408 lines
14 KiB
C#
408 lines
14 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 OpenSim 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 NUnit.Framework;
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using NUnit.Framework.SyntaxHelpers;
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using OpenSim.Framework;
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using OpenSim.Data;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Modules.World.Land;
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using OpenMetaverse;
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namespace OpenSim.Data.Tests
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{
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public class BasicRegionTest
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{
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public IRegionDataStore db;
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public UUID zero = UUID.Zero;
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public UUID region1;
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public UUID region2;
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public UUID prim1;
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public UUID prim2;
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public UUID prim3;
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public UUID item1;
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public UUID item2;
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public UUID item3;
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public string itemname1 = "item1";
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public double height1;
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public double height2;
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public void SuperInit()
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{
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try
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{
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log4net.Config.XmlConfigurator.Configure();
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}
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catch (Exception)
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{
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// I don't care, just leave log4net off
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}
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region1 = UUID.Random();
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prim1 = UUID.Random();
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prim2 = UUID.Random();
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prim3 = UUID.Random();
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item1 = UUID.Random();
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item2 = UUID.Random();
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item3 = UUID.Random();
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height1 = 20;
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height2 = 100;
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}
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// Test Plan
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// Prims
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// - empty test - 001
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// - store / retrieve basic prims (most minimal we can make) - 010, 011
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// - update existing prims, make sure it sticks - 012
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// - add inventory items to prims make - 013
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// - remove inventory items make sure it sticks - 014
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// - remove prim, make sure it sticks - 020
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[Test]
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public void T001_LoadEmpty()
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{
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List<SceneObjectGroup> objs = db.LoadObjects(region1);
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List<LandData> land = db.LoadLandObjects(region1);
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Assert.That(objs.Count, Is.EqualTo(0));
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Assert.That(land.Count, Is.EqualTo(0));
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}
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// SOG round trips
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// * store objects, make sure they save
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// * update
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[Test]
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public void T010_StoreSimpleObject()
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{
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SceneObjectGroup sog = NewSOG("object1", prim1);
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SceneObjectGroup sog2 = NewSOG("object2", prim2);
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// in case the objects don't store
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try
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{
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db.StoreObject(sog, region1);
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}
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catch (Exception e)
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{
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System.Console.WriteLine("Exception in storing object {0} {1}", sog.ToString(), e);
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Assert.Fail();
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}
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try
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{
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db.StoreObject(sog2, region1);
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}
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catch (Exception e)
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{
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System.Console.WriteLine("Exception in storing object {0} {1}", sog2.ToString(), e);
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Assert.Fail();
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}
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// This tests the ADO.NET driver
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List<SceneObjectGroup> objs = db.LoadObjects(region1);
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Assert.That(objs.Count, Is.EqualTo(2));
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}
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[Test]
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public void T011_ObjectNames()
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{
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List<SceneObjectGroup> objs = db.LoadObjects(region1);
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foreach (SceneObjectGroup sog in objs)
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{
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SceneObjectPart p = sog.RootPart;
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Assert.That("", Is.Not.EqualTo(p.Name));
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Assert.That(p.Name, Is.EqualTo(p.Description));
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}
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}
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[Test]
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public void T012_UpdateObject()
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{
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string text = "object1 text";
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SceneObjectGroup sog = FindSOG("object1", region1);
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sog.RootPart.Text = text;
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db.StoreObject(sog, region1);
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sog = FindSOG("object1", region1);
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Assert.That(text, Is.EqualTo(sog.RootPart.Text));
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}
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[Test]
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public void T020_PrimInventoryEmpty()
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{
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SceneObjectGroup sog = FindSOG("object1", region1);
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TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);
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Assert.That(t, Is.Null);
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}
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[Test]
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public void T021_PrimInventoryStore()
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{
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SceneObjectGroup sog = FindSOG("object1", region1);
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InventoryItemBase i = NewItem(item1, zero, zero, itemname1, zero);
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Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, i, zero), Is.True);
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TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);
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Assert.That(t.Name, Is.EqualTo(itemname1));
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// TODO: seriously??? this is the way we need to loop to get this?
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List<TaskInventoryItem> list = new List<TaskInventoryItem>();
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foreach (UUID uuid in sog.RootPart.GetInventoryList())
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{
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list.Add(sog.GetInventoryItem(sog.RootPart.LocalId, uuid));
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}
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db.StorePrimInventory(prim1, list);
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}
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[Test]
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public void T022_PrimInventoryRetrieve()
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{
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SceneObjectGroup sog = FindSOG("object1", region1);
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TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);
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Assert.That(t.Name, Is.EqualTo(itemname1));
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}
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[Test]
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public void T022_PrimInvetoryRemove()
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{
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List<TaskInventoryItem> list = new List<TaskInventoryItem>();
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db.StorePrimInventory(prim1, list);
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SceneObjectGroup sog = FindSOG("object1", region1);
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TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);
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Assert.That(t, Is.Null);
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}
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[Test]
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public void T051_RemoveObjectWrongRegion()
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{
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db.RemoveObject(prim1, UUID.Random());
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SceneObjectGroup sog = FindSOG("object1", region1);
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Assert.That(sog, Is.Not.Null);
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}
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[Test]
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public void T052_RemoveObject()
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{
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db.RemoveObject(prim1, region1);
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SceneObjectGroup sog = FindSOG("object1", region1);
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Assert.That(sog, Is.Null);
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}
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[Test]
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public void T100_DefaultRegionInfo()
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{
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RegionSettings r1 = db.LoadRegionSettings(region1);
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Assert.That(r1.RegionUUID, Is.EqualTo(region1));
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RegionSettings r2 = db.LoadRegionSettings(region2);
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Assert.That(r2.RegionUUID, Is.EqualTo(region2));
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}
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[Test]
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public void T101_UpdateRegionInfo()
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{
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bool blockfly = true;
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double sunpos = 0.5;
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UUID cov = UUID.Random();
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RegionSettings r1 = db.LoadRegionSettings(region1);
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r1.BlockFly = blockfly;
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r1.SunPosition = sunpos;
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r1.Covenant = cov;
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db.StoreRegionSettings(r1);
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RegionSettings r2 = db.LoadRegionSettings(region1);
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Assert.That(r2.RegionUUID, Is.EqualTo(region1));
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Assert.That(r2.SunPosition, Is.EqualTo(sunpos));
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Assert.That(r2.BlockFly, Is.EqualTo(blockfly));
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Assert.That(r2.Covenant, Is.EqualTo(cov));
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}
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[Test]
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public void T300_NoTerrain()
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{
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Assert.That(db.LoadTerrain(zero), Is.Null);
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Assert.That(db.LoadTerrain(region1), Is.Null);
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Assert.That(db.LoadTerrain(region2), Is.Null);
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Assert.That(db.LoadTerrain(UUID.Random()), Is.Null);
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}
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[Test]
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public void T301_CreateTerrain()
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{
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double[,] t1 = GenTerrain(height1);
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db.StoreTerrain(t1, region1);
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Assert.That(db.LoadTerrain(zero), Is.Null);
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Assert.That(db.LoadTerrain(region1), Is.Not.Null);
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Assert.That(db.LoadTerrain(region2), Is.Null);
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Assert.That(db.LoadTerrain(UUID.Random()), Is.Null);
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}
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[Test]
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public void T302_FetchTerrain()
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{
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double[,] baseterrain1 = GenTerrain(height1);
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double[,] baseterrain2 = GenTerrain(height2);
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double[,] t1 = db.LoadTerrain(region1);
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Assert.That(CompareTerrain(t1, baseterrain1), Is.True);
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Assert.That(CompareTerrain(t1, baseterrain2), Is.False);
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}
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[Test]
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public void T303_UpdateTerrain()
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{
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double[,] baseterrain1 = GenTerrain(height1);
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double[,] baseterrain2 = GenTerrain(height2);
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db.StoreTerrain(baseterrain2, region1);
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double[,] t1 = db.LoadTerrain(region1);
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Assert.That(CompareTerrain(t1, baseterrain1), Is.False);
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Assert.That(CompareTerrain(t1, baseterrain2), Is.True);
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}
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[Test]
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public void T400_EmptyLand()
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{
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Assert.That(db.LoadLandObjects(zero).Count, Is.EqualTo(0));
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Assert.That(db.LoadLandObjects(region1).Count, Is.EqualTo(0));
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Assert.That(db.LoadLandObjects(region2).Count, Is.EqualTo(0));
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Assert.That(db.LoadLandObjects(UUID.Random()).Count, Is.EqualTo(0));
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}
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// TODO: we should have real land tests, but Land is so
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// intermingled with scene that you can't test it without a
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// valid scene. That requires some disagregation.
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//************************************************************************************//
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// Extra private methods
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private double[,] GenTerrain(double value)
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{
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double[,] terret = new double[256,256];
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terret.Initialize();
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for (int x = 0; x < 256; x++)
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for (int y = 0; y < 256; y++)
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terret[x,y] = value;
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return terret;
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}
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private bool CompareTerrain(double[,] one, double[,] two)
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{
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for (int x = 0; x < 256; x++)
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for (int y = 0; y < 256; y++)
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if (one[x,y] != two[x,y])
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return false;
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return true;
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}
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private SceneObjectGroup FindSOG(string name, UUID r)
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{
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List<SceneObjectGroup> objs = db.LoadObjects(r);
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foreach (SceneObjectGroup sog in objs)
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{
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SceneObjectPart p = sog.RootPart;
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if (p.Name == name) {
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return sog;
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}
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}
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return null;
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}
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// This builds a minimalistic Prim, 1 SOG with 1 root SOP. A
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// common failure case is people adding new fields that aren't
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// initialized, but have non-null db constraints. We should
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// honestly be passing more and more null things in here.
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//
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// Please note that in Sqlite.BuildPrim there is a commented out inline version
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// of this so you can debug and step through the build process and check the fields
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//
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// Real World Value: Tests for situation where extending a SceneObjectGroup/SceneObjectPart
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// causes the application to crash at the database layer because of null values
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// in NOT NULL fields
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//
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private SceneObjectGroup NewSOG(string name, UUID uuid)
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{
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SceneObjectPart sop = new SceneObjectPart();
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sop.LocalId = 1;
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sop.Name = name;
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sop.Description = name;
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sop.Text = "";
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sop.SitName = "";
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sop.TouchName = "";
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sop.UUID = uuid;
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sop.Shape = PrimitiveBaseShape.Default;
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SceneObjectGroup sog = new SceneObjectGroup();
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sog.AddPart(sop);
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sog.RootPart = sop;
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return sog;
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}
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// These are copied from the Inventory Item tests
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private InventoryItemBase NewItem(UUID id, UUID parent, UUID owner, string name, UUID asset)
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{
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InventoryItemBase i = new InventoryItemBase();
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i.ID = id;
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i.Folder = parent;
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i.Owner = owner;
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i.Creator = owner;
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i.Name = name;
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i.Description = name;
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i.AssetID = asset;
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return i;
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}
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// private InventoryFolderBase NewFolder(UUID id, UUID parent, UUID owner, string name)
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// {
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// InventoryFolderBase f = new InventoryFolderBase();
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// f.ID = id;
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// f.ParentID = parent;
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// f.Owner = owner;
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// f.Name = name;
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// return f;
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// }
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}
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} |