diff --git a/OpenSim/Data/SQLite/SQLiteFriendsData.cs b/OpenSim/Data/SQLite/SQLiteFriendsData.cs index b14c3482bb..5f68977c1f 100644 --- a/OpenSim/Data/SQLite/SQLiteFriendsData.cs +++ b/OpenSim/Data/SQLite/SQLiteFriendsData.cs @@ -75,7 +75,7 @@ namespace OpenSim.Data.SQLite cmd.Parameters.AddWithValue(":PrincipalID", principalID.ToString()); cmd.Parameters.AddWithValue(":Friend", friend); - ExecuteNonQuery(cmd, cmd.Connection); + ExecuteNonQuery(cmd, m_Connection); return true; } diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs index cf0c28b8a8..be699db97f 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs @@ -422,7 +422,7 @@ namespace OpenSim.Region.ClientStack.Linden string assetType) { m_log.DebugFormat( - "Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}", + "[BUNCH OF CAPS]: Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}", assetID, inventoryItem, inventoryType, assetType); sbyte assType = 0; @@ -625,7 +625,12 @@ namespace OpenSim.Region.ClientStack.Linden item.AssetType = assType; item.InvType = inType; item.Folder = parentFolder; - item.CurrentPermissions = (uint)PermissionMask.All; + + // If we set PermissionMask.All then when we rez the item the next permissions will replace the current + // (owner) permissions. This becomes a problem if next permissions are changed. + item.CurrentPermissions + = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer); + item.BasePermissions = (uint)PermissionMask.All; item.EveryOnePermissions = 0; item.NextPermissions = (uint)PermissionMask.All; diff --git a/OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs index aed03b39c1..1117f2a8a6 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs @@ -50,8 +50,7 @@ namespace OpenSim.Region.ClientStack.Linden [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] public class NewFileAgentInventoryVariablePriceModule : INonSharedRegionModule { -// private static readonly ILog m_log = -// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); +// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Scene m_scene; // private IAssetService m_assetService; @@ -210,6 +209,9 @@ namespace OpenSim.Region.ClientStack.Linden UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType, string assetType,UUID AgentID) { +// m_log.DebugFormat( +// "[NEW FILE AGENT INVENTORY VARIABLE PRICE MODULE]: Upload complete for {0}", inventoryItem); + sbyte assType = 0; sbyte inType = 0; @@ -259,13 +261,13 @@ namespace OpenSim.Region.ClientStack.Linden item.AssetType = assType; item.InvType = inType; item.Folder = parentFolder; - item.CurrentPermissions = (uint)PermissionMask.All; + item.CurrentPermissions + = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer); item.BasePermissions = (uint)PermissionMask.All; item.EveryOnePermissions = 0; item.NextPermissions = (uint)PermissionMask.All; item.CreationDate = Util.UnixTimeSinceEpoch(); m_scene.AddInventoryItem(item); - } } } diff --git a/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs index e4bacd4df2..7a3d97e5d3 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs @@ -339,7 +339,7 @@ namespace OpenSim.Region.ClientStack.Linden m_scene.AddSceneObject(grp); grp.AbsolutePosition = obj.Position; } - + allparts[i] = grp; } diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index f019a83aad..c20f7b28d1 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5168,7 +5168,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP AddLocalPacketHandler(PacketType.ImprovedInstantMessage, HandlerImprovedInstantMessage, false); AddLocalPacketHandler(PacketType.AcceptFriendship, HandlerAcceptFriendship); AddLocalPacketHandler(PacketType.DeclineFriendship, HandlerDeclineFriendship); - AddLocalPacketHandler(PacketType.TerminateFriendship, HandlerTerminateFrendship); + AddLocalPacketHandler(PacketType.TerminateFriendship, HandlerTerminateFriendship); AddLocalPacketHandler(PacketType.RezObject, HandlerRezObject); AddLocalPacketHandler(PacketType.DeRezObject, HandlerDeRezObject); AddLocalPacketHandler(PacketType.ModifyLand, HandlerModifyLand); @@ -5891,7 +5891,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP return true; } - private bool HandlerTerminateFrendship(IClientAPI sender, Packet Pack) + private bool HandlerTerminateFriendship(IClientAPI sender, Packet Pack) { TerminateFriendshipPacket tfriendpack = (TerminateFriendshipPacket)Pack; @@ -5906,13 +5906,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP UUID listOwnerAgentID = tfriendpack.AgentData.AgentID; UUID exFriendID = tfriendpack.ExBlock.OtherID; - - FriendshipTermination handlerTerminateFriendship = OnTerminateFriendship; - if (handlerTerminateFriendship != null) + FriendshipTermination TerminateFriendshipHandler = OnTerminateFriendship; + if (TerminateFriendshipHandler != null) { - handlerTerminateFriendship(this, listOwnerAgentID, exFriendID); + TerminateFriendshipHandler(this, listOwnerAgentID, exFriendID); + return true; } - return true; + return false; } private bool HandleFindAgent(IClientAPI client, Packet Packet) diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index fe75271e7f..a47bc9a45e 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -830,6 +830,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess group = objlist[i]; SceneObjectPart rootPart = group.RootPart; +// m_log.DebugFormat( +// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", +// group.Name, group.LocalId, group.UUID, +// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask, +// remoteClient.Name); + // Vector3 storedPosition = group.AbsolutePosition; if (group.UUID == UUID.Zero) { @@ -892,6 +898,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess rootPart.ScheduleFullUpdate(); } + +// m_log.DebugFormat( +// "[InventoryAccessModule]: Rezzed {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", +// group.Name, group.LocalId, group.UUID, +// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask, +// remoteClient.Name); } group.SetGroup(remoteClient.ActiveGroupId, remoteClient); @@ -958,7 +970,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } rootPart.FromFolderID = item.Folder; - + +// Console.WriteLine("rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}", +// rootPart.OwnerID, item.Owner, item.CurrentPermissions); + if ((rootPart.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) diff --git a/OpenSim/Region/Framework/Interfaces/INPCModule.cs b/OpenSim/Region/Framework/Interfaces/INPCModule.cs index 2731291ea0..dc3ff89303 100644 --- a/OpenSim/Region/Framework/Interfaces/INPCModule.cs +++ b/OpenSim/Region/Framework/Interfaces/INPCModule.cs @@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Interfaces /// /// /// The avatar appearance to use for the new NPC. - /// The UUID of the ScenePresence created. + /// The UUID of the ScenePresence created. UUID.Zero if there was a failure. UUID CreateNPC( string firstname, string lastname, diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 58de44ea75..fff39fb7dd 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -330,6 +330,12 @@ namespace OpenSim.Region.Framework.Scenes item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255); item.Name = itemUpd.Name; item.Description = itemUpd.Description; + +// m_log.DebugFormat( +// "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}", +// itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags, +// item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions); + if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner; item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions; @@ -338,6 +344,9 @@ namespace OpenSim.Region.Framework.Scenes item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions; if (item.GroupPermissions != (itemUpd.GroupPermissions & item.BasePermissions)) item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup; + +// m_log.DebugFormat("[USER INVENTORY]: item.Flags {0}", item.Flags); + item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions; item.GroupID = itemUpd.GroupID; item.GroupOwned = itemUpd.GroupOwned; @@ -2310,7 +2319,24 @@ namespace OpenSim.Region.Framework.Scenes m_sceneGraph.DelinkObjects(parts); } + /// + /// Link the scene objects containing the indicated parts to a root object. + /// + /// + /// A root prim id of the object which will be the root prim of the resulting linkset. + /// A list of child prims for the objects that should be linked in. public void LinkObjects(IClientAPI client, uint parentPrimId, List childPrimIds) + { + LinkObjects(client.AgentId, parentPrimId, childPrimIds); + } + + /// + /// Link the scene objects containing the indicated parts to a root object. + /// + /// The ID of the user linking. + /// A root prim id of the object which will be the root prim of the resulting linkset. + /// A list of child prims for the objects that should be linked in. + public void LinkObjects(UUID agentId, uint parentPrimId, List childPrimIds) { List owners = new List(); @@ -2323,7 +2349,7 @@ namespace OpenSim.Region.Framework.Scenes return; } - if (!Permissions.CanLinkObject(client.AgentId, root.ParentGroup.RootPart.UUID)) + if (!Permissions.CanLinkObject(agentId, root.ParentGroup.RootPart.UUID)) { m_log.DebugFormat("[LINK]: Refusing link. No permissions on root prim"); return; @@ -2339,7 +2365,7 @@ namespace OpenSim.Region.Framework.Scenes if (!owners.Contains(part.OwnerID)) owners.Add(part.OwnerID); - if (Permissions.CanLinkObject(client.AgentId, part.ParentGroup.RootPart.UUID)) + if (Permissions.CanLinkObject(agentId, part.ParentGroup.RootPart.UUID)) children.Add(part); } diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 17563bd537..6dd42ddd28 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -1751,6 +1751,10 @@ namespace OpenSim.Region.Framework.Scenes { SceneObjectGroup child = children[i].ParentGroup; + // Don't try and add a group to itself - this will only cause severe problems later on. + if (child == parentGroup) + continue; + // Make sure no child prim is set for sale // So that, on delink, no prims are unwittingly // left for sale and sold off @@ -1777,8 +1781,13 @@ namespace OpenSim.Region.Framework.Scenes // We need to explicitly resend the newly link prim's object properties since no other actions // occur on link to invoke this elsewhere (such as object selection) - parentGroup.RootPart.CreateSelected = true; - parentGroup.TriggerScriptChangedEvent(Changed.LINK); + if (childGroups.Count > 0) + { + parentGroup.RootPart.CreateSelected = true; + parentGroup.TriggerScriptChangedEvent(Changed.LINK); + parentGroup.HasGroupChanged = true; + parentGroup.ScheduleGroupForFullUpdate(); + } } finally { diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs index b56d3fcf62..f3660a5659 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs @@ -269,6 +269,8 @@ namespace OpenSim.Region.Framework.Scenes public void ApplyNextOwnerPermissions() { +// m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID); + SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) parts[i].ApplyNextOwnerPermissions(); diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 2a3d735c12..996143832d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -2377,6 +2377,10 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", // objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); + // Linking to ourselves is not a valid operation. + if (objectGroup == this) + return; + SceneObjectPart linkPart = objectGroup.m_rootPart; Vector3 oldGroupPosition = linkPart.GroupPosition; diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs index a2332bb4ec..be5b4a8986 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs @@ -39,14 +39,31 @@ using log4net; namespace OpenSim.Region.Framework.Scenes.Tests { - /// - /// Linking tests - /// [TestFixture] public class SceneObjectLinkingTests { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + /// + /// Links to self should be ignored. + /// + [Test] + public void TestLinkToSelf() + { + TestHelpers.InMethod(); + + UUID ownerId = TestHelpers.ParseTail(0x1); + int nParts = 3; + + TestScene scene = SceneHelpers.SetupScene(); + SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(nParts, ownerId, "TestLinkToSelf_", 0x10); + scene.AddSceneObject(sog1); + scene.LinkObjects(ownerId, sog1.LocalId, new List() { sog1.Parts[1].LocalId }); +// sog1.LinkToGroup(sog1); + + Assert.That(sog1.Parts.Length, Is.EqualTo(nParts)); + } + [Test] public void TestLinkDelink2SceneObjects() { diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs index 03b52c0c73..d0b822c64b 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs @@ -44,7 +44,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC private readonly string m_firstname; private readonly string m_lastname; private readonly Vector3 m_startPos; - private readonly UUID m_uuid = UUID.Random(); + private UUID m_uuid = UUID.Random(); private readonly Scene m_scene; private readonly UUID m_ownerID; @@ -444,6 +444,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC public virtual UUID AgentId { get { return m_uuid; } + set { m_uuid = value; } } public UUID SessionId diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index 3ea7352159..680364479b 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs @@ -155,20 +155,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); sp.CompleteMovement(npcAvatar, false); + m_avatars.Add(npcAvatar.AgentId, npcAvatar); } else { m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID); + npcAvatar.AgentId = UUID.Zero; } - m_avatars.Add(npcAvatar.AgentId, npcAvatar); } ev.Set(); }); ev.WaitOne(); - m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId); +// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId); return npcAvatar.AgentId; } @@ -299,13 +300,16 @@ namespace OpenSim.Region.OptionalModules.World.NPC NPCAvatar av; if (m_avatars.TryGetValue(agentID, out av)) { +// m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove", agentID, av.Name); scene.RemoveClient(agentID, false); m_avatars.Remove(agentID); +// m_log.DebugFormat("[NPC MODULE]: Removed {0} {1}", agentID, av.Name); return true; } } +// m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove", agentID); return false; } diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs index 34f2cc7aaa..da2ef7b2b1 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs @@ -538,6 +538,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance public bool Stop(int timeout) { +// m_log.DebugFormat( +// "[SCRIPT INSTANCE]: Stopping script {0} {1} with timeout {2}", ScriptName, ItemID, timeout); + IScriptWorkItem result; lock (m_EventQueue) @@ -772,7 +775,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance } catch (Exception e) { - // m_log.DebugFormat("[SCRIPT] Exception: {0}", e.Message); +// m_log.DebugFormat( +// "[SCRIPT] Exception in script {0} {1}: {2}{3}", +// ScriptName, ItemID, e.Message, e.StackTrace); + m_InEvent = false; m_CurrentEvent = String.Empty; diff --git a/OpenSim/Region/UserStatistics/WebStatsModule.cs b/OpenSim/Region/UserStatistics/WebStatsModule.cs index 24a94180db..f627e37d8f 100644 --- a/OpenSim/Region/UserStatistics/WebStatsModule.cs +++ b/OpenSim/Region/UserStatistics/WebStatsModule.cs @@ -301,7 +301,7 @@ namespace OpenSim.Region.UserStatistics public void OnRegisterCaps(UUID agentID, Caps caps) { - m_log.DebugFormat("[VC]: OnRegisterCaps: agentID {0} caps {1}", agentID, caps); + m_log.DebugFormat("[WEB STATS MODULE]: OnRegisterCaps: agentID {0} caps {1}", agentID, caps); string capsPath = "/CAPS/VS/" + UUID.Random(); caps.RegisterHandler("ViewerStats", new RestStreamHandler("POST", capsPath, @@ -462,7 +462,7 @@ namespace OpenSim.Region.UserStatistics if (!m_sessions.ContainsKey(agentID)) { - m_log.Warn("[VS]: no session for stat disclosure"); + m_log.Warn("[WEB STATS MODULE]: no session for stat disclosure"); return new UserSessionID(); } uid = m_sessions[agentID]; @@ -667,14 +667,13 @@ namespace OpenSim.Region.UserStatistics { updatecmd.ExecuteNonQuery(); } - catch - (SqliteExecutionException) + catch (SqliteExecutionException) { - m_log.Warn("[WEBSTATS]: failed to write stats to storage Execution Exception"); + m_log.Warn("[WEB STATS MODULE]: failed to write stats to storage Execution Exception"); } catch (SqliteSyntaxException) { - m_log.Warn("[WEBSTATS]: failed to write stats to storage SQL Syntax Exception"); + m_log.Warn("[WEB STATS MODULE]: failed to write stats to storage SQL Syntax Exception"); } } diff --git a/OpenSim/Tests/Torture/NPCTortureTests.cs b/OpenSim/Tests/Torture/NPCTortureTests.cs new file mode 100644 index 0000000000..8078d9dfab --- /dev/null +++ b/OpenSim/Tests/Torture/NPCTortureTests.cs @@ -0,0 +1,185 @@ +/* + * 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.Diagnostics; +using System.Reflection; +using log4net; +using Nini.Config; +using NUnit.Framework; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Framework.Communications; +using OpenSim.Region.CoreModules.Avatar.Attachments; +using OpenSim.Region.CoreModules.Avatar.AvatarFactory; +using OpenSim.Region.CoreModules.Framework.InventoryAccess; +using OpenSim.Region.CoreModules.Framework.UserManagement; +using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.OptionalModules.World.NPC; +using OpenSim.Services.AvatarService; +using OpenSim.Tests.Common; +using OpenSim.Tests.Common.Mock; + +namespace OpenSim.Tests.Torture +{ + /// + /// NPC torture tests + /// + /// + /// Don't rely on the numbers given by these tests - they will vary a lot depending on what is already cached, + /// how much memory is free, etc. In some cases, later larger tests will apparently take less time than smaller + /// earlier tests. + /// + [TestFixture] + public class NPCTortureTests + { + private TestScene scene; + private AvatarFactoryModule afm; + private UserManagementModule umm; + private AttachmentsModule am; + + [TestFixtureSetUp] + public void FixtureInit() + { + // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. + Util.FireAndForgetMethod = FireAndForgetMethod.None; + } + + [TestFixtureTearDown] + public void TearDown() + { + // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple + // threads. Possibly, later tests should be rewritten not to worry about such things. + Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; + } + + [SetUp] + public void Init() + { + IConfigSource config = new IniConfigSource(); + config.AddConfig("NPC"); + config.Configs["NPC"].Set("Enabled", "true"); + config.AddConfig("Modules"); + config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); + + afm = new AvatarFactoryModule(); + umm = new UserManagementModule(); + am = new AttachmentsModule(); + + scene = SceneHelpers.SetupScene(); + SceneHelpers.SetupSceneModules(scene, config, afm, umm, am, new BasicInventoryAccessModule(), new NPCModule()); + } + + [Test] + public void TestAddRemove100NPCs() + { + TestHelpers.InMethod(); +// log4net.Config.XmlConfigurator.Configure(); + + TestAddRemoveNPCs(100); + } + + [Test] + public void TestAddRemove1000NPCs() + { + TestHelpers.InMethod(); +// log4net.Config.XmlConfigurator.Configure(); + + TestAddRemoveNPCs(1000); + } + + [Test] + public void TestAddRemove2000NPCs() + { + TestHelpers.InMethod(); +// log4net.Config.XmlConfigurator.Configure(); + + TestAddRemoveNPCs(2000); + } + + private void TestAddRemoveNPCs(int numberOfNpcs) + { + ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); +// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId); + + // 8 is the index of the first baked texture in AvatarAppearance + UUID originalFace8TextureId = TestHelpers.ParseTail(0x10); + Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero); + Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8); + originalTef.TextureID = originalFace8TextureId; + + // We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell + // ScenePresence.SendInitialData() to reset our entire appearance. + scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId)); + + afm.SetAppearance(sp, originalTe, null); + + INPCModule npcModule = scene.RequestModuleInterface(); + + List npcs = new List(); + + long startGcMemory = GC.GetTotalMemory(true); + Stopwatch sw = new Stopwatch(); + sw.Start(); + + for (int i = 0; i < numberOfNpcs; i++) + { + npcs.Add( + npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance)); + } + + for (int i = 0; i < numberOfNpcs; i++) + { + Assert.That(npcs[i], Is.Not.Null); + + ScenePresence npc = scene.GetScenePresence(npcs[i]); + Assert.That(npc, Is.Not.Null); + } + + for (int i = 0; i < numberOfNpcs; i++) + { + Assert.That(npcModule.DeleteNPC(npcs[i], scene), Is.True); + ScenePresence npc = scene.GetScenePresence(npcs[i]); + Assert.That(npc, Is.Null); + } + + sw.Stop(); + + long endGcMemory = GC.GetTotalMemory(true); + + Console.WriteLine("Took {0} ms", sw.ElapsedMilliseconds); + Console.WriteLine( + "End {0} MB, Start {1} MB, Diff {2} MB", + endGcMemory / 1024 / 1024, + startGcMemory / 1024 / 1024, + (endGcMemory - startGcMemory) / 1024 / 1024); + } + } +} \ No newline at end of file