OpenSimMirror/OpenSim/Data/Tests/BasicRegionTest.cs

408 lines
14 KiB
C#

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