/* * 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 Nini.Config; using NUnit.Framework; using OpenMetaverse; using OpenSim.Data.Null; using OpenSim.Framework; using OpenSim.Region.CoreModules.Avatar.Friends; using OpenSim.Region.Framework.Scenes; using OpenSim.Tests.Common; namespace OpenSim.Region.CoreModules.Avatar.Friends.Tests { [TestFixture] public class FriendsModuleTests : OpenSimTestCase { private FriendsModule m_fm; private TestScene m_scene; [TestFixtureSetUp] public void FixtureInit() { // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest; } [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 so none of them require async stuff (which regression // tests really shouldn't). Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; } [SetUp] public void Init() { // We must clear friends data between tests since Data.Null holds it in static properties. This is necessary // so that different services and simulator can share the data in standalone mode. This is pretty horrible // effectively the statics are global variables. NullFriendsData.Clear(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); // Not strictly necessary since FriendsModule assumes it is the default (!) config.Configs["Modules"].Set("FriendsModule", "FriendsModule"); config.AddConfig("Friends"); config.Configs["Friends"].Set("Connector", "OpenSim.Services.FriendsService.dll"); config.AddConfig("FriendsService"); config.Configs["FriendsService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); m_scene = new SceneHelpers().SetupScene(); m_fm = new FriendsModule(); SceneHelpers.SetupSceneModules(m_scene, config, m_fm); } [Test] public void TestLoginWithNoFriends() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); UUID userId = TestHelpers.ParseTail(0x1); ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId); Assert.That(((TestClient)sp.ControllingClient).ReceivedOfflineNotifications.Count, Is.EqualTo(0)); Assert.That(((TestClient)sp.ControllingClient).ReceivedOnlineNotifications.Count, Is.EqualTo(0)); } [Test] public void TestLoginWithOfflineFriends() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); UUID user1Id = TestHelpers.ParseTail(0x1); UUID user2Id = TestHelpers.ParseTail(0x2); // UserAccountHelpers.CreateUserWithInventory(m_scene, user1Id); // UserAccountHelpers.CreateUserWithInventory(m_scene, user2Id); // // m_fm.AddFriendship(user1Id, user2Id); ScenePresence sp1 = SceneHelpers.AddScenePresence(m_scene, user1Id); ScenePresence sp2 = SceneHelpers.AddScenePresence(m_scene, user2Id); m_fm.AddFriendship(sp1.ControllingClient, user2Id); // Not necessary for this test. CanSeeOnline is automatically granted. // m_fm.GrantRights(sp1.ControllingClient, user2Id, (int)FriendRights.CanSeeOnline); // We must logout from the client end so that the presence service is correctly updated by the presence // detector. This is listening to the OnConnectionClosed event on the client. ((TestClient)sp1.ControllingClient).Logout(); ((TestClient)sp2.ControllingClient).Logout(); // m_scene.RemoveClient(sp1.UUID, true); // m_scene.RemoveClient(sp2.UUID, true); ScenePresence sp1Redux = SceneHelpers.AddScenePresence(m_scene, user1Id); // We don't expect to receive notifications of offline friends on login, just online. Assert.That(((TestClient)sp1Redux.ControllingClient).ReceivedOfflineNotifications.Count, Is.EqualTo(0)); Assert.That(((TestClient)sp1Redux.ControllingClient).ReceivedOnlineNotifications.Count, Is.EqualTo(0)); } [Test] public void TestLoginWithOnlineFriends() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); UUID user1Id = TestHelpers.ParseTail(0x1); UUID user2Id = TestHelpers.ParseTail(0x2); // UserAccountHelpers.CreateUserWithInventory(m_scene, user1Id); // UserAccountHelpers.CreateUserWithInventory(m_scene, user2Id); // // m_fm.AddFriendship(user1Id, user2Id); ScenePresence sp1 = SceneHelpers.AddScenePresence(m_scene, user1Id); ScenePresence sp2 = SceneHelpers.AddScenePresence(m_scene, user2Id); m_fm.AddFriendship(sp1.ControllingClient, user2Id); // Not necessary for this test. CanSeeOnline is automatically granted. // m_fm.GrantRights(sp1.ControllingClient, user2Id, (int)FriendRights.CanSeeOnline); // We must logout from the client end so that the presence service is correctly updated by the presence // detector. This is listening to the OnConnectionClosed event on the client. // ((TestClient)sp1.ControllingClient).Logout(); ((TestClient)sp2.ControllingClient).Logout(); // m_scene.RemoveClient(user2Id, true); ScenePresence sp2Redux = SceneHelpers.AddScenePresence(m_scene, user2Id); Assert.That(((TestClient)sp2Redux.ControllingClient).ReceivedOfflineNotifications.Count, Is.EqualTo(0)); Assert.That(((TestClient)sp2Redux.ControllingClient).ReceivedOnlineNotifications.Count, Is.EqualTo(1)); } [Test] public void TestAddFriendshipWhileOnline() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); UUID userId = TestHelpers.ParseTail(0x1); UUID user2Id = TestHelpers.ParseTail(0x2); ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId); SceneHelpers.AddScenePresence(m_scene, user2Id); // This fiendship is two-way but without a connector, only the first user will receive the online // notification. m_fm.AddFriendship(sp.ControllingClient, user2Id); Assert.That(((TestClient)sp.ControllingClient).ReceivedOfflineNotifications.Count, Is.EqualTo(0)); Assert.That(((TestClient)sp.ControllingClient).ReceivedOnlineNotifications.Count, Is.EqualTo(1)); } [Test] public void TestRemoveFriendshipWhileOnline() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); UUID user1Id = TestHelpers.ParseTail(0x1); UUID user2Id = TestHelpers.ParseTail(0x2); ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, user1Id); SceneHelpers.AddScenePresence(m_scene, user2Id); m_fm.AddFriendship(sp.ControllingClient, user2Id); m_fm.RemoveFriendship(sp.ControllingClient, user2Id); TestClient user1Client = sp.ControllingClient as TestClient; Assert.That(user1Client.ReceivedFriendshipTerminations.Count, Is.EqualTo(1)); Assert.That(user1Client.ReceivedFriendshipTerminations[0], Is.EqualTo(user2Id)); } } }