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348 lines
18 KiB
C#
348 lines
18 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using Nini.Config;
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using NUnit.Framework;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.CoreModules.Framework.EntityTransfer;
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using OpenSim.Region.CoreModules.Framework.InventoryAccess;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
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using OpenSim.Region.CoreModules.World.Permissions;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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using OpenSim.Tests.Common;
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namespace OpenSim.Region.Framework.Scenes.Tests
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{
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/*
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/// <summary>
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/// Test copying of scene objects.
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/// </summary>
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/// <remarks>
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/// This is at a level above the SceneObjectBasicTests, which act on the scene directly.
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/// </remarks>
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[TestFixture]
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public class SceneObjectCopyTests : OpenSimTestCase
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{
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[TestFixtureSetUp]
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public void FixtureInit()
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{
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// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
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// This facility was added after the original async delete tests were written, so it may be possible now
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// to not bother explicitly disabling their async (since everything will be running sync).
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Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
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}
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[TestFixtureTearDown]
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public void TearDown()
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{
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// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
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// threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
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// tests really shouldn't).
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Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
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}
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[Test]
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public void TestTakeCopyWhenCopierIsOwnerWithPerms()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
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TestScene scene = new SceneHelpers().SetupScene("s1", TestHelpers.ParseTail(0x99), 1000, 1000, config);
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SceneHelpers.SetupSceneModules(scene, config, new PermissionsModule(), new BasicInventoryAccessModule());
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UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(0x1));
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TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, ua.PrincipalID).ControllingClient;
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// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
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AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
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sogd.Enabled = false;
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", ua.PrincipalID);
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uint soLocalId = so.LocalId;
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// so.UpdatePermissions(
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// ua.PrincipalID, (byte)PermissionWho.Owner, so.LocalId, (uint)OpenMetaverse.PermissionMask.Copy, 1);
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// so.UpdatePermissions(
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// ua.PrincipalID, (byte)PermissionWho.Owner, so.LocalId, (uint)OpenMetaverse.PermissionMask.Transfer, 0);
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// so.UpdatePermissions(
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// ua.PrincipalID, (byte)PermissionWho.Base, so.LocalId, (uint)OpenMetaverse.PermissionMask.Transfer, 0);
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// scene.HandleObjectPermissionsUpdate(client, client.AgentId, client.SessionId, (byte)PermissionWho.Owner, so.LocalId, (uint)OpenMetaverse.PermissionMask.Transfer, 0);
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// Ideally we might change these via client-focussed method calls as commented out above. However, this
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// becomes very convoluted so we will set only the copy perm directly.
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so.RootPart.BaseMask = (uint)OpenMetaverse.PermissionMask.Copy;
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// so.RootPart.OwnerMask = (uint)OpenMetaverse.PermissionMask.Copy;
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List<uint> localIds = new List<uint>();
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localIds.Add(so.LocalId);
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// Specifying a UUID.Zero in this case will currently plop it in Lost and Found
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scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero);
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// Check that object isn't copied until we crank the sogd handle.
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart, Is.Not.Null);
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Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
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sogd.InventoryDeQueueAndDelete();
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// Check that object is still there.
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SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart2, Is.Not.Null);
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Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
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// Check that we have a copy in inventory
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InventoryItemBase item
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= UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Lost And Found/so1");
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Assert.That(item, Is.Not.Null);
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}
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[Test]
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public void TestTakeCopyWhenCopierIsOwnerWithoutPerms()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
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TestScene scene = new SceneHelpers().SetupScene("s1", TestHelpers.ParseTail(0x99), 1000, 1000, config);
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SceneHelpers.SetupSceneModules(scene, config, new PermissionsModule(), new BasicInventoryAccessModule());
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UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(0x1));
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TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, ua.PrincipalID).ControllingClient;
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// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
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AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
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sogd.Enabled = false;
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", ua.PrincipalID);
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uint soLocalId = so.LocalId;
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so.RootPart.BaseMask = (uint)(OpenMetaverse.PermissionMask.All & ~OpenMetaverse.PermissionMask.Copy);
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//so.RootPart.OwnerMask = (uint)(OpenMetaverse.PermissionMask.Copy & ~OpenMetaverse.PermissionMask.Copy);
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List<uint> localIds = new List<uint>();
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localIds.Add(so.LocalId);
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// Specifying a UUID.Zero in this case will currently plop it in Lost and Found
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scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero);
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// Check that object isn't copied until we crank the sogd handle.
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart, Is.Not.Null);
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Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
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sogd.InventoryDeQueueAndDelete();
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// Check that object is still there.
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SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart2, Is.Not.Null);
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Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
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// Check that we do not have a copy in inventory
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InventoryItemBase item
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= UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Lost And Found/so1");
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Assert.That(item, Is.Null);
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}
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[Test]
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public void TestTakeCopyWhenCopierIsNotOwnerWithPerms()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
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TestScene scene = new SceneHelpers().SetupScene("s1", TestHelpers.ParseTail(0x99), 1000, 1000, config);
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SceneHelpers.SetupSceneModules(scene, config, new PermissionsModule(), new BasicInventoryAccessModule());
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UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(0x1));
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TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, ua.PrincipalID).ControllingClient;
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// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
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AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
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sogd.Enabled = false;
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", TestHelpers.ParseTail(0x2));
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uint soLocalId = so.LocalId;
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// Base must allow transfer and copy
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so.RootPart.BaseMask = (uint)(OpenMetaverse.PermissionMask.Copy | OpenMetaverse.PermissionMask.Transfer);
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// Must be set so anyone can copy
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so.RootPart.EveryoneMask = (uint)OpenMetaverse.PermissionMask.Copy;
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List<uint> localIds = new List<uint>();
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localIds.Add(so.LocalId);
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// Specifying a UUID.Zero in this case will plop it in the Objects folder
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scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero);
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// Check that object isn't copied until we crank the sogd handle.
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart, Is.Not.Null);
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Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
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sogd.InventoryDeQueueAndDelete();
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// Check that object is still there.
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SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart2, Is.Not.Null);
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Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
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// Check that we have a copy in inventory
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InventoryItemBase item
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= UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1");
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Assert.That(item, Is.Not.Null);
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}
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[Test]
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public void TestTakeCopyWhenCopierIsNotOwnerWithoutPerms()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
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TestScene scene = new SceneHelpers().SetupScene("s1", TestHelpers.ParseTail(0x99), 1000, 1000, config);
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SceneHelpers.SetupSceneModules(scene, config, new PermissionsModule(), new BasicInventoryAccessModule());
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UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(0x1));
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TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, ua.PrincipalID).ControllingClient;
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// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
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AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
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sogd.Enabled = false;
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", TestHelpers.ParseTail(0x2));
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uint soLocalId = so.LocalId;
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{
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// Check that object is not copied if copy base perms is missing.
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// Should not allow copy if base does not have this.
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so.RootPart.BaseMask = (uint)OpenMetaverse.PermissionMask.Transfer;
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// Must be set so anyone can copy
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so.RootPart.EveryoneMask = (uint)OpenMetaverse.PermissionMask.Copy;
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// Check that object is not copied
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List<uint> localIds = new List<uint>();
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localIds.Add(so.LocalId);
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// Specifying a UUID.Zero in this case will plop it in the Objects folder if we have perms
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scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero);
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// Check that object isn't copied until we crank the sogd handle.
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart, Is.Not.Null);
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Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
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sogd.InventoryDeQueueAndDelete();
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// Check that object is still there.
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SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart2, Is.Not.Null);
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Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
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// Check that we have a copy in inventory
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InventoryItemBase item
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= UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1");
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Assert.That(item, Is.Null);
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}
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{
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// Check that object is not copied if copy trans perms is missing.
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// Should not allow copy if base does not have this.
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so.RootPart.BaseMask = (uint)OpenMetaverse.PermissionMask.Copy;
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// Must be set so anyone can copy
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so.RootPart.EveryoneMask = (uint)OpenMetaverse.PermissionMask.Copy;
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// Check that object is not copied
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List<uint> localIds = new List<uint>();
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localIds.Add(so.LocalId);
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// Specifying a UUID.Zero in this case will plop it in the Objects folder if we have perms
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scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero);
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// Check that object isn't copied until we crank the sogd handle.
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart, Is.Not.Null);
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Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
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sogd.InventoryDeQueueAndDelete();
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// Check that object is still there.
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SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart2, Is.Not.Null);
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Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
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// Check that we have a copy in inventory
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InventoryItemBase item
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= UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1");
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Assert.That(item, Is.Null);
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}
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{
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// Check that object is not copied if everyone copy perms is missing.
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// Should not allow copy if base does not have this.
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so.RootPart.BaseMask = (uint)(OpenMetaverse.PermissionMask.Copy | OpenMetaverse.PermissionMask.Transfer);
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// Make sure everyone perm does not allow copy
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so.RootPart.EveryoneMask = (uint)(OpenMetaverse.PermissionMask.All & ~OpenMetaverse.PermissionMask.Copy);
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// Check that object is not copied
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List<uint> localIds = new List<uint>();
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localIds.Add(so.LocalId);
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// Specifying a UUID.Zero in this case will plop it in the Objects folder if we have perms
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scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.TakeCopy, UUID.Zero);
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// Check that object isn't copied until we crank the sogd handle.
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart, Is.Not.Null);
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Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
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sogd.InventoryDeQueueAndDelete();
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// Check that object is still there.
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SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart2, Is.Not.Null);
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Assert.That(client.ReceivedKills.Count, Is.EqualTo(0));
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// Check that we have a copy in inventory
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InventoryItemBase item
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= UserInventoryHelpers.GetInventoryItem(scene.InventoryService, ua.PrincipalID, "Objects/so1");
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Assert.That(item, Is.Null);
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}
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}
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}
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*/
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} |