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UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on SOP consistently now. Also started working toward eliminating those calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule from outside SOP in favor of just setting properties on SOP and let SOP decide if an update should be scheduled. This consolidates the update policy within SOP and the client rather than everywhere that makes changes to SOP. Some places forget to call update while others call it multiple times, "just to be sure". UpdateFlag and Schedule*Update will both be made private shortly. UpdateFlag is intended to be transient and internal to SOP so it has been removed from XML serializer for SOPs.
348 lines
17 KiB
C#
348 lines
17 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 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.Framework.Scenes;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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using log4net;
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namespace OpenSim.Region.Framework.Scenes.Tests
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{
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/// <summary>
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/// Linking tests
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/// </summary>
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[TestFixture]
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public class SceneObjectLinkingTests
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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[Test]
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public void TestLinkDelink2SceneObjects()
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{
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TestHelpers.InMethod();
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bool debugtest = false;
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Scene scene = SceneHelpers.SetupScene();
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SceneObjectPart part1 = SceneHelpers.AddSceneObject(scene);
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SceneObjectGroup grp1 = part1.ParentGroup;
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SceneObjectPart part2 = SceneHelpers.AddSceneObject(scene);
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SceneObjectGroup grp2 = part2.ParentGroup;
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grp1.AbsolutePosition = new Vector3(10, 10, 10);
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grp2.AbsolutePosition = Vector3.Zero;
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// <90,0,0>
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// grp1.UpdateGroupRotationR(Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
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// <180,0,0>
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grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
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// Required for linking
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grp1.RootPart.ClearUpdateSchedule();
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grp2.RootPart.ClearUpdateSchedule();
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// Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated.
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grp1.LinkToGroup(grp2);
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// FIXME: Can't do this test yet since group 2 still has its root part! We can't yet null this since
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// it might cause SOG.ProcessBackup() to fail due to the race condition. This really needs to be fixed.
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Assert.That(grp2.IsDeleted, "SOG 2 was not registered as deleted after link.");
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Assert.That(grp2.Parts.Length, Is.EqualTo(0), "Group 2 still contained children after delink.");
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Assert.That(grp1.Parts.Length == 2);
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if (debugtest)
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{
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m_log.Debug("parts: " + grp1.Parts.Length);
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m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.GroupRotation);
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m_log.Debug("Group1: Prim1: OffsetPosition:"+ part1.OffsetPosition+", OffsetRotation:"+part1.RotationOffset);
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m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+part2.RotationOffset);
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}
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// root part should have no offset position or rotation
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Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity,
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"root part should have no offset position or rotation");
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// offset position should be root part position - part2.absolute position.
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Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10),
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"offset position should be root part position - part2.absolute position.");
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float roll = 0;
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float pitch = 0;
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float yaw = 0;
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// There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
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part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
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Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
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if (debugtest)
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m_log.Debug(rotEuler1);
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part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
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Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
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if (debugtest)
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m_log.Debug(rotEuler2);
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Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f),
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"Not exactly sure what this is asserting...");
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// Delink part 2
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SceneObjectGroup grp3 = grp1.DelinkFromGroup(part2.LocalId);
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if (debugtest)
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m_log.Debug("Group2: Prim2: OffsetPosition:" + part2.AbsolutePosition + ", OffsetRotation:" + part2.RotationOffset);
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Assert.That(grp1.Parts.Length, Is.EqualTo(1), "Group 1 still contained part2 after delink.");
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Assert.That(part2.AbsolutePosition == Vector3.Zero, "The absolute position should be zero");
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Assert.That(grp3.HasGroupChangedDueToDelink, Is.True);
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}
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[Test]
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public void TestLinkDelink2groups4SceneObjects()
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{
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TestHelpers.InMethod();
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bool debugtest = false;
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Scene scene = SceneHelpers.SetupScene();
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SceneObjectPart part1 = SceneHelpers.AddSceneObject(scene);
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SceneObjectGroup grp1 = part1.ParentGroup;
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SceneObjectPart part2 = SceneHelpers.AddSceneObject(scene);
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SceneObjectGroup grp2 = part2.ParentGroup;
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SceneObjectPart part3 = SceneHelpers.AddSceneObject(scene);
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SceneObjectGroup grp3 = part3.ParentGroup;
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SceneObjectPart part4 = SceneHelpers.AddSceneObject(scene);
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SceneObjectGroup grp4 = part4.ParentGroup;
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grp1.AbsolutePosition = new Vector3(10, 10, 10);
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grp2.AbsolutePosition = Vector3.Zero;
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grp3.AbsolutePosition = new Vector3(20, 20, 20);
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grp4.AbsolutePosition = new Vector3(40, 40, 40);
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// <90,0,0>
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// grp1.UpdateGroupRotationR(Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
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// <180,0,0>
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grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
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// <270,0,0>
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// grp3.UpdateGroupRotationR(Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));
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// <0,90,0>
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grp4.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0));
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// Required for linking
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grp1.RootPart.ClearUpdateSchedule();
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grp2.RootPart.ClearUpdateSchedule();
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grp3.RootPart.ClearUpdateSchedule();
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grp4.RootPart.ClearUpdateSchedule();
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// Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated.
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grp1.LinkToGroup(grp2);
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// Link grp4 to grp3.
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grp3.LinkToGroup(grp4);
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// At this point we should have 4 parts total in two groups.
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Assert.That(grp1.Parts.Length == 2, "Group1 children count should be 2");
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Assert.That(grp2.IsDeleted, "Group 2 was not registered as deleted after link.");
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Assert.That(grp2.Parts.Length, Is.EqualTo(0), "Group 2 still contained parts after delink.");
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Assert.That(grp3.Parts.Length == 2, "Group3 children count should be 2");
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Assert.That(grp4.IsDeleted, "Group 4 was not registered as deleted after link.");
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Assert.That(grp4.Parts.Length, Is.EqualTo(0), "Group 4 still contained parts after delink.");
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if (debugtest)
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{
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m_log.Debug("--------After Link-------");
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m_log.Debug("Group1: parts:" + grp1.Parts.Length);
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m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.GroupRotation);
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m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset);
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m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+ part2.RotationOffset);
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m_log.Debug("Group3: parts:" + grp3.Parts.Length);
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m_log.Debug("Group3: Pos:"+grp3.AbsolutePosition+", Rot:"+grp3.GroupRotation);
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m_log.Debug("Group3: Prim1: OffsetPosition:"+part3.OffsetPosition+", OffsetRotation:"+part3.RotationOffset);
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m_log.Debug("Group3: Prim2: OffsetPosition:"+part4.OffsetPosition+", OffsetRotation:"+part4.RotationOffset);
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}
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// Required for linking
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grp1.RootPart.ClearUpdateSchedule();
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grp3.RootPart.ClearUpdateSchedule();
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// root part should have no offset position or rotation
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Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity,
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"root part should have no offset position or rotation (again)");
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// offset position should be root part position - part2.absolute position.
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Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10),
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"offset position should be root part position - part2.absolute position (again)");
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float roll = 0;
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float pitch = 0;
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float yaw = 0;
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// There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
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part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
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Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
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if (debugtest)
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m_log.Debug(rotEuler1);
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part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
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Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
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if (debugtest)
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m_log.Debug(rotEuler2);
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Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f),
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"Not sure what this assertion is all about...");
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// Now we're linking the first group to the third group. This will make the first group child parts of the third one.
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grp3.LinkToGroup(grp1);
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// Delink parts 2 and 3
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grp3.DelinkFromGroup(part2.LocalId);
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grp3.DelinkFromGroup(part3.LocalId);
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if (debugtest)
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{
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m_log.Debug("--------After De-Link-------");
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m_log.Debug("Group1: parts:" + grp1.Parts.Length);
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m_log.Debug("Group1: Pos:" + grp1.AbsolutePosition + ", Rot:" + grp1.GroupRotation);
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m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset);
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m_log.Debug("Group1: Prim2: OffsetPosition:" + part2.OffsetPosition + ", OffsetRotation:" + part2.RotationOffset);
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m_log.Debug("Group3: parts:" + grp3.Parts.Length);
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m_log.Debug("Group3: Pos:" + grp3.AbsolutePosition + ", Rot:" + grp3.GroupRotation);
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m_log.Debug("Group3: Prim1: OffsetPosition:" + part3.OffsetPosition + ", OffsetRotation:" + part3.RotationOffset);
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m_log.Debug("Group3: Prim2: OffsetPosition:" + part4.OffsetPosition + ", OffsetRotation:" + part4.RotationOffset);
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}
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Assert.That(part2.AbsolutePosition == Vector3.Zero, "Badness 1");
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Assert.That(part4.OffsetPosition == new Vector3(20, 20, 20), "Badness 2");
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Quaternion compareQuaternion = new Quaternion(0, 0.7071068f, 0, 0.7071068f);
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Assert.That((part4.RotationOffset.X - compareQuaternion.X < 0.00003)
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&& (part4.RotationOffset.Y - compareQuaternion.Y < 0.00003)
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&& (part4.RotationOffset.Z - compareQuaternion.Z < 0.00003)
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&& (part4.RotationOffset.W - compareQuaternion.W < 0.00003),
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"Badness 3");
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}
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/// <summary>
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/// Test that a new scene object which is already linked is correctly persisted to the persistence layer.
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/// </summary>
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[Test]
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public void TestNewSceneObjectLinkPersistence()
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{
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TestHelpers.InMethod();
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//log4net.Config.XmlConfigurator.Configure();
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TestScene scene = SceneHelpers.SetupScene();
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string rootPartName = "rootpart";
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UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
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string linkPartName = "linkpart";
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UUID linkPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
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SceneObjectPart rootPart
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= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
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{ Name = rootPartName, UUID = rootPartUuid };
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SceneObjectPart linkPart
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= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
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{ Name = linkPartName, UUID = linkPartUuid };
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SceneObjectGroup sog = new SceneObjectGroup(rootPart);
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sog.AddPart(linkPart);
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scene.AddNewSceneObject(sog, true);
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// In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked
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// scene backup thread.
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scene.Backup(true);
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List<SceneObjectGroup> storedObjects = scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID);
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Assert.That(storedObjects.Count, Is.EqualTo(1));
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Assert.That(storedObjects[0].Parts.Length, Is.EqualTo(2));
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Assert.That(storedObjects[0].ContainsPart(rootPartUuid));
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Assert.That(storedObjects[0].ContainsPart(linkPartUuid));
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}
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/// <summary>
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/// Test that a delink of a previously linked object is correctly persisted to the database
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/// </summary>
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[Test]
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public void TestDelinkPersistence()
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{
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TestHelpers.InMethod();
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//log4net.Config.XmlConfigurator.Configure();
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TestScene scene = SceneHelpers.SetupScene();
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string rootPartName = "rootpart";
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UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
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string linkPartName = "linkpart";
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UUID linkPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
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SceneObjectPart rootPart
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= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
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{ Name = rootPartName, UUID = rootPartUuid };
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SceneObjectPart linkPart
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= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
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{ Name = linkPartName, UUID = linkPartUuid };
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SceneObjectGroup sog = new SceneObjectGroup(rootPart);
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sog.AddPart(linkPart);
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scene.AddNewSceneObject(sog, true);
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// In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked
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// scene backup thread.
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scene.Backup(true);
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// These changes should occur immediately without waiting for a backup pass
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SceneObjectGroup groupToDelete = sog.DelinkFromGroup(linkPart, false);
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Assert.That(groupToDelete.HasGroupChangedDueToDelink, Is.True);
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scene.DeleteSceneObject(groupToDelete, false);
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Assert.That(groupToDelete.HasGroupChangedDueToDelink, Is.False);
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List<SceneObjectGroup> storedObjects = scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID);
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Assert.That(storedObjects.Count, Is.EqualTo(1));
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Assert.That(storedObjects[0].Parts.Length, Is.EqualTo(1));
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Assert.That(storedObjects[0].ContainsPart(rootPartUuid));
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}
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}
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}
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