190 lines
7.6 KiB
C#
190 lines
7.6 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.Framework.Servers;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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using System.Threading;
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namespace OpenSim.Region.Framework.Scenes.Tests
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{
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[TestFixture]
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public class ScenePresenceSitTests : OpenSimTestCase
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{
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private TestScene m_scene;
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private ScenePresence m_sp;
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[SetUp]
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public void Init()
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{
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m_scene = new SceneHelpers().SetupScene();
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m_sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
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}
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[Test]
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public void TestSitOutsideRangeNoTarget()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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// More than 10 meters away from 0, 0, 0 (default part position)
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Vector3 startPos = new Vector3(10.1f, 0, 0);
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m_sp.AbsolutePosition = startPos;
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SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
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m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
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Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
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Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0));
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Assert.That(part.GetSittingAvatars(), Is.Null);
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Assert.That(m_sp.ParentID, Is.EqualTo(0));
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}
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[Test]
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public void TestSitWithinRangeNoTarget()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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// Less than 10 meters away from 0, 0, 0 (default part position)
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Vector3 startPos = new Vector3(9.9f, 0, 0);
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m_sp.AbsolutePosition = startPos;
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SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
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m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
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Assert.That(m_sp.PhysicsActor, Is.Null);
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Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
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Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1));
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HashSet<UUID> sittingAvatars = part.GetSittingAvatars();
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Assert.That(sittingAvatars.Count, Is.EqualTo(1));
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Assert.That(sittingAvatars.Contains(m_sp.UUID));
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Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId));
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}
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[Test]
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public void TestSitAndStandWithNoSitTarget()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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// Make sure we're within range to sit
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Vector3 startPos = new Vector3(1, 1, 1);
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m_sp.AbsolutePosition = startPos;
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SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
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// We need to preserve this here because phys actor is removed by the sit.
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Vector3 spPhysActorSize = m_sp.PhysicsActor.Size;
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m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
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Assert.That(
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m_sp.AbsolutePosition,
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Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, spPhysActorSize.Z / 2)));
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m_sp.StandUp();
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Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
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Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0));
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Assert.That(part.GetSittingAvatars(), Is.Null);
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Assert.That(m_sp.ParentID, Is.EqualTo(0));
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Assert.That(m_sp.PhysicsActor, Is.Not.Null);
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}
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[Test]
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public void TestSitAndStandWithSitTarget()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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// If a prim has a sit target then we can sit from any distance away
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Vector3 startPos = new Vector3(128, 128, 30);
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m_sp.AbsolutePosition = startPos;
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SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
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part.SitTargetPosition = new Vector3(0, 0, 1);
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m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
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Assert.That(part.SitTargetAvatar, Is.EqualTo(m_sp.UUID));
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Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId));
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// Assert.That(
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// m_sp.AbsolutePosition,
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// Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
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Assert.That(m_sp.PhysicsActor, Is.Null);
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Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1));
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HashSet<UUID> sittingAvatars = part.GetSittingAvatars();
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Assert.That(sittingAvatars.Count, Is.EqualTo(1));
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Assert.That(sittingAvatars.Contains(m_sp.UUID));
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m_sp.StandUp();
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Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
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Assert.That(m_sp.ParentID, Is.EqualTo(0));
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Assert.That(m_sp.PhysicsActor, Is.Not.Null);
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Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
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Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0));
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Assert.That(part.GetSittingAvatars(), Is.Null);
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}
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[Test]
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public void TestSitAndStandOnGround()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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// If a prim has a sit target then we can sit from any distance away
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// Vector3 startPos = new Vector3(128, 128, 30);
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// sp.AbsolutePosition = startPos;
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m_sp.HandleAgentSitOnGround();
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Assert.That(m_sp.SitGround, Is.True);
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Assert.That(m_sp.PhysicsActor, Is.Null);
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m_sp.StandUp();
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Assert.That(m_sp.SitGround, Is.False);
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Assert.That(m_sp.PhysicsActor, Is.Not.Null);
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}
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}
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} |