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This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first. Still only attaches objects to the owner of the script. This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them. Threat level high.
358 lines
16 KiB
C#
358 lines
16 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 log4net;
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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.Framework.Communications;
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using OpenSim.Region.CoreModules.Avatar.Attachments;
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using OpenSim.Region.CoreModules.Avatar.AvatarFactory;
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using OpenSim.Region.CoreModules.Framework.InventoryAccess;
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using OpenSim.Region.CoreModules.Framework.UserManagement;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.AvatarService;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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{
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[TestFixture]
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public class NPCModuleTests
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{
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private TestScene m_scene;
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private AvatarFactoryModule m_afMod;
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private UserManagementModule m_umMod;
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private AttachmentsModule m_attMod;
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private NPCModule m_npcMod;
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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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Util.FireAndForgetMethod = FireAndForgetMethod.None;
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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 not to worry about such things.
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Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
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}
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[SetUp]
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public void Init()
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{
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IConfigSource config = new IniConfigSource();
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config.AddConfig("NPC");
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config.Configs["NPC"].Set("Enabled", "true");
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config.AddConfig("Modules");
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config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
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m_afMod = new AvatarFactoryModule();
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m_umMod = new UserManagementModule();
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m_attMod = new AttachmentsModule();
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m_npcMod = new NPCModule();
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m_scene = new SceneHelpers().SetupScene();
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SceneHelpers.SetupSceneModules(m_scene, config, m_afMod, m_umMod, m_attMod, m_npcMod, new BasicInventoryAccessModule());
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}
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[Test]
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public void TestCreate()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
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// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
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// 8 is the index of the first baked texture in AvatarAppearance
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UUID originalFace8TextureId = TestHelpers.ParseTail(0x10);
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Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero);
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Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8);
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originalTef.TextureID = originalFace8TextureId;
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// We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell
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// ScenePresence.SendInitialData() to reset our entire appearance.
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m_scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));
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m_afMod.SetAppearance(sp, originalTe, null);
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UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
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ScenePresence npc = m_scene.GetScenePresence(npcId);
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Assert.That(npc, Is.Not.Null);
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Assert.That(npc.Appearance.Texture.FaceTextures[8].TextureID, Is.EqualTo(originalFace8TextureId));
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Assert.That(m_umMod.GetUserName(npc.UUID), Is.EqualTo(string.Format("{0} {1}", npc.Firstname, npc.Lastname)));
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}
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[Test]
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public void TestRemove()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
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// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
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Vector3 startPos = new Vector3(128, 128, 30);
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UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
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m_npcMod.DeleteNPC(npcId, m_scene);
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ScenePresence deletedNpc = m_scene.GetScenePresence(npcId);
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Assert.That(deletedNpc, Is.Null);
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}
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[Test]
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public void TestCreateWithAttachments()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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UUID userId = TestHelpers.ParseTail(0x1);
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UserAccountHelpers.CreateUserWithInventory(m_scene, userId);
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
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UUID attItemId = TestHelpers.ParseTail(0x2);
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UUID attAssetId = TestHelpers.ParseTail(0x3);
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string attName = "att";
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UserInventoryHelpers.CreateInventoryItem(m_scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
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m_attMod.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
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UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
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ScenePresence npc = m_scene.GetScenePresence(npcId);
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// Check scene presence status
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Assert.That(npc.HasAttachments(), Is.True);
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List<SceneObjectGroup> attachments = npc.GetAttachments();
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Assert.That(attachments.Count, Is.EqualTo(1));
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SceneObjectGroup attSo = attachments[0];
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// Just for now, we won't test the name since this is (wrongly) the asset part name rather than the item
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// name. TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC.
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// Assert.That(attSo.Name, Is.EqualTo(attName));
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Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
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Assert.That(attSo.IsAttachment);
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Assert.That(attSo.UsesPhysics, Is.False);
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Assert.That(attSo.IsTemporary, Is.False);
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Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID));
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}
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[Test]
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public void TestLoadAppearance()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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UUID userId = TestHelpers.ParseTail(0x1);
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UserAccountHelpers.CreateUserWithInventory(m_scene, userId);
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
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UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
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// Now add the attachment to the original avatar and use that to load a new appearance
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// TODO: Could also run tests loading from a notecard though this isn't much different for our purposes here
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UUID attItemId = TestHelpers.ParseTail(0x2);
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UUID attAssetId = TestHelpers.ParseTail(0x3);
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string attName = "att";
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UserInventoryHelpers.CreateInventoryItem(m_scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
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m_attMod.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
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m_npcMod.SetNPCAppearance(npcId, sp.Appearance, m_scene);
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ScenePresence npc = m_scene.GetScenePresence(npcId);
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// Check scene presence status
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Assert.That(npc.HasAttachments(), Is.True);
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List<SceneObjectGroup> attachments = npc.GetAttachments();
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Assert.That(attachments.Count, Is.EqualTo(1));
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SceneObjectGroup attSo = attachments[0];
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// Just for now, we won't test the name since this is (wrongly) the asset part name rather than the item
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// name. TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC.
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// Assert.That(attSo.Name, Is.EqualTo(attName));
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Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
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Assert.That(attSo.IsAttachment);
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Assert.That(attSo.UsesPhysics, Is.False);
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Assert.That(attSo.IsTemporary, Is.False);
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Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID));
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}
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[Test]
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public void TestMove()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
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// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
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Vector3 startPos = new Vector3(128, 128, 30);
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UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
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ScenePresence npc = m_scene.GetScenePresence(npcId);
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
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npc.Flying = true;
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m_scene.Update(1);
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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Vector3 targetPos = startPos + new Vector3(0, 10, 0);
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m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false, false);
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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//Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f)));
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Assert.That(
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npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
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m_scene.Update(1);
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// We should really check the exact figure.
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Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
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Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
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Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
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Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
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m_scene.Update(10);
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double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
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Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move");
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Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
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Assert.That(npc.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE));
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// Try a second movement
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startPos = npc.AbsolutePosition;
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targetPos = startPos + new Vector3(10, 0, 0);
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m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false, false);
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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// Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1)));
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Assert.That(
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npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
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m_scene.Update(1);
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// We should really check the exact figure.
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Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X));
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Assert.That(npc.AbsolutePosition.X, Is.LessThan(targetPos.X));
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Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
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Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
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m_scene.Update(10);
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distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
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Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move");
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Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
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}
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[Test]
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public void TestSitAndStandWithSitTarget()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
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Vector3 startPos = new Vector3(128, 128, 30);
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UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
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ScenePresence npc = m_scene.GetScenePresence(npcId);
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SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
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part.SitTargetPosition = new Vector3(0, 0, 1);
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m_npcMod.Sit(npc.UUID, part.UUID, m_scene);
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Assert.That(part.SitTargetAvatar, Is.EqualTo(npcId));
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Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
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Assert.That(
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npc.AbsolutePosition,
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Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
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m_npcMod.Stand(npc.UUID, m_scene);
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Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
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Assert.That(npc.ParentID, Is.EqualTo(0));
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}
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[Test]
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public void TestSitAndStandWithNoSitTarget()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
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// FIXME: To get this to work for now, we are going to place the npc right next to the target so that
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// the autopilot doesn't trigger
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Vector3 startPos = new Vector3(1, 1, 1);
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UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
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ScenePresence npc = m_scene.GetScenePresence(npcId);
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SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
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m_npcMod.Sit(npc.UUID, part.UUID, m_scene);
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Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
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Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
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// FIXME: This is different for live avatars - z position is adjusted. This is half the height of the
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// default avatar.
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// Curiously, Vector3.ToString() will not display the last two places of the float. For example,
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// printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337>
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Assert.That(
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npc.AbsolutePosition,
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Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f)));
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m_npcMod.Stand(npc.UUID, m_scene);
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Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
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Assert.That(npc.ParentID, Is.EqualTo(0));
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}
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}
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}
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