Files
opensim/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
Justin Clark-Casey (justincc) fc878a33ed refactor: consistently put all test classes in the OpenSim.Tests.Common package rather than some in OpenSim.Tests.Common.Mock
the separate mock package was not useful and was just another using line to always add
2014-11-25 23:21:37 +00:00

264 lines
12 KiB
C#

/*
* 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:
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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 System.Reflection;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
using OpenSim.Region.CoreModules.Framework.InventoryAccess;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Region.CoreModules.World.Permissions;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenSim.Tests.Common;
namespace OpenSim.Region.Framework.Scenes.Tests
{
/// <summary>
/// Tests derez of scene objects.
/// </summary>
/// <remarks>
/// This is at a level above the SceneObjectBasicTests, which act on the scene directly.
/// TODO: These tests are incomplete - need to test more kinds of derez (e.g. return object).
/// </remarks>
[TestFixture]
public class SceneObjectDeRezTests : OpenSimTestCase
{
[TestFixtureSetUp]
public void FixtureInit()
{
// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
// This facility was added after the original async delete tests were written, so it may be possible now
// to not bother explicitly disabling their async (since everything will be running sync).
Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
}
[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 so none of them require async stuff (which regression
// tests really shouldn't).
Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
}
/// <summary>
/// Test deleting an object from a scene.
/// </summary>
[Test]
public void TestDeRezSceneObject()
{
TestHelpers.InMethod();
UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
TestScene scene = new SceneHelpers().SetupScene();
SceneHelpers.SetupSceneModules(scene, new PermissionsModule());
TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
sogd.Enabled = false;
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", userId);
uint soLocalId = so.LocalId;
List<uint> localIds = new List<uint>();
localIds.Add(so.LocalId);
scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.Delete, UUID.Zero);
// Check that object isn't deleted until we crank the sogd handle.
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart, Is.Not.Null);
Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
sogd.InventoryDeQueueAndDelete();
SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart2, Is.Null);
Assert.That(client.ReceivedKills.Count, Is.EqualTo(1));
Assert.That(client.ReceivedKills[0], Is.EqualTo(soLocalId));
}
/// <summary>
/// Test that child and root agents correctly receive KillObject notifications.
/// </summary>
[Test]
public void TestDeRezSceneObjectToAgents()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
// We need this so that the creation of the root client for userB in sceneB can trigger the creation of a child client in sceneA
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
EntityTransferModule etmB = new EntityTransferModule();
IConfigSource config = new IniConfigSource();
IConfig modulesConfig = config.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmB.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
SceneHelpers.SetupSceneModules(sceneB, config, etmB);
// We need this for derez
SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule());
UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, "");
UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, "");
TestClient clientA = (TestClient)SceneHelpers.AddScenePresence(sceneA, uaA).ControllingClient;
// This is the more long-winded route we have to take to get a child client created for userB in sceneA
// rather than just calling AddScenePresence() as for userA
AgentCircuitData acd = SceneHelpers.GenerateAgentData(uaB);
TestClient clientB = new TestClient(acd, sceneB);
List<TestClient> childClientsB = new List<TestClient>();
EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(clientB, childClientsB);
SceneHelpers.AddScenePresence(sceneB, clientB, acd);
SceneObjectGroup so = SceneHelpers.AddSceneObject(sceneA);
uint soLocalId = so.LocalId;
sceneA.DeleteSceneObject(so, false);
Assert.That(clientA.ReceivedKills.Count, Is.EqualTo(1));
Assert.That(clientA.ReceivedKills[0], Is.EqualTo(soLocalId));
Assert.That(childClientsB[0].ReceivedKills.Count, Is.EqualTo(1));
Assert.That(childClientsB[0].ReceivedKills[0], Is.EqualTo(soLocalId));
}
/// <summary>
/// Test deleting an object from a scene where the deleter is not the owner
/// </summary>
/// <remarks>
/// This test assumes that the deleter is not a god.
/// </remarks>
[Test]
public void TestDeRezSceneObjectNotOwner()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001");
TestScene scene = new SceneHelpers().SetupScene();
SceneHelpers.SetupSceneModules(scene, new PermissionsModule());
IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
sogd.Enabled = false;
SceneObjectPart part
= new SceneObjectPart(objectOwnerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
part.Name = "obj1";
scene.AddNewSceneObject(new SceneObjectGroup(part), false);
List<uint> localIds = new List<uint>();
localIds.Add(part.LocalId);
scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.Delete, UUID.Zero);
sogd.InventoryDeQueueAndDelete();
// Object should still be in the scene.
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
Assert.That(retrievedPart.UUID, Is.EqualTo(part.UUID));
}
/// <summary>
/// Test deleting an object asynchronously to user inventory.
/// </summary>
[Test]
public void TestDeleteSceneObjectAsyncToUserInventory()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
string myObjectName = "Fred";
TestScene scene = new SceneHelpers().SetupScene();
IConfigSource configSource = new IniConfigSource();
IConfig config = configSource.AddConfig("Modules");
config.Set("InventoryAccessModule", "BasicInventoryAccessModule");
SceneHelpers.SetupSceneModules(
scene, configSource, new object[] { new BasicInventoryAccessModule() });
SceneHelpers.SetupSceneModules(scene, new object[] { });
// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
sogd.Enabled = false;
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, myObjectName, agentId);
UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, agentId);
InventoryFolderBase folder1
= UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, ua.PrincipalID, "folder1", false);
IClientAPI client = SceneHelpers.AddScenePresence(scene, agentId).ControllingClient;
scene.DeRezObjects(client, new List<uint>() { so.LocalId }, UUID.Zero, DeRezAction.Take, folder1.ID);
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart, Is.Not.Null);
Assert.That(so.IsDeleted, Is.False);
sogd.InventoryDeQueueAndDelete();
Assert.That(so.IsDeleted, Is.True);
SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart2, Is.Null);
// SceneSetupHelpers.DeleteSceneObjectAsync(scene, part, DeRezAction.Take, userInfo.RootFolder.ID, client);
InventoryItemBase retrievedItem
= UserInventoryHelpers.GetInventoryItem(
scene.InventoryService, ua.PrincipalID, "folder1/" + myObjectName);
// Check that we now have the taken part in our inventory
Assert.That(retrievedItem, Is.Not.Null);
// Check that the taken part has actually disappeared
// SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
// Assert.That(retrievedPart, Is.Null);
}
}
}