OpenSimMirror/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs

1026 lines
48 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:
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* 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
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using System;
using System.Collections.Generic;
using System.Reflection;
using System.Text;
using System.Threading;
using System.Timers;
using System.Xml;
using Timer=System.Timers.Timer;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.CoreModules.Avatar.Attachments;
using OpenSim.Region.CoreModules.Framework;
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
using OpenSim.Region.CoreModules.Framework.InventoryAccess;
using OpenSim.Region.CoreModules.Scripting.WorldComm;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Region.CoreModules.World.Serialiser;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.ScriptEngine.Interfaces;
using OpenSim.Region.ScriptEngine.XEngine;
using OpenSim.Services.Interfaces;
using OpenSim.Tests.Common;
namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
{
/// <summary>
/// Attachment tests
/// </summary>
[TestFixture]
public class AttachmentsModuleTests : OpenSimTestCase
{
private AutoResetEvent m_chatEvent = new AutoResetEvent(false);
// private OSChatMessage m_osChatMessageReceived;
// Used to test whether the operations have fired the attach event. Must be reset after each test.
private int m_numberOfAttachEventsFired;
[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;
}
private void OnChatFromWorld(object sender, OSChatMessage oscm)
{
// Console.WriteLine("Got chat [{0}]", oscm.Message);
// m_osChatMessageReceived = oscm;
m_chatEvent.Set();
}
private Scene CreateTestScene()
{
IConfigSource config = new IniConfigSource();
List<object> modules = new List<object>();
AddCommonConfig(config, modules);
Scene scene
= new SceneHelpers().SetupScene(
"attachments-test-scene", TestHelpers.ParseTail(999), 1000, 1000, config);
SceneHelpers.SetupSceneModules(scene, config, modules.ToArray());
scene.EventManager.OnAttach += (localID, itemID, avatarID) => m_numberOfAttachEventsFired++;
return scene;
}
private Scene CreateScriptingEnabledTestScene()
{
IConfigSource config = new IniConfigSource();
List<object> modules = new List<object>();
AddCommonConfig(config, modules);
AddScriptingConfig(config, modules);
Scene scene
= new SceneHelpers().SetupScene(
"attachments-test-scene", TestHelpers.ParseTail(999), 1000, 1000, config);
SceneHelpers.SetupSceneModules(scene, config, modules.ToArray());
scene.StartScripts();
return scene;
}
private void AddCommonConfig(IConfigSource config, List<object> modules)
{
config.AddConfig("Modules");
config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
AttachmentsModule attMod = new AttachmentsModule();
attMod.DebugLevel = 1;
modules.Add(attMod);
modules.Add(new BasicInventoryAccessModule());
}
private void AddScriptingConfig(IConfigSource config, List<object> modules)
{
IConfig startupConfig = config.AddConfig("Startup");
startupConfig.Set("DefaultScriptEngine", "XEngine");
IConfig xEngineConfig = config.AddConfig("XEngine");
xEngineConfig.Set("Enabled", "true");
xEngineConfig.Set("StartDelay", "0");
// These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call
// to AssemblyResolver.OnAssemblyResolve fails.
xEngineConfig.Set("AppDomainLoading", "false");
modules.Add(new XEngine());
// Necessary to stop serialization complaining
// FIXME: Stop this being necessary if at all possible
// modules.Add(new WorldCommModule());
}
/// <summary>
/// Creates an attachment item in the given user's inventory. Does not attach.
/// </summary>
/// <remarks>
/// A user with the given ID and an inventory must already exist.
/// </remarks>
/// <returns>
/// The attachment item.
/// </returns>
/// <param name='scene'></param>
/// <param name='userId'></param>
/// <param name='attName'></param>
/// <param name='rawItemId'></param>
/// <param name='rawAssetId'></param>
private InventoryItemBase CreateAttachmentItem(
Scene scene, UUID userId, string attName, int rawItemId, int rawAssetId)
{
return UserInventoryHelpers.CreateInventoryItem(
scene,
attName,
TestHelpers.ParseTail(rawItemId),
TestHelpers.ParseTail(rawAssetId),
userId,
InventoryType.Object);
}
[Test]
public void TestAddAttachmentFromGround()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
m_numberOfAttachEventsFired = 0;
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
string attName = "att";
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
Assert.That(so.Backup, Is.True);
m_numberOfAttachEventsFired = 0;
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, true, false);
// Check status on scene presence
Assert.That(sp.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments = sp.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
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.Backup, Is.False);
// Check item status
Assert.That(
sp.Appearance.GetAttachpoint(attSo.FromItemID),
Is.EqualTo((int)AttachmentPoint.Chest));
InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
Assert.That(attachmentItem, Is.Not.Null);
Assert.That(attachmentItem.Name, Is.EqualTo(attName));
InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
}
[Test]
public void TestWearAttachmentFromGround()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
SceneObjectGroup so2 = SceneHelpers.AddSceneObject(scene, "att2", sp.UUID);
{
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "att1", sp.UUID);
m_numberOfAttachEventsFired = 0;
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, true, false);
// Check status on scene presence
Assert.That(sp.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments = sp.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
Assert.That(attSo.Name, Is.EqualTo(so.Name));
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
Assert.That(attSo.IsAttachment);
Assert.That(attSo.UsesPhysics, Is.False);
Assert.That(attSo.IsTemporary, Is.False);
// Check item status
Assert.That(
sp.Appearance.GetAttachpoint(attSo.FromItemID),
Is.EqualTo((int)AttachmentPoint.LeftHand));
InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
Assert.That(attachmentItem, Is.Not.Null);
Assert.That(attachmentItem.Name, Is.EqualTo(so.Name));
InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(2));
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
}
// Test wearing a different attachment from the ground.
{
scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, true, false);
// Check status on scene presence
Assert.That(sp.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments = sp.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
Assert.That(attSo.Name, Is.EqualTo(so2.Name));
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
Assert.That(attSo.IsAttachment);
Assert.That(attSo.UsesPhysics, Is.False);
Assert.That(attSo.IsTemporary, Is.False);
// Check item status
Assert.That(
sp.Appearance.GetAttachpoint(attSo.FromItemID),
Is.EqualTo((int)AttachmentPoint.LeftHand));
InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
Assert.That(attachmentItem, Is.Not.Null);
Assert.That(attachmentItem.Name, Is.EqualTo(so2.Name));
InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
}
// Test rewearing an already worn attachment from ground. Nothing should happen.
{
scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, true, false);
// Check status on scene presence
Assert.That(sp.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments = sp.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
Assert.That(attSo.Name, Is.EqualTo(so2.Name));
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
Assert.That(attSo.IsAttachment);
Assert.That(attSo.UsesPhysics, Is.False);
Assert.That(attSo.IsTemporary, Is.False);
// Check item status
Assert.That(
sp.Appearance.GetAttachpoint(attSo.FromItemID),
Is.EqualTo((int)AttachmentPoint.LeftHand));
InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
Assert.That(attachmentItem, Is.Not.Null);
Assert.That(attachmentItem.Name, Is.EqualTo(so2.Name));
InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
}
}
/// <summary>
/// Test that we do not attempt to attach an in-world object that someone else is sitting on.
/// </summary>
[Test]
public void TestAddSatOnAttachmentFromGround()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
m_numberOfAttachEventsFired = 0;
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
string attName = "att";
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
UserAccount ua2 = UserAccountHelpers.CreateUserWithInventory(scene, 0x2);
ScenePresence sp2 = SceneHelpers.AddScenePresence(scene, ua2);
// Put avatar within 10m of the prim so that sit doesn't fail.
sp2.AbsolutePosition = new Vector3(0, 0, 0);
sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, true, false);
Assert.That(sp.HasAttachments(), Is.False);
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0));
}
[Test]
public void TestRezAttachmentFromInventory()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
{
scene.AttachmentsModule.RezSingleAttachmentFromInventory(
sp, attItem.ID, (uint)AttachmentPoint.Chest);
// Check scene presence status
Assert.That(sp.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments = sp.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
Assert.That(attSo.Name, Is.EqualTo(attItem.Name));
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.IsFalse(attSo.Backup);
// Check appearance status
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
}
// Test attaching an already attached attachment
{
scene.AttachmentsModule.RezSingleAttachmentFromInventory(
sp, attItem.ID, (uint)AttachmentPoint.Chest);
// Check scene presence status
Assert.That(sp.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments = sp.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
Assert.That(attSo.Name, Is.EqualTo(attItem.Name));
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);
// Check appearance status
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
}
}
/// <summary>
/// Test wearing an attachment from inventory, as opposed to explicit choosing the rez point
/// </summary>
[Test]
public void TestWearAttachmentFromInventory()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
InventoryItemBase attItem1 = CreateAttachmentItem(scene, ua1.PrincipalID, "att1", 0x10, 0x20);
InventoryItemBase attItem2 = CreateAttachmentItem(scene, ua1.PrincipalID, "att2", 0x11, 0x21);
{
m_numberOfAttachEventsFired = 0;
scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem1.ID, (uint)AttachmentPoint.Default);
// default attachment point is currently the left hand.
Assert.That(sp.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments = sp.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
Assert.That(attSo.Name, Is.EqualTo(attItem1.Name));
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
Assert.That(attSo.IsAttachment);
// Check appearance status
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
Assert.That(sp.Appearance.GetAttachpoint(attItem1.ID), Is.EqualTo((int)AttachmentPoint.LeftHand));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
}
// Test wearing a second attachment at the same position
// Until multiple attachments at one point is implemented, this will remove the first attachment
// This test relies on both attachments having the same default attachment point (in this case LeftHand
// since none other has been set).
{
scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem2.ID, (uint)AttachmentPoint.Default);
// default attachment point is currently the left hand.
Assert.That(sp.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments = sp.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
Assert.That(attSo.Name, Is.EqualTo(attItem2.Name));
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
Assert.That(attSo.IsAttachment);
// Check appearance status
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
Assert.That(sp.Appearance.GetAttachpoint(attItem2.ID), Is.EqualTo((int)AttachmentPoint.LeftHand));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
}
// Test wearing an already attached attachment
{
scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem2.ID, (uint)AttachmentPoint.Default);
// default attachment point is currently the left hand.
Assert.That(sp.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments = sp.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
Assert.That(attSo.Name, Is.EqualTo(attItem2.Name));
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
Assert.That(attSo.IsAttachment);
// Check appearance status
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
Assert.That(sp.Appearance.GetAttachpoint(attItem2.ID), Is.EqualTo((int)AttachmentPoint.LeftHand));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
}
}
/// <summary>
/// Test specific conditions associated with rezzing a scripted attachment from inventory.
/// </summary>
[Test]
public void TestRezScriptedAttachmentFromInventory()
{
TestHelpers.InMethod();
Scene scene = CreateScriptingEnabledTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10);
TaskInventoryItem scriptItem
= TaskInventoryHelpers.AddScript(
scene,
so.RootPart,
"scriptItem",
"default { attach(key id) { if (id != NULL_KEY) { llSay(0, \"Hello World\"); } } }");
InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000);
// FIXME: Right now, we have to do a tricksy chat listen to make sure we know when the script is running.
// In the future, we need to be able to do this programatically more predicably.
scene.EventManager.OnChatFromWorld += OnChatFromWorld;
scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest);
m_chatEvent.WaitOne(60000);
// TODO: Need to have a test that checks the script is actually started but this involves a lot more
// plumbing of the script engine and either pausing for events or more infrastructure to turn off various
// script engine delays/asychronicity that isn't helpful in an automated regression testing context.
SceneObjectGroup attSo = scene.GetSceneObjectGroup(so.Name);
Assert.That(attSo.ContainsScripts(), Is.True);
TaskInventoryItem reRezzedScriptItem = attSo.RootPart.Inventory.GetInventoryItem(scriptItem.Name);
IScriptModule xengine = scene.RequestModuleInterface<IScriptModule>();
Assert.That(xengine.GetScriptState(reRezzedScriptItem.ItemID), Is.True);
}
[Test]
public void TestDetachAttachmentToGround()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
ISceneEntity so
= scene.AttachmentsModule.RezSingleAttachmentFromInventory(
sp, attItem.ID, (uint)AttachmentPoint.Chest);
m_numberOfAttachEventsFired = 0;
scene.AttachmentsModule.DetachSingleAttachmentToGround(sp, so.LocalId);
// Check scene presence status
Assert.That(sp.HasAttachments(), Is.False);
List<SceneObjectGroup> attachments = sp.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(0));
// Check appearance status
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(0));
// Check item status
Assert.That(scene.InventoryService.GetItem(new InventoryItemBase(attItem.ID)), Is.Null);
// Check object in scene
SceneObjectGroup soInScene = scene.GetSceneObjectGroup("att");
Assert.That(soInScene, Is.Not.Null);
Assert.IsTrue(soInScene.Backup);
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
}
[Test]
public void TestDetachAttachmentToInventory()
{
TestHelpers.InMethod();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
SceneObjectGroup so
= (SceneObjectGroup)scene.AttachmentsModule.RezSingleAttachmentFromInventory(
sp, attItem.ID, (uint)AttachmentPoint.Chest);
m_numberOfAttachEventsFired = 0;
scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, so);
// Check status on scene presence
Assert.That(sp.HasAttachments(), Is.False);
List<SceneObjectGroup> attachments = sp.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(0));
// Check item status
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo(0));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(0));
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
}
/// <summary>
/// Test specific conditions associated with detaching a scripted attachment from inventory.
/// </summary>
[Test]
public void TestDetachScriptedAttachmentToInventory()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
Scene scene = CreateScriptingEnabledTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10);
TaskInventoryItem scriptTaskItem
= TaskInventoryHelpers.AddScript(
scene,
so.RootPart,
"scriptItem",
"default { attach(key id) { if (id != NULL_KEY) { llSay(0, \"Hello World\"); } } }");
InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000);
// FIXME: Right now, we have to do a tricksy chat listen to make sure we know when the script is running.
// In the future, we need to be able to do this programatically more predicably.
scene.EventManager.OnChatFromWorld += OnChatFromWorld;
SceneObjectGroup rezzedSo
= scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest);
// Wait for chat to signal rezzed script has been started.
m_chatEvent.WaitOne(60000);
scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, rezzedSo);
InventoryItemBase userItemUpdated = scene.InventoryService.GetItem(userItem);
AssetBase asset = scene.AssetService.Get(userItemUpdated.AssetID.ToString());
// TODO: It would probably be better here to check script state via the saving and retrieval of state
// information at a higher level, rather than having to inspect the serialization.
XmlDocument soXml = new XmlDocument();
soXml.LoadXml(Encoding.UTF8.GetString(asset.Data));
XmlNodeList scriptStateNodes = soXml.GetElementsByTagName("ScriptState");
Assert.That(scriptStateNodes.Count, Is.EqualTo(1));
// Re-rez the attachment to check script running state
SceneObjectGroup reRezzedSo = scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest);
// Wait for chat to signal rezzed script has been started.
m_chatEvent.WaitOne(60000);
TaskInventoryItem reRezzedScriptItem = reRezzedSo.RootPart.Inventory.GetInventoryItem(scriptTaskItem.Name);
IScriptModule xengine = scene.RequestModuleInterface<IScriptModule>();
Assert.That(xengine.GetScriptState(reRezzedScriptItem.ItemID), Is.True);
// Console.WriteLine(soXml.OuterXml);
}
/// <summary>
/// Test that attachments don't hang about in the scene when the agent is closed
/// </summary>
[Test]
public void TestRemoveAttachmentsOnAvatarExit()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID);
acd.Appearance = new AvatarAppearance();
acd.Appearance.SetAttachment((int)AttachmentPoint.Chest, attItem.ID, attItem.AssetID);
ScenePresence presence = SceneHelpers.AddScenePresence(scene, acd);
SceneObjectGroup rezzedAtt = presence.GetAttachments()[0];
m_numberOfAttachEventsFired = 0;
scene.CloseAgent(presence.UUID, false);
// Check that we can't retrieve this attachment from the scene.
Assert.That(scene.GetSceneObjectGroup(rezzedAtt.UUID), Is.Null);
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0));
}
[Test]
public void TestRezAttachmentsOnAvatarEntrance()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID);
acd.Appearance = new AvatarAppearance();
acd.Appearance.SetAttachment((int)AttachmentPoint.Chest, attItem.ID, attItem.AssetID);
m_numberOfAttachEventsFired = 0;
ScenePresence presence = SceneHelpers.AddScenePresence(scene, acd);
Assert.That(presence.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments = presence.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
Assert.That(attSo.Name, Is.EqualTo(attItem.Name));
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.IsFalse(attSo.Backup);
// Check appearance status
List<AvatarAttachment> retreivedAttachments = presence.Appearance.GetAttachments();
Assert.That(retreivedAttachments.Count, Is.EqualTo(1));
Assert.That(retreivedAttachments[0].AttachPoint, Is.EqualTo((int)AttachmentPoint.Chest));
Assert.That(retreivedAttachments[0].ItemID, Is.EqualTo(attItem.ID));
Assert.That(retreivedAttachments[0].AssetID, Is.EqualTo(attItem.AssetID));
Assert.That(presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check events. We expect OnAttach to fire on login.
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
}
[Test]
public void TestUpdateAttachmentPosition()
{
TestHelpers.InMethod();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID);
acd.Appearance = new AvatarAppearance();
acd.Appearance.SetAttachment((int)AttachmentPoint.Chest, attItem.ID, attItem.AssetID);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, acd);
SceneObjectGroup attSo = sp.GetAttachments()[0];
Vector3 newPosition = new Vector3(1, 2, 4);
m_numberOfAttachEventsFired = 0;
scene.SceneGraph.UpdatePrimGroupPosition(attSo.LocalId, newPosition, sp.ControllingClient);
Assert.That(attSo.AbsolutePosition, Is.EqualTo(sp.AbsolutePosition));
Assert.That(attSo.RootPart.AttachedPos, Is.EqualTo(newPosition));
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0));
}
[Test]
public void TestSameSimulatorNeighbouringRegionsTeleportV1()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
BaseHttpServer httpServer = new BaseHttpServer(99999);
MainServer.AddHttpServer(httpServer);
MainServer.Instance = httpServer;
AttachmentsModule attModA = new AttachmentsModule();
AttachmentsModule attModB = new AttachmentsModule();
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmA.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
// In order to run a single threaded regression test we do not want the entity transfer module waiting
// for a callback from the destination scene before removing its avatar data.
entityTransferConfig.Set("wait_for_callback", false);
modulesConfig.Set("InventoryAccessModule", "BasicInventoryAccessModule");
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000);
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
SceneHelpers.SetupSceneModules(
sceneA, config, new CapabilitiesModule(), etmA, attModA, new BasicInventoryAccessModule());
SceneHelpers.SetupSceneModules(
sceneB, config, new CapabilitiesModule(), etmB, attModB, new BasicInventoryAccessModule());
// FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour
lscm.ServiceVersion = "SIMULATION/0.1";
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(sceneA, 0x1);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID);
TestClient tc = new TestClient(acd, sceneA);
List<TestClient> destinationTestClients = new List<TestClient>();
EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);
ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32);
InventoryItemBase attItem = CreateAttachmentItem(sceneA, ua1.PrincipalID, "att", 0x10, 0x20);
sceneA.AttachmentsModule.RezSingleAttachmentFromInventory(
beforeTeleportSp, attItem.ID, (uint)AttachmentPoint.Chest);
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
m_numberOfAttachEventsFired = 0;
sceneA.RequestTeleportLocation(
beforeTeleportSp.ControllingClient,
sceneB.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
destinationTestClients[0].CompleteMovement();
// Check attachments have made it into sceneB
ScenePresence afterTeleportSceneBSp = sceneB.GetScenePresence(ua1.PrincipalID);
// This is appearance data, as opposed to actually rezzed attachments
List<AvatarAttachment> sceneBAttachments = afterTeleportSceneBSp.Appearance.GetAttachments();
Assert.That(sceneBAttachments.Count, Is.EqualTo(1));
Assert.That(sceneBAttachments[0].AttachPoint, Is.EqualTo((int)AttachmentPoint.Chest));
Assert.That(sceneBAttachments[0].ItemID, Is.EqualTo(attItem.ID));
Assert.That(sceneBAttachments[0].AssetID, Is.EqualTo(attItem.AssetID));
Assert.That(afterTeleportSceneBSp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
// This is the actual attachment
List<SceneObjectGroup> actualSceneBAttachments = afterTeleportSceneBSp.GetAttachments();
Assert.That(actualSceneBAttachments.Count, Is.EqualTo(1));
SceneObjectGroup actualSceneBAtt = actualSceneBAttachments[0];
Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name));
Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest));
Assert.IsFalse(actualSceneBAtt.Backup);
Assert.That(sceneB.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check attachments have been removed from sceneA
ScenePresence afterTeleportSceneASp = sceneA.GetScenePresence(ua1.PrincipalID);
// Since this is appearance data, it is still present on the child avatar!
List<AvatarAttachment> sceneAAttachments = afterTeleportSceneASp.Appearance.GetAttachments();
Assert.That(sceneAAttachments.Count, Is.EqualTo(1));
Assert.That(afterTeleportSceneASp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
// This is the actual attachment, which should no longer exist
List<SceneObjectGroup> actualSceneAAttachments = afterTeleportSceneASp.GetAttachments();
Assert.That(actualSceneAAttachments.Count, Is.EqualTo(0));
Assert.That(sceneA.GetSceneObjectGroups().Count, Is.EqualTo(0));
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0));
}
[Test]
public void TestSameSimulatorNeighbouringRegionsTeleportV2()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
BaseHttpServer httpServer = new BaseHttpServer(99999);
MainServer.AddHttpServer(httpServer);
MainServer.Instance = httpServer;
AttachmentsModule attModA = new AttachmentsModule();
AttachmentsModule attModB = new AttachmentsModule();
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmA.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
modulesConfig.Set("InventoryAccessModule", "BasicInventoryAccessModule");
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000);
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
SceneHelpers.SetupSceneModules(
sceneA, config, new CapabilitiesModule(), etmA, attModA, new BasicInventoryAccessModule());
SceneHelpers.SetupSceneModules(
sceneB, config, new CapabilitiesModule(), etmB, attModB, new BasicInventoryAccessModule());
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(sceneA, 0x1);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID);
TestClient tc = new TestClient(acd, sceneA);
List<TestClient> destinationTestClients = new List<TestClient>();
EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);
ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32);
Assert.That(destinationTestClients.Count, Is.EqualTo(1));
Assert.That(destinationTestClients[0], Is.Not.Null);
InventoryItemBase attItem = CreateAttachmentItem(sceneA, ua1.PrincipalID, "att", 0x10, 0x20);
sceneA.AttachmentsModule.RezSingleAttachmentFromInventory(
beforeTeleportSp, attItem.ID, (uint)AttachmentPoint.Chest);
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
// Here, we need to make clientA's receipt of SendRegionTeleport trigger clientB's CompleteMovement(). This
// is to operate the teleport V2 mechanism where the EntityTransferModule will first request the client to
// CompleteMovement to the region and then call UpdateAgent to the destination region to confirm the receipt
// Both these operations will occur on different threads and will wait for each other.
// We have to do this via ThreadPool directly since FireAndForget has been switched to sync for the V1
// test protocol, where we are trying to avoid unpredictable async operations in regression tests.
tc.OnTestClientSendRegionTeleport
+= (regionHandle, simAccess, regionExternalEndPoint, locationID, flags, capsURL)
=> ThreadPool.UnsafeQueueUserWorkItem(o => destinationTestClients[0].CompleteMovement(), null);
m_numberOfAttachEventsFired = 0;
sceneA.RequestTeleportLocation(
beforeTeleportSp.ControllingClient,
sceneB.RegionInfo.RegionHandle,
teleportPosition,
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
// Check attachments have made it into sceneB
ScenePresence afterTeleportSceneBSp = sceneB.GetScenePresence(ua1.PrincipalID);
// This is appearance data, as opposed to actually rezzed attachments
List<AvatarAttachment> sceneBAttachments = afterTeleportSceneBSp.Appearance.GetAttachments();
Assert.That(sceneBAttachments.Count, Is.EqualTo(1));
Assert.That(sceneBAttachments[0].AttachPoint, Is.EqualTo((int)AttachmentPoint.Chest));
Assert.That(sceneBAttachments[0].ItemID, Is.EqualTo(attItem.ID));
Assert.That(sceneBAttachments[0].AssetID, Is.EqualTo(attItem.AssetID));
Assert.That(afterTeleportSceneBSp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
// This is the actual attachment
List<SceneObjectGroup> actualSceneBAttachments = afterTeleportSceneBSp.GetAttachments();
Assert.That(actualSceneBAttachments.Count, Is.EqualTo(1));
SceneObjectGroup actualSceneBAtt = actualSceneBAttachments[0];
Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name));
Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest));
Assert.IsFalse(actualSceneBAtt.Backup);
Assert.That(sceneB.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check attachments have been removed from sceneA
ScenePresence afterTeleportSceneASp = sceneA.GetScenePresence(ua1.PrincipalID);
// Since this is appearance data, it is still present on the child avatar!
List<AvatarAttachment> sceneAAttachments = afterTeleportSceneASp.Appearance.GetAttachments();
Assert.That(sceneAAttachments.Count, Is.EqualTo(1));
Assert.That(afterTeleportSceneASp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
// This is the actual attachment, which should no longer exist
List<SceneObjectGroup> actualSceneAAttachments = afterTeleportSceneASp.GetAttachments();
Assert.That(actualSceneAAttachments.Count, Is.EqualTo(0));
Assert.That(sceneA.GetSceneObjectGroups().Count, Is.EqualTo(0));
// Check events
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0));
}
}
}