Files
opensim/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
Justin Clark-Casey (justincc) a08f01fa83 Fix NPC regression test failures.
These were genuine failures caused by ScenePresence.CompleteMovement() waiting for an UpdateAgent from NPC introduction that would never come.
Instead, we do not wait if the agent is an NPC.
2013-07-26 18:43:15 +01:00

371 lines
17 KiB
C#

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using System;
using System.Collections.Generic;
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.Services.AvatarService;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.OptionalModules.World.NPC.Tests
{
[TestFixture]
public class NPCModuleTests : OpenSimTestCase
{
private TestScene m_scene;
private AvatarFactoryModule m_afMod;
private UserManagementModule m_umMod;
private AttachmentsModule m_attMod;
private NPCModule m_npcMod;
[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()
{
base.SetUp();
IConfigSource config = new IniConfigSource();
config.AddConfig("NPC");
config.Configs["NPC"].Set("Enabled", "true");
config.AddConfig("Modules");
config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
m_afMod = new AvatarFactoryModule();
m_umMod = new UserManagementModule();
m_attMod = new AttachmentsModule();
m_npcMod = new NPCModule();
m_scene = new SceneHelpers().SetupScene();
SceneHelpers.SetupSceneModules(m_scene, config, m_afMod, m_umMod, m_attMod, m_npcMod, new BasicInventoryAccessModule());
}
[Test]
public void TestCreate()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(m_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.
m_scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));
m_afMod.SetAppearance(sp, originalTe, null);
UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
ScenePresence npc = m_scene.GetScenePresence(npcId);
Assert.That(npc, Is.Not.Null);
Assert.That(npc.Appearance.Texture.FaceTextures[8].TextureID, Is.EqualTo(originalFace8TextureId));
Assert.That(m_umMod.GetUserName(npc.UUID), Is.EqualTo(string.Format("{0} {1}", npc.Firstname, npc.Lastname)));
IClientAPI client;
Assert.That(m_scene.TryGetClient(npcId, out client), Is.True);
// Have to account for both SP and NPC.
Assert.That(m_scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(2));
}
[Test]
public void TestRemove()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
Vector3 startPos = new Vector3(128, 128, 30);
UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
m_npcMod.DeleteNPC(npcId, m_scene);
ScenePresence deletedNpc = m_scene.GetScenePresence(npcId);
Assert.That(deletedNpc, Is.Null);
IClientAPI client;
Assert.That(m_scene.TryGetClient(npcId, out client), Is.False);
// Have to account for SP still present.
Assert.That(m_scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
}
[Test]
public void TestCreateWithAttachments()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
UserAccountHelpers.CreateUserWithInventory(m_scene, userId);
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
UUID attItemId = TestHelpers.ParseTail(0x2);
UUID attAssetId = TestHelpers.ParseTail(0x3);
string attName = "att";
UserInventoryHelpers.CreateInventoryItem(m_scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
m_attMod.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
ScenePresence npc = m_scene.GetScenePresence(npcId);
// Check scene presence status
Assert.That(npc.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments = npc.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
// Just for now, we won't test the name since this is (wrongly) the asset part name rather than the item
// name. TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC.
// Assert.That(attSo.Name, Is.EqualTo(attName));
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
Assert.That(attSo.IsAttachment);
Assert.That(attSo.UsesPhysics, Is.False);
Assert.That(attSo.IsTemporary, Is.False);
Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID));
}
[Test]
public void TestLoadAppearance()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
UUID userId = TestHelpers.ParseTail(0x1);
UserAccountHelpers.CreateUserWithInventory(m_scene, userId);
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
// Now add the attachment to the original avatar and use that to load a new appearance
// TODO: Could also run tests loading from a notecard though this isn't much different for our purposes here
UUID attItemId = TestHelpers.ParseTail(0x2);
UUID attAssetId = TestHelpers.ParseTail(0x3);
string attName = "att";
UserInventoryHelpers.CreateInventoryItem(m_scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
m_attMod.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
m_npcMod.SetNPCAppearance(npcId, sp.Appearance, m_scene);
ScenePresence npc = m_scene.GetScenePresence(npcId);
// Check scene presence status
Assert.That(npc.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments = npc.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
// Just for now, we won't test the name since this is (wrongly) the asset part name rather than the item
// name. TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC.
// Assert.That(attSo.Name, Is.EqualTo(attName));
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
Assert.That(attSo.IsAttachment);
Assert.That(attSo.UsesPhysics, Is.False);
Assert.That(attSo.IsTemporary, Is.False);
Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID));
}
[Test]
public void TestMove()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
Vector3 startPos = new Vector3(128, 128, 30);
UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
ScenePresence npc = m_scene.GetScenePresence(npcId);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
npc.Flying = true;
m_scene.Update(1);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
Vector3 targetPos = startPos + new Vector3(0, 10, 0);
m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false, false);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
//Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f)));
Assert.That(
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
m_scene.Update(1);
// We should really check the exact figure.
Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
m_scene.Update(10);
double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move");
Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
Assert.That(npc.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE));
// Try a second movement
startPos = npc.AbsolutePosition;
targetPos = startPos + new Vector3(10, 0, 0);
m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false, false);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
// Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1)));
Assert.That(
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
m_scene.Update(1);
// We should really check the exact figure.
Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X));
Assert.That(npc.AbsolutePosition.X, Is.LessThan(targetPos.X));
Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
m_scene.Update(10);
distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move");
Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
}
[Test]
public void TestSitAndStandWithSitTarget()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
Vector3 startPos = new Vector3(128, 128, 30);
UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
ScenePresence npc = m_scene.GetScenePresence(npcId);
SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
part.SitTargetPosition = new Vector3(0, 0, 1);
m_npcMod.Sit(npc.UUID, part.UUID, m_scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(npcId));
Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
Assert.That(
npc.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
m_npcMod.Stand(npc.UUID, m_scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(npc.ParentID, Is.EqualTo(0));
}
[Test]
public void TestSitAndStandWithNoSitTarget()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
// FIXME: To get this to work for now, we are going to place the npc right next to the target so that
// the autopilot doesn't trigger
Vector3 startPos = new Vector3(1, 1, 1);
UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
ScenePresence npc = m_scene.GetScenePresence(npcId);
SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
m_npcMod.Sit(npc.UUID, part.UUID, m_scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
// FIXME: This is different for live avatars - z position is adjusted. This is half the height of the
// default avatar.
// Curiously, Vector3.ToString() will not display the last two places of the float. For example,
// printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337>
Assert.That(
npc.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f)));
m_npcMod.Stand(npc.UUID, m_scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(npc.ParentID, Is.EqualTo(0));
}
}
}