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