152 lines
6.3 KiB
C#
152 lines
6.3 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using Nini.Config;
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using NUnit.Framework;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.CoreModules.Avatar.Attachments;
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using OpenSim.Region.CoreModules.Framework.InventoryAccess;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.ScriptEngine.XEngine;
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using OpenSim.Services.Interfaces;
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using OpenSim.Tests.Common;
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namespace OpenSim.Region.ScriptEngine.Tests
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{
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[TestFixture]
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public class XEnginePersistenceTests : OpenSimTestCase
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{
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private AutoResetEvent m_chatEvent = new AutoResetEvent(false);
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private void OnChatFromWorld(object sender, OSChatMessage oscm)
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{
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// Console.WriteLine("Got chat [{0}]", oscm.Message);
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// m_osChatMessageReceived = oscm;
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m_chatEvent.Set();
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}
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private void AddCommonConfig(IConfigSource config, List<object> modules)
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{
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config.AddConfig("Modules");
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config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
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AttachmentsModule attMod = new AttachmentsModule();
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attMod.DebugLevel = 1;
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modules.Add(attMod);
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modules.Add(new BasicInventoryAccessModule());
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}
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private void AddScriptingConfig(IConfigSource config, XEngine.XEngine xEngine, List<object> modules)
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{
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IConfig startupConfig = config.AddConfig("Startup");
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startupConfig.Set("DefaultScriptEngine", "XEngine");
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IConfig xEngineConfig = config.AddConfig("XEngine");
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xEngineConfig.Set("Enabled", "true");
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xEngineConfig.Set("StartDelay", "0");
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// These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call
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// to AssemblyResolver.OnAssemblyResolve fails.
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xEngineConfig.Set("AppDomainLoading", "false");
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modules.Add(xEngine);
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}
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private Scene CreateScriptingEnabledTestScene(XEngine.XEngine xEngine)
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{
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IConfigSource config = new IniConfigSource();
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List<object> modules = new List<object>();
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AddCommonConfig(config, modules);
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AddScriptingConfig(config, xEngine, modules);
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Scene scene
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= new SceneHelpers().SetupScene(
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"attachments-test-scene", TestHelpers.ParseTail(999), 1000, 1000, config);
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SceneHelpers.SetupSceneModules(scene, config, modules.ToArray());
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scene.StartScripts();
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return scene;
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}
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[Test]
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public void TestScriptedAttachmentPersistence()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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XEngine.XEngine xEngine = new XEngine.XEngine();
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Scene scene = CreateScriptingEnabledTestScene(xEngine);
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UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
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SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10);
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TaskInventoryHelpers.AddScript(
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scene,
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so.RootPart,
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"scriptItem",
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"default { attach(key id) { if (id != NULL_KEY) { llSay(0, \"Hello World\"); } } }");
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InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000);
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// FIXME: Right now, we have to do a tricksy chat listen to make sure we know when the script is running.
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// In the future, we need to be able to do this programatically more predicably.
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scene.EventManager.OnChatFromWorld += OnChatFromWorld;
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SceneObjectGroup rezzedSo
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= scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest);
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TaskInventoryItem rezzedScriptItem = rezzedSo.RootPart.Inventory.GetInventoryItem("scriptItem");
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// Wait for chat to signal rezzed script has been started.
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m_chatEvent.WaitOne(60000);
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// Force save
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xEngine.DoBackup(new Object[] { 0 });
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// Console.WriteLine("ItemID {0}", rezzedScriptItem.ItemID);
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//
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// foreach (
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// string s in Directory.EnumerateFileSystemEntries(
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// string.Format("ScriptEngines/{0}", scene.RegionInfo.RegionID)))
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// Console.WriteLine(s);
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Assert.IsFalse(
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File.Exists(
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string.Format("ScriptEngines/{0}/{1}.state", scene.RegionInfo.RegionID, rezzedScriptItem.ItemID)));
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scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, rezzedSo);
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}
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}
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} |