)
|
||||
{
|
||||
Assert.That(npcs[i], Is.Not.Null);
|
||||
|
||||
ScenePresence npc = scene.GetScenePresence(npcs[i]);
|
||||
Assert.That(npc, Is.Not.Null);
|
||||
}
|
||||
|
||||
for (int i = 0; i < numberOfNpcs; i++)
|
||||
{
|
||||
Assert.That(npcModule.DeleteNPC(npcs[i], scene), Is.True);
|
||||
ScenePresence npc = scene.GetScenePresence(npcs[i]);
|
||||
Assert.That(npc, Is.Null);
|
||||
}
|
||||
|
||||
sw.Stop();
|
||||
|
||||
long endGcMemory = GC.GetTotalMemory(true);
|
||||
|
||||
Console.WriteLine("Took {0} ms", sw.ElapsedMilliseconds);
|
||||
Console.WriteLine(
|
||||
"End {0} MB, Start {1} MB, Diff {2} MB",
|
||||
endGcMemory / 1024 / 1024,
|
||||
startGcMemory / 1024 / 1024,
|
||||
(endGcMemory - startGcMemory) / 1024 / 1024);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue