OpenSimMirror/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs

242 lines
9.7 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 System.Threading;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenSim.Tests.Common;
namespace OpenSim.Region.Framework.Scenes.Tests
{
/// <summary>
/// Basic scene object tests (create, read and delete but not update).
/// </summary>
[TestFixture]
public class SceneObjectBasicTests : OpenSimTestCase
{
// [TearDown]
// public void TearDown()
// {
// Console.WriteLine("TearDown");
// GC.Collect();
// Thread.Sleep(3000);
// }
// public class GcNotify
// {
// public static AutoResetEvent gcEvent = new AutoResetEvent(false);
// private static bool _initialized = false;
//
// public static void Initialize()
// {
// if (!_initialized)
// {
// _initialized = true;
// new GcNotify();
// }
// }
//
// private GcNotify(){}
//
// ~GcNotify()
// {
// if (!Environment.HasShutdownStarted &&
// !AppDomain.CurrentDomain.IsFinalizingForUnload())
// {
// Console.WriteLine("GcNotify called");
// gcEvent.Set();
// new GcNotify();
// }
// }
// }
/// <summary>
/// Test adding an object to a scene.
/// </summary>
[Test]
public void TestAddSceneObject()
{
TestHelpers.InMethod();
Scene scene = new SceneHelpers().SetupScene();
int partsToTestCount = 3;
SceneObjectGroup so
= SceneHelpers.CreateSceneObject(partsToTestCount, TestHelpers.ParseTail(0x1), "obj1", 0x10);
SceneObjectPart[] parts = so.Parts;
Assert.That(scene.AddNewSceneObject(so, false), Is.True);
SceneObjectGroup retrievedSo = scene.GetSceneObjectGroup(so.UUID);
SceneObjectPart[] retrievedParts = retrievedSo.Parts;
//m_log.Debug("retrievedPart : {0}", retrievedPart);
// If the parts have the same UUID then we will consider them as one and the same
Assert.That(retrievedSo.PrimCount, Is.EqualTo(partsToTestCount));
for (int i = 0; i < partsToTestCount; i++)
{
Assert.That(retrievedParts[i].Name, Is.EqualTo(parts[i].Name));
Assert.That(retrievedParts[i].UUID, Is.EqualTo(parts[i].UUID));
}
}
[Test]
/// <summary>
/// It shouldn't be possible to add a scene object if one with that uuid already exists in the scene.
/// </summary>
public void TestAddExistingSceneObjectUuid()
{
TestHelpers.InMethod();
Scene scene = new SceneHelpers().SetupScene();
string obj1Name = "Alfred";
string obj2Name = "Betty";
UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001");
SceneObjectPart part1
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
{ Name = obj1Name, UUID = objUuid };
Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part1), false), Is.True);
SceneObjectPart part2
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
{ Name = obj2Name, UUID = objUuid };
Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part2), false), Is.False);
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(objUuid);
//m_log.Debug("retrievedPart : {0}", retrievedPart);
// If the parts have the same UUID then we will consider them as one and the same
Assert.That(retrievedPart.Name, Is.EqualTo(obj1Name));
Assert.That(retrievedPart.UUID, Is.EqualTo(objUuid));
}
/// <summary>
/// Test retrieving a scene object via the local id of one of its parts.
/// </summary>
[Test]
public void TestGetSceneObjectByPartLocalId()
{
TestHelpers.InMethod();
Scene scene = new SceneHelpers().SetupScene();
int partsToTestCount = 3;
SceneObjectGroup so
= SceneHelpers.CreateSceneObject(partsToTestCount, TestHelpers.ParseTail(0x1), "obj1", 0x10);
SceneObjectPart[] parts = so.Parts;
scene.AddNewSceneObject(so, false);
// Test getting via the root part's local id
Assert.That(scene.GetGroupByPrim(so.LocalId), Is.Not.Null);
// Test getting via a non root part's local id
Assert.That(scene.GetGroupByPrim(parts[partsToTestCount - 1].LocalId), Is.Not.Null);
// Test that we don't get back an object for a local id that doesn't exist
Assert.That(scene.GetGroupByPrim(999), Is.Null);
// Now delete the scene object and check again
scene.DeleteSceneObject(so, false);
Assert.That(scene.GetGroupByPrim(so.LocalId), Is.Null);
Assert.That(scene.GetGroupByPrim(parts[partsToTestCount - 1].LocalId), Is.Null);
}
/// <summary>
/// Test deleting an object from a scene.
/// </summary>
/// <remarks>
/// This is the most basic form of delete. For all more sophisticated forms of derez (done asynchrnously
/// and where object can be taken to user inventory, etc.), see SceneObjectDeRezTests.
/// </remarks>
[Test]
public void TestDeleteSceneObject()
{
TestHelpers.InMethod();
TestScene scene = new SceneHelpers().SetupScene();
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene);
Assert.That(so.IsDeleted, Is.False);
scene.DeleteSceneObject(so, false);
Assert.That(so.IsDeleted, Is.True);
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart, Is.Null);
}
/// <summary>
/// Changing a scene object uuid changes the root part uuid. This is a valid operation if the object is not
/// in a scene and is useful if one wants to supply a UUID directly rather than use the one generated by
/// OpenSim.
/// </summary>
[Test]
public void TestChangeSceneObjectUuid()
{
string rootPartName = "rootpart";
UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
string childPartName = "childPart";
UUID childPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
SceneObjectPart rootPart
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
{ Name = rootPartName, UUID = rootPartUuid };
SceneObjectPart linkPart
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
{ Name = childPartName, UUID = childPartUuid };
SceneObjectGroup sog = new SceneObjectGroup(rootPart);
sog.AddPart(linkPart);
Assert.That(sog.UUID, Is.EqualTo(rootPartUuid));
Assert.That(sog.RootPart.UUID, Is.EqualTo(rootPartUuid));
Assert.That(sog.Parts.Length, Is.EqualTo(2));
UUID newRootPartUuid = new UUID("00000000-0000-0000-0000-000000000002");
sog.UUID = newRootPartUuid;
Assert.That(sog.UUID, Is.EqualTo(newRootPartUuid));
Assert.That(sog.RootPart.UUID, Is.EqualTo(newRootPartUuid));
Assert.That(sog.Parts.Length, Is.EqualTo(2));
}
}
}