265 lines
12 KiB
C#
265 lines
12 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.Reflection;
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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.Framework.Communications;
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using OpenSim.Region.CoreModules.Framework.EntityTransfer;
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using OpenSim.Region.CoreModules.Framework.InventoryAccess;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
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using OpenSim.Region.CoreModules.World.Permissions;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Region.Framework.Scenes.Tests
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{
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/// <summary>
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/// Tests derez of scene objects.
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/// </summary>
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/// <remarks>
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/// This is at a level above the SceneObjectBasicTests, which act on the scene directly.
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/// TODO: These tests are incomplete - need to test more kinds of derez (e.g. return object).
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/// </remarks>
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[TestFixture]
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public class SceneObjectDeRezTests : OpenSimTestCase
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{
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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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// This facility was added after the original async delete tests were written, so it may be possible now
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// to not bother explicitly disabling their async (since everything will be running sync).
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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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/// <summary>
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/// Test deleting an object from a scene.
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/// </summary>
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[Test]
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public void TestDeRezSceneObject()
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{
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TestHelpers.InMethod();
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UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
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TestScene scene = new SceneHelpers().SetupScene();
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SceneHelpers.SetupSceneModules(scene, new PermissionsModule());
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TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
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// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
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AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
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sogd.Enabled = false;
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", userId);
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uint soLocalId = so.LocalId;
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List<uint> localIds = new List<uint>();
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localIds.Add(so.LocalId);
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scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.Delete, UUID.Zero);
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// Check that object isn't deleted until we crank the sogd handle.
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart, Is.Not.Null);
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Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
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sogd.InventoryDeQueueAndDelete();
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SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart2, Is.Null);
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Assert.That(client.ReceivedKills.Count, Is.EqualTo(1));
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Assert.That(client.ReceivedKills[0], Is.EqualTo(soLocalId));
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}
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/// <summary>
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/// Test that child and root agents correctly receive KillObject notifications.
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/// </summary>
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[Test]
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public void TestDeRezSceneObjectToAgents()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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SceneHelpers sh = new SceneHelpers();
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TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
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TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
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// We need this so that the creation of the root client for userB in sceneB can trigger the creation of a child client in sceneA
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LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
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EntityTransferModule etmB = new EntityTransferModule();
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IConfigSource config = new IniConfigSource();
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IConfig modulesConfig = config.AddConfig("Modules");
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modulesConfig.Set("EntityTransferModule", etmB.Name);
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modulesConfig.Set("SimulationServices", lscm.Name);
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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
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SceneHelpers.SetupSceneModules(sceneB, config, etmB);
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// We need this for derez
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SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule());
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UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, "");
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UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, "");
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TestClient clientA = (TestClient)SceneHelpers.AddScenePresence(sceneA, uaA).ControllingClient;
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// This is the more long-winded route we have to take to get a child client created for userB in sceneA
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// rather than just calling AddScenePresence() as for userA
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AgentCircuitData acd = SceneHelpers.GenerateAgentData(uaB);
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TestClient clientB = new TestClient(acd, sceneB);
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List<TestClient> childClientsB = new List<TestClient>();
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EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(clientB, childClientsB);
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SceneHelpers.AddScenePresence(sceneB, clientB, acd);
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SceneObjectGroup so = SceneHelpers.AddSceneObject(sceneA);
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uint soLocalId = so.LocalId;
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sceneA.DeleteSceneObject(so, false);
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Assert.That(clientA.ReceivedKills.Count, Is.EqualTo(1));
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Assert.That(clientA.ReceivedKills[0], Is.EqualTo(soLocalId));
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Assert.That(childClientsB[0].ReceivedKills.Count, Is.EqualTo(1));
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Assert.That(childClientsB[0].ReceivedKills[0], Is.EqualTo(soLocalId));
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}
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/// <summary>
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/// Test deleting an object from a scene where the deleter is not the owner
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/// </summary>
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/// <remarks>
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/// This test assumes that the deleter is not a god.
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/// </remarks>
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[Test]
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public void TestDeRezSceneObjectNotOwner()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
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UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001");
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TestScene scene = new SceneHelpers().SetupScene();
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SceneHelpers.SetupSceneModules(scene, new PermissionsModule());
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IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
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// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
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AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
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sogd.Enabled = false;
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SceneObjectPart part
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= new SceneObjectPart(objectOwnerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
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part.Name = "obj1";
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scene.AddNewSceneObject(new SceneObjectGroup(part), false);
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List<uint> localIds = new List<uint>();
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localIds.Add(part.LocalId);
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scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.Delete, UUID.Zero);
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sogd.InventoryDeQueueAndDelete();
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// Object should still be in the scene.
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
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Assert.That(retrievedPart.UUID, Is.EqualTo(part.UUID));
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}
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/// <summary>
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/// Test deleting an object asynchronously to user inventory.
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/// </summary>
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[Test]
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public void TestDeleteSceneObjectAsyncToUserInventory()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
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string myObjectName = "Fred";
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TestScene scene = new SceneHelpers().SetupScene();
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IConfigSource configSource = new IniConfigSource();
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IConfig config = configSource.AddConfig("Modules");
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config.Set("InventoryAccessModule", "BasicInventoryAccessModule");
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SceneHelpers.SetupSceneModules(
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scene, configSource, new object[] { new BasicInventoryAccessModule() });
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SceneHelpers.SetupSceneModules(scene, new object[] { });
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// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
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AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
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sogd.Enabled = false;
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, myObjectName, agentId);
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UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, agentId);
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InventoryFolderBase folder1
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= UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, ua.PrincipalID, "folder1", false);
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IClientAPI client = SceneHelpers.AddScenePresence(scene, agentId).ControllingClient;
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scene.DeRezObjects(client, new List<uint>() { so.LocalId }, UUID.Zero, DeRezAction.Take, folder1.ID);
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart, Is.Not.Null);
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Assert.That(so.IsDeleted, Is.False);
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sogd.InventoryDeQueueAndDelete();
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Assert.That(so.IsDeleted, Is.True);
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SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart2, Is.Null);
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// SceneSetupHelpers.DeleteSceneObjectAsync(scene, part, DeRezAction.Take, userInfo.RootFolder.ID, client);
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InventoryItemBase retrievedItem
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= UserInventoryHelpers.GetInventoryItem(
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scene.InventoryService, ua.PrincipalID, "folder1/" + myObjectName);
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// Check that we now have the taken part in our inventory
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Assert.That(retrievedItem, Is.Not.Null);
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// Check that the taken part has actually disappeared
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// SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
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// Assert.That(retrievedPart, Is.Null);
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}
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}
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} |