/* * 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.Communications; 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 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() { 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 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); } } }