Files
opensim/OpenSim/Data/Tests/RegionTests.cs
Justin Clark-Casey (justincc) 9456bb77fb Upgrade nunit.framework.dll to version 2.5.9. Fix up tests appropriately.
This version removes the NUnit.Framework.SyntaxHelpers namespace, so any modules with their own tests will need to delete this using statement.
2011-03-09 23:25:24 +00:00

1120 lines
55 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:
* * 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.Drawing;
using System.Text;
using log4net.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using log4net;
using System.Reflection;
using System.Data.Common;
// DBMS-specific:
using MySql.Data.MySqlClient;
using OpenSim.Data.MySQL;
using System.Data.SqlClient;
using OpenSim.Data.MSSQL;
using Mono.Data.Sqlite;
using OpenSim.Data.SQLite;
namespace OpenSim.Data.Tests
{
[TestFixture(Description = "Region store tests (SQLite)")]
public class SQLiteRegionTests : RegionTests<SqliteConnection, SQLiteSimulationData>
{
}
[TestFixture(Description = "Region store tests (MySQL)")]
public class MySqlRegionTests : RegionTests<MySqlConnection, MySQLSimulationData>
{
}
[TestFixture(Description = "Region store tests (MS SQL Server)")]
public class MSSQLRegionTests : RegionTests<SqlConnection, MSSQLSimulationData>
{
}
public class RegionTests<TConn, TRegStore> : BasicDataServiceTest<TConn, TRegStore>
where TConn : DbConnection, new()
where TRegStore : class, ISimulationDataStore, new()
{
bool m_rebuildDB;
public ISimulationDataStore db;
public UUID zero = UUID.Zero;
public UUID region1 = UUID.Random();
public UUID region2 = UUID.Random();
public UUID region3 = UUID.Random();
public UUID region4 = UUID.Random();
public UUID prim1 = UUID.Random();
public UUID prim2 = UUID.Random();
public UUID prim3 = UUID.Random();
public UUID prim4 = UUID.Random();
public UUID prim5 = UUID.Random();
public UUID prim6 = UUID.Random();
public UUID item1 = UUID.Random();
public UUID item2 = UUID.Random();
public UUID item3 = UUID.Random();
public static Random random = new Random();
public string itemname1 = "item1";
public uint localID = 1;
public double height1 = 20;
public double height2 = 100;
public RegionTests(string conn, bool rebuild)
: base(conn)
{
m_rebuildDB = rebuild;
}
public RegionTests() : this("", true) { }
public RegionTests(string conn) : this(conn, true) {}
public RegionTests(bool rebuild): this("", rebuild) {}
protected override void InitService(object service)
{
ClearDB();
db = (ISimulationDataStore)service;
db.Initialise(m_connStr);
}
private void ClearDB()
{
string[] reg_tables = new string[] {
"prims", "primshapes", "primitems", "terrain", "land", "landaccesslist", "regionban", "regionsettings"
};
if (m_rebuildDB)
{
DropTables(reg_tables);
ResetMigrations("RegionStore");
}else
ClearTables(reg_tables);
}
// Test Plan
// Prims
// - empty test - 001
// - store / retrieve basic prims (most minimal we can make) - 010, 011
// - store / retrieve parts in a scenegroup 012
// - store a prim with complete information for consistency check 013
// - update existing prims, make sure it sticks - 014
// - tests empty inventory - 020
// - add inventory items to prims make - 021
// - retrieves the added item - 022
// - update inventory items to prims - 023
// - remove inventory items make sure it sticks - 024
// - checks if all parameters are persistent - 025
// - adds many items and see if it is handled correctly - 026
[Test]
public void T001_LoadEmpty()
{
List<SceneObjectGroup> objs = db.LoadObjects(region1);
List<SceneObjectGroup> objs3 = db.LoadObjects(region3);
List<LandData> land = db.LoadLandObjects(region1);
Assert.That(objs.Count, Is.EqualTo(0), "Assert.That(objs.Count, Is.EqualTo(0))");
Assert.That(objs3.Count, Is.EqualTo(0), "Assert.That(objs3.Count, Is.EqualTo(0))");
Assert.That(land.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, region1);
SceneObjectGroup sog2 = NewSOG("object2", prim2, region1);
// in case the objects don't store
try
{
db.StoreObject(sog, region1);
}
catch (Exception e)
{
m_log.Error(e.ToString());
Assert.Fail();
}
try
{
db.StoreObject(sog2, region1);
}
catch (Exception e)
{
m_log.Error(e.ToString());
Assert.Fail();
}
// This tests the ADO.NET driver
List<SceneObjectGroup> objs = db.LoadObjects(region1);
Assert.That(objs.Count, Is.EqualTo(2), "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(\"\", Is.Not.EqualTo(p.Name))");
Assert.That(p.Name, Is.EqualTo(p.Description), "Assert.That(p.Name, Is.EqualTo(p.Description))");
}
}
[Test]
public void T012_SceneParts()
{
UUID tmp0 = UUID.Random();
UUID tmp1 = UUID.Random();
UUID tmp2 = UUID.Random();
UUID tmp3 = UUID.Random();
UUID newregion = UUID.Random();
SceneObjectPart p1 = NewSOP("SoP 1",tmp1);
SceneObjectPart p2 = NewSOP("SoP 2",tmp2);
SceneObjectPart p3 = NewSOP("SoP 3",tmp3);
SceneObjectGroup sog = NewSOG("Sop 0", tmp0, newregion);
sog.AddPart(p1);
sog.AddPart(p2);
sog.AddPart(p3);
SceneObjectPart[] parts = sog.Parts;
Assert.That(parts.Length,Is.EqualTo(4), "Assert.That(parts.Length,Is.EqualTo(4))");
db.StoreObject(sog, newregion);
List<SceneObjectGroup> sogs = db.LoadObjects(newregion);
Assert.That(sogs.Count,Is.EqualTo(1), "Assert.That(sogs.Count,Is.EqualTo(1))");
SceneObjectGroup newsog = sogs[0];
SceneObjectPart[] newparts = newsog.Parts;
Assert.That(newparts.Length,Is.EqualTo(4), "Assert.That(newparts.Length,Is.EqualTo(4))");
Assert.That(newsog.HasChildPrim(tmp0), "Assert.That(newsog.HasChildPrim(tmp0))");
Assert.That(newsog.HasChildPrim(tmp1), "Assert.That(newsog.HasChildPrim(tmp1))");
Assert.That(newsog.HasChildPrim(tmp2), "Assert.That(newsog.HasChildPrim(tmp2))");
Assert.That(newsog.HasChildPrim(tmp3), "Assert.That(newsog.HasChildPrim(tmp3))");
}
[Test]
public void T013_DatabasePersistency()
{
// Sets all ScenePart parameters, stores and retrieves them, then check for consistency with initial data
// The commented Asserts are the ones that are unchangeable (when storing on the database, their "Set" values are ignored
// The ObjectFlags is an exception, if it is entered incorrectly, the object IS REJECTED on the database silently.
UUID creator,uuid = new UUID();
creator = UUID.Random();
uint iserial = (uint)random.Next();
TaskInventoryDictionary dic = new TaskInventoryDictionary();
uint objf = (uint) random.Next();
uuid = prim4;
uint localid = localID+1;
localID = localID + 1;
string name = "Adam West";
byte material = (byte) random.Next(127);
ulong regionh = (ulong)random.NextDouble() * (ulong)random.Next();
int pin = random.Next();
Byte[] partsys = new byte[8];
Byte[] textani = new byte[8];
random.NextBytes(textani);
random.NextBytes(partsys);
DateTime expires = new DateTime(2008, 12, 20);
DateTime rezzed = new DateTime(2009, 07, 15);
Vector3 groupos = new Vector3(random.Next(),random.Next(),random.Next());
Vector3 offset = new Vector3(random.Next(),random.Next(),random.Next());
Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next());
Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next());
Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next());
Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next());
string description = name;
Color color = Color.FromArgb(255, 165, 50, 100);
string text = "All Your Base Are Belong to Us";
string sitname = "SitName";
string touchname = "TouchName";
int linknum = random.Next();
byte clickaction = (byte) random.Next(127);
PrimitiveBaseShape pbshap = new PrimitiveBaseShape();
pbshap = PrimitiveBaseShape.Default;
pbshap.PathBegin = ushort.MaxValue;
pbshap.PathEnd = ushort.MaxValue;
pbshap.ProfileBegin = ushort.MaxValue;
pbshap.ProfileEnd = ushort.MaxValue;
pbshap.ProfileHollow = ushort.MaxValue;
Vector3 scale = new Vector3(random.Next(),random.Next(),random.Next());
byte updatef = (byte) random.Next(127);
RegionInfo regionInfo = new RegionInfo();
regionInfo.RegionID = region3;
regionInfo.RegionLocX = 0;
regionInfo.RegionLocY = 0;
// Scene scene = new Scene(regionInfo);
SceneObjectPart sop = new SceneObjectPart();
sop.RegionHandle = regionh;
sop.UUID = uuid;
sop.LocalId = localid;
sop.Shape = pbshap;
sop.GroupPosition = groupos;
sop.RotationOffset = rotoff;
sop.CreatorID = creator;
sop.InventorySerial = iserial;
sop.TaskInventory = dic;
sop.Flags = (PrimFlags)objf;
sop.Name = name;
sop.Material = material;
sop.ScriptAccessPin = pin;
sop.TextureAnimation = textani;
sop.ParticleSystem = partsys;
sop.Expires = expires;
sop.Rezzed = rezzed;
sop.OffsetPosition = offset;
sop.Velocity = velocity;
sop.AngularVelocity = angvelo;
sop.Acceleration = accel;
sop.Description = description;
sop.Color = color;
sop.Text = text;
sop.SitName = sitname;
sop.TouchName = touchname;
sop.LinkNum = linknum;
sop.ClickAction = clickaction;
sop.Scale = scale;
sop.UpdateFlag = updatef;
//Tests if local part accepted the parameters:
Assert.That(regionh,Is.EqualTo(sop.RegionHandle), "Assert.That(regionh,Is.EqualTo(sop.RegionHandle))");
Assert.That(localid,Is.EqualTo(sop.LocalId), "Assert.That(localid,Is.EqualTo(sop.LocalId))");
Assert.That(groupos,Is.EqualTo(sop.GroupPosition), "Assert.That(groupos,Is.EqualTo(sop.GroupPosition))");
Assert.That(name,Is.EqualTo(sop.Name), "Assert.That(name,Is.EqualTo(sop.Name))");
Assert.That(rotoff,Is.EqualTo(sop.RotationOffset), "Assert.That(rotoff,Is.EqualTo(sop.RotationOffset))");
Assert.That(uuid,Is.EqualTo(sop.UUID), "Assert.That(uuid,Is.EqualTo(sop.UUID))");
Assert.That(creator,Is.EqualTo(sop.CreatorID), "Assert.That(creator,Is.EqualTo(sop.CreatorID))");
// Modified in-class
// Assert.That(iserial,Is.EqualTo(sop.InventorySerial), "Assert.That(iserial,Is.EqualTo(sop.InventorySerial))");
Assert.That(dic,Is.EqualTo(sop.TaskInventory), "Assert.That(dic,Is.EqualTo(sop.TaskInventory))");
Assert.That(objf, Is.EqualTo((uint)sop.Flags), "Assert.That(objf,Is.EqualTo(sop.Flags))");
Assert.That(name,Is.EqualTo(sop.Name), "Assert.That(name,Is.EqualTo(sop.Name))");
Assert.That(material,Is.EqualTo(sop.Material), "Assert.That(material,Is.EqualTo(sop.Material))");
Assert.That(pin,Is.EqualTo(sop.ScriptAccessPin), "Assert.That(pin,Is.EqualTo(sop.ScriptAccessPin))");
Assert.That(textani,Is.EqualTo(sop.TextureAnimation), "Assert.That(textani,Is.EqualTo(sop.TextureAnimation))");
Assert.That(partsys,Is.EqualTo(sop.ParticleSystem), "Assert.That(partsys,Is.EqualTo(sop.ParticleSystem))");
Assert.That(expires,Is.EqualTo(sop.Expires), "Assert.That(expires,Is.EqualTo(sop.Expires))");
Assert.That(rezzed,Is.EqualTo(sop.Rezzed), "Assert.That(rezzed,Is.EqualTo(sop.Rezzed))");
Assert.That(offset,Is.EqualTo(sop.OffsetPosition), "Assert.That(offset,Is.EqualTo(sop.OffsetPosition))");
Assert.That(velocity,Is.EqualTo(sop.Velocity), "Assert.That(velocity,Is.EqualTo(sop.Velocity))");
Assert.That(angvelo,Is.EqualTo(sop.AngularVelocity), "Assert.That(angvelo,Is.EqualTo(sop.AngularVelocity))");
Assert.That(accel,Is.EqualTo(sop.Acceleration), "Assert.That(accel,Is.EqualTo(sop.Acceleration))");
Assert.That(description,Is.EqualTo(sop.Description), "Assert.That(description,Is.EqualTo(sop.Description))");
Assert.That(color,Is.EqualTo(sop.Color), "Assert.That(color,Is.EqualTo(sop.Color))");
Assert.That(text,Is.EqualTo(sop.Text), "Assert.That(text,Is.EqualTo(sop.Text))");
Assert.That(sitname,Is.EqualTo(sop.SitName), "Assert.That(sitname,Is.EqualTo(sop.SitName))");
Assert.That(touchname,Is.EqualTo(sop.TouchName), "Assert.That(touchname,Is.EqualTo(sop.TouchName))");
Assert.That(linknum,Is.EqualTo(sop.LinkNum), "Assert.That(linknum,Is.EqualTo(sop.LinkNum))");
Assert.That(clickaction,Is.EqualTo(sop.ClickAction), "Assert.That(clickaction,Is.EqualTo(sop.ClickAction))");
Assert.That(scale,Is.EqualTo(sop.Scale), "Assert.That(scale,Is.EqualTo(sop.Scale))");
Assert.That(updatef,Is.EqualTo(sop.UpdateFlag), "Assert.That(updatef,Is.EqualTo(sop.UpdateFlag))");
// This is necessary or object will not be inserted in DB
sop.Flags = PrimFlags.None;
SceneObjectGroup sog = new SceneObjectGroup(sop);
// Inserts group in DB
db.StoreObject(sog,region3);
List<SceneObjectGroup> sogs = db.LoadObjects(region3);
Assert.That(sogs.Count, Is.EqualTo(1), "Assert.That(sogs.Count, Is.EqualTo(1))");
// Makes sure there are no double insertions:
db.StoreObject(sog,region3);
sogs = db.LoadObjects(region3);
Assert.That(sogs.Count, Is.EqualTo(1), "Assert.That(sogs.Count, Is.EqualTo(1))");
// Tests if the parameters were inserted correctly
SceneObjectPart p = sogs[0].RootPart;
Assert.That(regionh,Is.EqualTo(p.RegionHandle), "Assert.That(regionh,Is.EqualTo(p.RegionHandle))");
//Assert.That(localid,Is.EqualTo(p.LocalId), "Assert.That(localid,Is.EqualTo(p.LocalId))");
Assert.That(groupos,Is.EqualTo(p.GroupPosition), "Assert.That(groupos,Is.EqualTo(p.GroupPosition))");
Assert.That(name,Is.EqualTo(p.Name), "Assert.That(name,Is.EqualTo(p.Name))");
Assert.That(rotoff,Is.EqualTo(p.RotationOffset), "Assert.That(rotoff,Is.EqualTo(p.RotationOffset))");
Assert.That(uuid,Is.EqualTo(p.UUID), "Assert.That(uuid,Is.EqualTo(p.UUID))");
Assert.That(creator,Is.EqualTo(p.CreatorID), "Assert.That(creator,Is.EqualTo(p.CreatorID))");
//Assert.That(iserial,Is.EqualTo(p.InventorySerial), "Assert.That(iserial,Is.EqualTo(p.InventorySerial))");
Assert.That(dic,Is.EqualTo(p.TaskInventory), "Assert.That(dic,Is.EqualTo(p.TaskInventory))");
//Assert.That(objf, Is.EqualTo((uint)p.Flags), "Assert.That(objf,Is.EqualTo(p.Flags))");
Assert.That(name,Is.EqualTo(p.Name), "Assert.That(name,Is.EqualTo(p.Name))");
Assert.That(material,Is.EqualTo(p.Material), "Assert.That(material,Is.EqualTo(p.Material))");
Assert.That(pin,Is.EqualTo(p.ScriptAccessPin), "Assert.That(pin,Is.EqualTo(p.ScriptAccessPin))");
Assert.That(textani,Is.EqualTo(p.TextureAnimation), "Assert.That(textani,Is.EqualTo(p.TextureAnimation))");
Assert.That(partsys,Is.EqualTo(p.ParticleSystem), "Assert.That(partsys,Is.EqualTo(p.ParticleSystem))");
//Assert.That(expires,Is.EqualTo(p.Expires), "Assert.That(expires,Is.EqualTo(p.Expires))");
//Assert.That(rezzed,Is.EqualTo(p.Rezzed), "Assert.That(rezzed,Is.EqualTo(p.Rezzed))");
Assert.That(offset,Is.EqualTo(p.OffsetPosition), "Assert.That(offset,Is.EqualTo(p.OffsetPosition))");
Assert.That(velocity,Is.EqualTo(p.Velocity), "Assert.That(velocity,Is.EqualTo(p.Velocity))");
Assert.That(angvelo,Is.EqualTo(p.AngularVelocity), "Assert.That(angvelo,Is.EqualTo(p.AngularVelocity))");
Assert.That(accel,Is.EqualTo(p.Acceleration), "Assert.That(accel,Is.EqualTo(p.Acceleration))");
Assert.That(description,Is.EqualTo(p.Description), "Assert.That(description,Is.EqualTo(p.Description))");
Assert.That(color,Is.EqualTo(p.Color), "Assert.That(color,Is.EqualTo(p.Color))");
Assert.That(text,Is.EqualTo(p.Text), "Assert.That(text,Is.EqualTo(p.Text))");
Assert.That(sitname,Is.EqualTo(p.SitName), "Assert.That(sitname,Is.EqualTo(p.SitName))");
Assert.That(touchname,Is.EqualTo(p.TouchName), "Assert.That(touchname,Is.EqualTo(p.TouchName))");
//Assert.That(linknum,Is.EqualTo(p.LinkNum), "Assert.That(linknum,Is.EqualTo(p.LinkNum))");
Assert.That(clickaction,Is.EqualTo(p.ClickAction), "Assert.That(clickaction,Is.EqualTo(p.ClickAction))");
Assert.That(scale,Is.EqualTo(p.Scale), "Assert.That(scale,Is.EqualTo(p.Scale))");
//Assert.That(updatef,Is.EqualTo(p.UpdateFlag), "Assert.That(updatef,Is.EqualTo(p.UpdateFlag))");
Assert.That(pbshap.PathBegin, Is.EqualTo(p.Shape.PathBegin), "Assert.That(pbshap.PathBegin, Is.EqualTo(p.Shape.PathBegin))");
Assert.That(pbshap.PathEnd, Is.EqualTo(p.Shape.PathEnd), "Assert.That(pbshap.PathEnd, Is.EqualTo(p.Shape.PathEnd))");
Assert.That(pbshap.ProfileBegin, Is.EqualTo(p.Shape.ProfileBegin), "Assert.That(pbshap.ProfileBegin, Is.EqualTo(p.Shape.ProfileBegin))");
Assert.That(pbshap.ProfileEnd, Is.EqualTo(p.Shape.ProfileEnd), "Assert.That(pbshap.ProfileEnd, Is.EqualTo(p.Shape.ProfileEnd))");
Assert.That(pbshap.ProfileHollow, Is.EqualTo(p.Shape.ProfileHollow), "Assert.That(pbshap.ProfileHollow, Is.EqualTo(p.Shape.ProfileHollow))");
}
[Test]
public void T014_UpdateObject()
{
string text1 = "object1 text";
SceneObjectGroup sog = FindSOG("object1", region1);
sog.RootPart.Text = text1;
db.StoreObject(sog, region1);
sog = FindSOG("object1", region1);
Assert.That(text1, Is.EqualTo(sog.RootPart.Text), "Assert.That(text1, Is.EqualTo(sog.RootPart.Text))");
// Creates random values
UUID creator = new UUID();
creator = UUID.Random();
TaskInventoryDictionary dic = new TaskInventoryDictionary();
localID = localID + 1;
string name = "West Adam";
byte material = (byte) random.Next(127);
ulong regionh = (ulong)random.NextDouble() * (ulong)random.Next();
int pin = random.Next();
Byte[] partsys = new byte[8];
Byte[] textani = new byte[8];
random.NextBytes(textani);
random.NextBytes(partsys);
DateTime expires = new DateTime(2010, 12, 20);
DateTime rezzed = new DateTime(2005, 07, 15);
Vector3 groupos = new Vector3(random.Next(),random.Next(),random.Next());
Vector3 offset = new Vector3(random.Next(),random.Next(),random.Next());
Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next());
Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next());
Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next());
Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next());
string description = name;
Color color = Color.FromArgb(255, 255, 255, 0);
string text = "What You Say?{]\vz~";
string sitname = RandomName();
string touchname = RandomName();
int linknum = random.Next();
byte clickaction = (byte) random.Next(127);
PrimitiveBaseShape pbshap = new PrimitiveBaseShape();
pbshap = PrimitiveBaseShape.Default;
Vector3 scale = new Vector3(random.Next(),random.Next(),random.Next());
byte updatef = (byte) random.Next(127);
// Updates the region with new values
SceneObjectGroup sog2 = FindSOG("Adam West", region3);
Assert.That(sog2,Is.Not.Null);
sog2.RootPart.RegionHandle = regionh;
sog2.RootPart.Shape = pbshap;
sog2.RootPart.GroupPosition = groupos;
sog2.RootPart.RotationOffset = rotoff;
sog2.RootPart.CreatorID = creator;
sog2.RootPart.TaskInventory = dic;
sog2.RootPart.Name = name;
sog2.RootPart.Material = material;
sog2.RootPart.ScriptAccessPin = pin;
sog2.RootPart.TextureAnimation = textani;
sog2.RootPart.ParticleSystem = partsys;
sog2.RootPart.Expires = expires;
sog2.RootPart.Rezzed = rezzed;
sog2.RootPart.OffsetPosition = offset;
sog2.RootPart.Velocity = velocity;
sog2.RootPart.AngularVelocity = angvelo;
sog2.RootPart.Acceleration = accel;
sog2.RootPart.Description = description;
sog2.RootPart.Color = color;
sog2.RootPart.Text = text;
sog2.RootPart.SitName = sitname;
sog2.RootPart.TouchName = touchname;
sog2.RootPart.LinkNum = linknum;
sog2.RootPart.ClickAction = clickaction;
sog2.RootPart.Scale = scale;
sog2.RootPart.UpdateFlag = updatef;
db.StoreObject(sog2, region3);
List<SceneObjectGroup> sogs = db.LoadObjects(region3);
Assert.That(sogs.Count, Is.EqualTo(1), "Assert.That(sogs.Count, Is.EqualTo(1))");
SceneObjectGroup retsog = FindSOG("West Adam", region3);
Assert.That(retsog,Is.Not.Null);
SceneObjectPart p = retsog.RootPart;
Assert.That(regionh,Is.EqualTo(p.RegionHandle), "Assert.That(regionh,Is.EqualTo(p.RegionHandle))");
Assert.That(groupos,Is.EqualTo(p.GroupPosition), "Assert.That(groupos,Is.EqualTo(p.GroupPosition))");
Assert.That(name,Is.EqualTo(p.Name), "Assert.That(name,Is.EqualTo(p.Name))");
Assert.That(rotoff,Is.EqualTo(p.RotationOffset), "Assert.That(rotoff,Is.EqualTo(p.RotationOffset))");
Assert.That(creator,Is.EqualTo(p.CreatorID), "Assert.That(creator,Is.EqualTo(p.CreatorID))");
Assert.That(dic,Is.EqualTo(p.TaskInventory), "Assert.That(dic,Is.EqualTo(p.TaskInventory))");
Assert.That(name,Is.EqualTo(p.Name), "Assert.That(name,Is.EqualTo(p.Name))");
Assert.That(material,Is.EqualTo(p.Material), "Assert.That(material,Is.EqualTo(p.Material))");
Assert.That(pin,Is.EqualTo(p.ScriptAccessPin), "Assert.That(pin,Is.EqualTo(p.ScriptAccessPin))");
Assert.That(textani,Is.EqualTo(p.TextureAnimation), "Assert.That(textani,Is.EqualTo(p.TextureAnimation))");
Assert.That(partsys,Is.EqualTo(p.ParticleSystem), "Assert.That(partsys,Is.EqualTo(p.ParticleSystem))");
Assert.That(offset,Is.EqualTo(p.OffsetPosition), "Assert.That(offset,Is.EqualTo(p.OffsetPosition))");
Assert.That(velocity,Is.EqualTo(p.Velocity), "Assert.That(velocity,Is.EqualTo(p.Velocity))");
Assert.That(angvelo,Is.EqualTo(p.AngularVelocity), "Assert.That(angvelo,Is.EqualTo(p.AngularVelocity))");
Assert.That(accel,Is.EqualTo(p.Acceleration), "Assert.That(accel,Is.EqualTo(p.Acceleration))");
Assert.That(description,Is.EqualTo(p.Description), "Assert.That(description,Is.EqualTo(p.Description))");
Assert.That(color,Is.EqualTo(p.Color), "Assert.That(color,Is.EqualTo(p.Color))");
Assert.That(text,Is.EqualTo(p.Text), "Assert.That(text,Is.EqualTo(p.Text))");
Assert.That(sitname,Is.EqualTo(p.SitName), "Assert.That(sitname,Is.EqualTo(p.SitName))");
Assert.That(touchname,Is.EqualTo(p.TouchName), "Assert.That(touchname,Is.EqualTo(p.TouchName))");
Assert.That(clickaction,Is.EqualTo(p.ClickAction), "Assert.That(clickaction,Is.EqualTo(p.ClickAction))");
Assert.That(scale,Is.EqualTo(p.Scale), "Assert.That(scale,Is.EqualTo(p.Scale))");
}
[Test]
public void T015_LargeSceneObjects()
{
UUID id = UUID.Random();
Dictionary<UUID, SceneObjectPart> mydic = new Dictionary<UUID, SceneObjectPart>();
SceneObjectGroup sog = NewSOG("Test SOG", id, region4);
mydic.Add(sog.RootPart.UUID,sog.RootPart);
for (int i=0;i<30;i++)
{
UUID tmp = UUID.Random();
SceneObjectPart sop = NewSOP(("Test SOP " + i.ToString()),tmp);
Vector3 groupos = new Vector3(random.Next(),random.Next(),random.Next());
Vector3 offset = new Vector3(random.Next(),random.Next(),random.Next());
Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next());
Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next());
Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next());
Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next());
sop.GroupPosition = groupos;
sop.RotationOffset = rotoff;
sop.OffsetPosition = offset;
sop.Velocity = velocity;
sop.AngularVelocity = angvelo;
sop.Acceleration = accel;
mydic.Add(tmp,sop);
sog.AddPart(sop);
db.StoreObject(sog, region4);
}
SceneObjectGroup retsog = FindSOG("Test SOG", region4);
SceneObjectPart[] parts = retsog.Parts;
for (int i=0;i<30;i++)
{
SceneObjectPart cursop = mydic[parts[i].UUID];
Assert.That(cursop.GroupPosition,Is.EqualTo(parts[i].GroupPosition), "Assert.That(cursop.GroupPosition,Is.EqualTo(parts[i].GroupPosition))");
Assert.That(cursop.RotationOffset,Is.EqualTo(parts[i].RotationOffset), "Assert.That(cursop.RotationOffset,Is.EqualTo(parts[i].RotationOffset))");
Assert.That(cursop.OffsetPosition,Is.EqualTo(parts[i].OffsetPosition), "Assert.That(cursop.OffsetPosition,Is.EqualTo(parts[i].OffsetPosition))");
Assert.That(cursop.Velocity,Is.EqualTo(parts[i].Velocity), "Assert.That(cursop.Velocity,Is.EqualTo(parts[i].Velocity))");
Assert.That(cursop.AngularVelocity,Is.EqualTo(parts[i].AngularVelocity), "Assert.That(cursop.AngularVelocity,Is.EqualTo(parts[i].AngularVelocity))");
Assert.That(cursop.Acceleration,Is.EqualTo(parts[i].Acceleration), "Assert.That(cursop.Acceleration,Is.EqualTo(parts[i].Acceleration))");
}
}
//[Test]
public void T016_RandomSogWithSceneParts()
{
PropertyScrambler<SceneObjectPart> scrambler =
new PropertyScrambler<SceneObjectPart>()
.DontScramble(x => x.UUID);
UUID tmpSog = UUID.Random();
UUID tmp1 = UUID.Random();
UUID tmp2 = UUID.Random();
UUID tmp3 = UUID.Random();
UUID newregion = UUID.Random();
SceneObjectPart p1 = new SceneObjectPart();
SceneObjectPart p2 = new SceneObjectPart();
SceneObjectPart p3 = new SceneObjectPart();
p1.Shape = PrimitiveBaseShape.Default;
p2.Shape = PrimitiveBaseShape.Default;
p3.Shape = PrimitiveBaseShape.Default;
p1.UUID = tmp1;
p2.UUID = tmp2;
p3.UUID = tmp3;
scrambler.Scramble(p1);
scrambler.Scramble(p2);
scrambler.Scramble(p3);
SceneObjectGroup sog = NewSOG("Sop 0", tmpSog, newregion);
PropertyScrambler<SceneObjectGroup> sogScrambler =
new PropertyScrambler<SceneObjectGroup>()
.DontScramble(x => x.UUID);
sogScrambler.Scramble(sog);
sog.UUID = tmpSog;
sog.AddPart(p1);
sog.AddPart(p2);
sog.AddPart(p3);
SceneObjectPart[] parts = sog.Parts;
Assert.That(parts.Length, Is.EqualTo(4), "Assert.That(parts.Length,Is.EqualTo(4))");
db.StoreObject(sog, newregion);
List<SceneObjectGroup> sogs = db.LoadObjects(newregion);
Assert.That(sogs.Count, Is.EqualTo(1), "Assert.That(sogs.Count,Is.EqualTo(1))");
SceneObjectGroup newsog = sogs[0];
SceneObjectPart[] newparts = newsog.Parts;
Assert.That(newparts.Length, Is.EqualTo(4), "Assert.That(newparts.Length,Is.EqualTo(4))");
Assert.That(newsog, Constraints.PropertyCompareConstraint(sog)
.IgnoreProperty(x=>x.LocalId)
.IgnoreProperty(x=>x.HasGroupChanged)
.IgnoreProperty(x=>x.IsSelected)
.IgnoreProperty(x=>x.RegionHandle)
.IgnoreProperty(x=>x.RegionUUID)
.IgnoreProperty(x=>x.Scene)
.IgnoreProperty(x=>x.Parts)
.IgnoreProperty(x=>x.PassCollision)
.IgnoreProperty(x=>x.RootPart));
}
private SceneObjectGroup GetMySOG(string name)
{
SceneObjectGroup sog = FindSOG(name, region1);
if (sog == null)
{
sog = NewSOG(name, prim1, region1);
db.StoreObject(sog, region1);
}
return sog;
}
// NOTE: it is a bad practice to rely on some of the previous tests having been run before.
// If the tests are run manually, one at a time, each starts with full class init (DB cleared).
// Even when all tests are run, NUnit 2.5+ no longer guarantee a specific test order.
// We shouldn't expect to find anything in the DB if we haven't put it there *in the same test*!
[Test]
public void T020_PrimInventoryEmpty()
{
SceneObjectGroup sog = GetMySOG("object1");
TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);
Assert.That(t, Is.Null);
}
// TODO: Is there any point to call StorePrimInventory on a list, rather than on the prim itself?
private void StoreInventory(SceneObjectGroup sog)
{
List<TaskInventoryItem> list = new List<TaskInventoryItem>();
// TODO: seriously??? this is the way we need to loop to get this?
foreach (UUID uuid in sog.RootPart.Inventory.GetInventoryList())
{
list.Add(sog.GetInventoryItem(sog.RootPart.LocalId, uuid));
}
db.StorePrimInventory(sog.RootPart.UUID, list);
}
[Test]
public void T021_PrimInventoryBasic()
{
SceneObjectGroup sog = GetMySOG("object1");
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), "Assert.That(t.Name, Is.EqualTo(itemname1))");
StoreInventory(sog);
SceneObjectGroup sog1 = FindSOG("object1", region1);
Assert.That(sog1, Is.Not.Null);
TaskInventoryItem t1 = sog1.GetInventoryItem(sog1.RootPart.LocalId, item1);
Assert.That(t1, Is.Not.Null);
Assert.That(t1.Name, Is.EqualTo(itemname1), "Assert.That(t.Name, Is.EqualTo(itemname1))");
// Updating inventory
t1.Name = "My New Name";
sog1.UpdateInventoryItem(t1);
StoreInventory(sog1);
SceneObjectGroup sog2 = FindSOG("object1", region1);
TaskInventoryItem t2 = sog2.GetInventoryItem(sog2.RootPart.LocalId, item1);
Assert.That(t2.Name, Is.EqualTo("My New Name"), "Assert.That(t.Name, Is.EqualTo(\"My New Name\"))");
// Removing inventory
List<TaskInventoryItem> list = new List<TaskInventoryItem>();
db.StorePrimInventory(prim1, list);
sog = FindSOG("object1", region1);
t = sog.GetInventoryItem(sog.RootPart.LocalId, item1);
Assert.That(t, Is.Null);
}
[Test]
public void T025_PrimInventoryPersistency()
{
InventoryItemBase i = new InventoryItemBase();
UUID id = UUID.Random();
i.ID = id;
UUID folder = UUID.Random();
i.Folder = folder;
UUID owner = UUID.Random();
i.Owner = owner;
UUID creator = UUID.Random();
i.CreatorId = creator.ToString();
string name = RandomName();
i.Name = name;
i.Description = name;
UUID assetid = UUID.Random();
i.AssetID = assetid;
int invtype = random.Next();
i.InvType = invtype;
uint nextperm = (uint) random.Next();
i.NextPermissions = nextperm;
uint curperm = (uint) random.Next();
i.CurrentPermissions = curperm;
uint baseperm = (uint) random.Next();
i.BasePermissions = baseperm;
uint eoperm = (uint) random.Next();
i.EveryOnePermissions = eoperm;
int assettype = random.Next();
i.AssetType = assettype;
UUID groupid = UUID.Random();
i.GroupID = groupid;
bool groupown = true;
i.GroupOwned = groupown;
int saleprice = random.Next();
i.SalePrice = saleprice;
byte saletype = (byte) random.Next(127);
i.SaleType = saletype;
uint flags = (uint) random.Next();
i.Flags = flags;
int creationd = random.Next();
i.CreationDate = creationd;
SceneObjectGroup sog = GetMySOG("object1");
Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, i, zero), Is.True);
TaskInventoryItem t = sog.GetInventoryItem(sog.RootPart.LocalId, id);
Assert.That(t.Name, Is.EqualTo(name), "Assert.That(t.Name, Is.EqualTo(name))");
Assert.That(t.AssetID,Is.EqualTo(assetid), "Assert.That(t.AssetID,Is.EqualTo(assetid))");
Assert.That(t.BasePermissions,Is.EqualTo(baseperm), "Assert.That(t.BasePermissions,Is.EqualTo(baseperm))");
Assert.That(t.CreationDate,Is.EqualTo(creationd), "Assert.That(t.CreationDate,Is.EqualTo(creationd))");
Assert.That(t.CreatorID,Is.EqualTo(creator), "Assert.That(t.CreatorID,Is.EqualTo(creator))");
Assert.That(t.Description,Is.EqualTo(name), "Assert.That(t.Description,Is.EqualTo(name))");
Assert.That(t.EveryonePermissions,Is.EqualTo(eoperm), "Assert.That(t.EveryonePermissions,Is.EqualTo(eoperm))");
Assert.That(t.Flags,Is.EqualTo(flags), "Assert.That(t.Flags,Is.EqualTo(flags))");
Assert.That(t.GroupID,Is.EqualTo(sog.RootPart.GroupID), "Assert.That(t.GroupID,Is.EqualTo(sog.RootPart.GroupID))");
// Where is this group permissions??
// Assert.That(t.GroupPermissions,Is.EqualTo(), "Assert.That(t.GroupPermissions,Is.EqualTo())");
Assert.That(t.Type,Is.EqualTo(assettype), "Assert.That(t.Type,Is.EqualTo(assettype))");
Assert.That(t.InvType, Is.EqualTo(invtype), "Assert.That(t.InvType, Is.EqualTo(invtype))");
Assert.That(t.ItemID, Is.EqualTo(id), "Assert.That(t.ItemID, Is.EqualTo(id))");
Assert.That(t.LastOwnerID, Is.EqualTo(sog.RootPart.LastOwnerID), "Assert.That(t.LastOwnerID, Is.EqualTo(sog.RootPart.LastOwnerID))");
Assert.That(t.NextPermissions, Is.EqualTo(nextperm), "Assert.That(t.NextPermissions, Is.EqualTo(nextperm))");
// Ownership changes when you drop an object into an object
// owned by someone else
Assert.That(t.OwnerID,Is.EqualTo(sog.RootPart.OwnerID), "Assert.That(t.OwnerID,Is.EqualTo(sog.RootPart.OwnerID))");
// Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 16), "Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 8))");
Assert.That(t.ParentID,Is.EqualTo(sog.RootPart.FolderID), "Assert.That(t.ParentID,Is.EqualTo(sog.RootPart.FolderID))");
Assert.That(t.ParentPartID,Is.EqualTo(sog.RootPart.UUID), "Assert.That(t.ParentPartID,Is.EqualTo(sog.RootPart.UUID))");
}
[Test]
[ExpectedException(typeof(ArgumentException))]
public void T026_PrimInventoryMany()
{
UUID i1,i2,i3,i4;
i1 = UUID.Random();
i2 = UUID.Random();
i3 = UUID.Random();
i4 = i3;
InventoryItemBase ib1 = NewItem(i1, zero, zero, RandomName(), zero);
InventoryItemBase ib2 = NewItem(i2, zero, zero, RandomName(), zero);
InventoryItemBase ib3 = NewItem(i3, zero, zero, RandomName(), zero);
InventoryItemBase ib4 = NewItem(i4, zero, zero, RandomName(), zero);
SceneObjectGroup sog = FindSOG("object1", region1);
Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib1, zero), Is.True);
Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib2, zero), Is.True);
Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib3, zero), Is.True);
Assert.That(sog.AddInventoryItem(null, sog.RootPart.LocalId, ib4, zero), Is.True);
TaskInventoryItem t1 = sog.GetInventoryItem(sog.RootPart.LocalId, i1);
Assert.That(t1.Name, Is.EqualTo(ib1.Name), "Assert.That(t1.Name, Is.EqualTo(ib1.Name))");
TaskInventoryItem t2 = sog.GetInventoryItem(sog.RootPart.LocalId, i2);
Assert.That(t2.Name, Is.EqualTo(ib2.Name), "Assert.That(t2.Name, Is.EqualTo(ib2.Name))");
TaskInventoryItem t3 = sog.GetInventoryItem(sog.RootPart.LocalId, i3);
Assert.That(t3.Name, Is.EqualTo(ib3.Name), "Assert.That(t3.Name, Is.EqualTo(ib3.Name))");
TaskInventoryItem t4 = sog.GetInventoryItem(sog.RootPart.LocalId, i4);
Assert.That(t4, Is.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), "Assert.That(r1.RegionUUID, Is.EqualTo(region1))");
RegionSettings r2 = db.LoadRegionSettings(region2);
Assert.That(r2.RegionUUID, Is.EqualTo(region2), "Assert.That(r2.RegionUUID, Is.EqualTo(region2))");
}
[Test]
public void T101_UpdateRegionInfo()
{
int agentlimit = random.Next();
double objectbonus = random.Next();
int maturity = random.Next();
UUID tertex1 = UUID.Random();
UUID tertex2 = UUID.Random();
UUID tertex3 = UUID.Random();
UUID tertex4 = UUID.Random();
double elev1nw = random.Next();
double elev2nw = random.Next();
double elev1ne = random.Next();
double elev2ne = random.Next();
double elev1se = random.Next();
double elev2se = random.Next();
double elev1sw = random.Next();
double elev2sw = random.Next();
double waterh = random.Next();
double terrainraise = random.Next();
double terrainlower = random.Next();
Vector3 sunvector = new Vector3((float)Math.Round(random.NextDouble(),5),(float)Math.Round(random.NextDouble(),5),(float)Math.Round(random.NextDouble(),5));
UUID terimgid = UUID.Random();
double sunpos = random.Next();
UUID cov = UUID.Random();
RegionSettings r1 = db.LoadRegionSettings(region1);
r1.BlockTerraform = true;
r1.BlockFly = true;
r1.AllowDamage = true;
r1.RestrictPushing = true;
r1.AllowLandResell = false;
r1.AllowLandJoinDivide = false;
r1.BlockShowInSearch = true;
r1.AgentLimit = agentlimit;
r1.ObjectBonus = objectbonus;
r1.Maturity = maturity;
r1.DisableScripts = true;
r1.DisableCollisions = true;
r1.DisablePhysics = true;
r1.TerrainTexture1 = tertex1;
r1.TerrainTexture2 = tertex2;
r1.TerrainTexture3 = tertex3;
r1.TerrainTexture4 = tertex4;
r1.Elevation1NW = elev1nw;
r1.Elevation2NW = elev2nw;
r1.Elevation1NE = elev1ne;
r1.Elevation2NE = elev2ne;
r1.Elevation1SE = elev1se;
r1.Elevation2SE = elev2se;
r1.Elevation1SW = elev1sw;
r1.Elevation2SW = elev2sw;
r1.WaterHeight = waterh;
r1.TerrainRaiseLimit = terrainraise;
r1.TerrainLowerLimit = terrainlower;
r1.UseEstateSun = false;
r1.Sandbox = true;
r1.SunVector = sunvector;
r1.TerrainImageID = terimgid;
r1.FixedSun = true;
r1.SunPosition = sunpos;
r1.Covenant = cov;
db.StoreRegionSettings(r1);
RegionSettings r1a = db.LoadRegionSettings(region1);
Assert.That(r1a.RegionUUID, Is.EqualTo(region1), "Assert.That(r1a.RegionUUID, Is.EqualTo(region1))");
Assert.That(r1a.BlockTerraform,Is.True);
Assert.That(r1a.BlockFly,Is.True);
Assert.That(r1a.AllowDamage,Is.True);
Assert.That(r1a.RestrictPushing,Is.True);
Assert.That(r1a.AllowLandResell,Is.False);
Assert.That(r1a.AllowLandJoinDivide,Is.False);
Assert.That(r1a.BlockShowInSearch,Is.True);
Assert.That(r1a.AgentLimit,Is.EqualTo(agentlimit), "Assert.That(r1a.AgentLimit,Is.EqualTo(agentlimit))");
Assert.That(r1a.ObjectBonus,Is.EqualTo(objectbonus), "Assert.That(r1a.ObjectBonus,Is.EqualTo(objectbonus))");
Assert.That(r1a.Maturity,Is.EqualTo(maturity), "Assert.That(r1a.Maturity,Is.EqualTo(maturity))");
Assert.That(r1a.DisableScripts,Is.True);
Assert.That(r1a.DisableCollisions,Is.True);
Assert.That(r1a.DisablePhysics,Is.True);
Assert.That(r1a.TerrainTexture1,Is.EqualTo(tertex1), "Assert.That(r1a.TerrainTexture1,Is.EqualTo(tertex1))");
Assert.That(r1a.TerrainTexture2,Is.EqualTo(tertex2), "Assert.That(r1a.TerrainTexture2,Is.EqualTo(tertex2))");
Assert.That(r1a.TerrainTexture3,Is.EqualTo(tertex3), "Assert.That(r1a.TerrainTexture3,Is.EqualTo(tertex3))");
Assert.That(r1a.TerrainTexture4,Is.EqualTo(tertex4), "Assert.That(r1a.TerrainTexture4,Is.EqualTo(tertex4))");
Assert.That(r1a.Elevation1NW,Is.EqualTo(elev1nw), "Assert.That(r1a.Elevation1NW,Is.EqualTo(elev1nw))");
Assert.That(r1a.Elevation2NW,Is.EqualTo(elev2nw), "Assert.That(r1a.Elevation2NW,Is.EqualTo(elev2nw))");
Assert.That(r1a.Elevation1NE,Is.EqualTo(elev1ne), "Assert.That(r1a.Elevation1NE,Is.EqualTo(elev1ne))");
Assert.That(r1a.Elevation2NE,Is.EqualTo(elev2ne), "Assert.That(r1a.Elevation2NE,Is.EqualTo(elev2ne))");
Assert.That(r1a.Elevation1SE,Is.EqualTo(elev1se), "Assert.That(r1a.Elevation1SE,Is.EqualTo(elev1se))");
Assert.That(r1a.Elevation2SE,Is.EqualTo(elev2se), "Assert.That(r1a.Elevation2SE,Is.EqualTo(elev2se))");
Assert.That(r1a.Elevation1SW,Is.EqualTo(elev1sw), "Assert.That(r1a.Elevation1SW,Is.EqualTo(elev1sw))");
Assert.That(r1a.Elevation2SW,Is.EqualTo(elev2sw), "Assert.That(r1a.Elevation2SW,Is.EqualTo(elev2sw))");
Assert.That(r1a.WaterHeight,Is.EqualTo(waterh), "Assert.That(r1a.WaterHeight,Is.EqualTo(waterh))");
Assert.That(r1a.TerrainRaiseLimit,Is.EqualTo(terrainraise), "Assert.That(r1a.TerrainRaiseLimit,Is.EqualTo(terrainraise))");
Assert.That(r1a.TerrainLowerLimit,Is.EqualTo(terrainlower), "Assert.That(r1a.TerrainLowerLimit,Is.EqualTo(terrainlower))");
Assert.That(r1a.UseEstateSun,Is.False);
Assert.That(r1a.Sandbox,Is.True);
Assert.That(r1a.SunVector,Is.EqualTo(sunvector), "Assert.That(r1a.SunVector,Is.EqualTo(sunvector))");
//Assert.That(r1a.TerrainImageID,Is.EqualTo(terimgid), "Assert.That(r1a.TerrainImageID,Is.EqualTo(terimgid))");
Assert.That(r1a.FixedSun,Is.True);
Assert.That(r1a.SunPosition, Is.EqualTo(sunpos), "Assert.That(r1a.SunPosition, Is.EqualTo(sunpos))");
Assert.That(r1a.Covenant, Is.EqualTo(cov), "Assert.That(r1a.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(zero).Count, Is.EqualTo(0))");
Assert.That(db.LoadLandObjects(region1).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(region2).Count, Is.EqualTo(0))");
Assert.That(db.LoadLandObjects(UUID.Random()).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[Constants.RegionSize, Constants.RegionSize];
terret.Initialize();
for (int x = 0; x < Constants.RegionSize; x++)
for (int y = 0; y < Constants.RegionSize; y++)
terret[x,y] = value;
return terret;
}
private bool CompareTerrain(double[,] one, double[,] two)
{
for (int x = 0; x < Constants.RegionSize; x++)
for (int y = 0; y < Constants.RegionSize; 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) {
RegionInfo regionInfo = new RegionInfo();
regionInfo.RegionID = r;
regionInfo.RegionLocX = 0;
regionInfo.RegionLocY = 0;
Scene scene = new Scene(regionInfo);
sog.SetScene(scene);
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, UUID regionId)
{
RegionInfo regionInfo = new RegionInfo();
regionInfo.RegionID = regionId;
regionInfo.RegionLocX = 0;
regionInfo.RegionLocY = 0;
Scene scene = new Scene(regionInfo);
SceneObjectPart sop = new SceneObjectPart();
sop.Name = name;
sop.Description = name;
sop.Text = RandomName();
sop.SitName = RandomName();
sop.TouchName = RandomName();
sop.UUID = uuid;
sop.Shape = PrimitiveBaseShape.Default;
SceneObjectGroup sog = new SceneObjectGroup(sop);
sog.SetScene(scene);
return sog;
}
private SceneObjectPart NewSOP(string name, UUID uuid)
{
SceneObjectPart sop = new SceneObjectPart();
sop.Name = name;
sop.Description = name;
sop.Text = RandomName();
sop.SitName = RandomName();
sop.TouchName = RandomName();
sop.UUID = uuid;
sop.Shape = PrimitiveBaseShape.Default;
return sop;
}
// 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.CreatorId = owner.ToString();
i.Name = name;
i.Description = name;
i.AssetID = asset;
return i;
}
private static string RandomName()
{
StringBuilder name = new StringBuilder();
int size = random.Next(5,12);
char ch ;
for (int i=0; i<size; i++)
{
ch = Convert.ToChar(Convert.ToInt32(Math.Floor(26 * random.NextDouble() + 65))) ;
name.Append(ch);
}
return name.ToString();
}
// 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;
// }
}
}