358 lines
16 KiB
C#
358 lines
16 KiB
C#
/*
|
|
* 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);
|
|
|
|
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)));
|
|
}
|
|
|
|
[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);
|
|
}
|
|
|
|
[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));
|
|
}
|
|
}
|
|
}
|