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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
291 lines
11 KiB
C#
291 lines
11 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 OpenSim 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 NUnit.Framework;
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using NUnit.Framework.SyntaxHelpers;
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using OpenSim.Framework;
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using OpenSim.Data;
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using OpenSim.Region.Framework.Scenes;
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using OpenMetaverse;
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namespace OpenSim.Data.Tests
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{
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public class BasicInventoryTest
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{
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public IInventoryDataPlugin db;
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public UUID zero = UUID.Zero;
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public UUID folder1;
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public UUID folder2;
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public UUID folder3;
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public UUID owner1;
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public UUID owner2;
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public UUID owner3;
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public UUID item1;
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public UUID item2;
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public UUID item3;
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public UUID asset1;
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public UUID asset2;
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public UUID asset3;
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public string name1;
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public string name2;
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public string name3;
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public string niname1;
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public string iname1;
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public string iname2;
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public string iname3;
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public void SuperInit()
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{
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try
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{
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log4net.Config.XmlConfigurator.Configure();
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}
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catch (Exception)
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{
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// I don't care, just leave log4net off
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}
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folder1 = UUID.Random();
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folder2 = UUID.Random();
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folder3 = UUID.Random();
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owner1 = UUID.Random();
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owner2 = UUID.Random();
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owner3 = UUID.Random();
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item1 = UUID.Random();
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item2 = UUID.Random();
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item3 = UUID.Random();
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asset1 = UUID.Random();
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asset2 = UUID.Random();
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asset3 = UUID.Random();
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name1 = "Root Folder for " + owner1.ToString();
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name2 = "First Level folder";
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name3 = "First Level folder 2";
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niname1 = "My Shirt";
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iname1 = "Shirt";
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iname2 = "Text Board";
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iname3 = "No Pants Barrel";
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}
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[Test]
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public void T001_LoadEmpty()
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{
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Assert.That(db.getInventoryFolder(zero), Is.Null);
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Assert.That(db.getInventoryFolder(folder1), Is.Null);
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Assert.That(db.getInventoryFolder(folder2), Is.Null);
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Assert.That(db.getInventoryFolder(folder3), Is.Null);
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Assert.That(db.getInventoryItem(zero), Is.Null);
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Assert.That(db.getInventoryItem(item1), Is.Null);
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Assert.That(db.getInventoryItem(item2), Is.Null);
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Assert.That(db.getInventoryItem(item3), Is.Null);
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Assert.That(db.getUserRootFolder(zero), Is.Null);
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Assert.That(db.getUserRootFolder(owner1), Is.Null);
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}
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[Test]
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public void T999_StillNull()
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{
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// After all tests are run, these should still return no results
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Assert.That(db.getInventoryFolder(zero), Is.Null);
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Assert.That(db.getInventoryItem(zero), Is.Null);
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Assert.That(db.getUserRootFolder(zero), Is.Null);
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Assert.That(db.getInventoryInFolder(zero).Count, Is.EqualTo(0));
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}
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// 01x - folder tests
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[Test]
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public void T010_FolderNonParent()
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{
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InventoryFolderBase f1 = NewFolder(folder2, folder1, owner1, name2);
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// the folder will go in
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db.addInventoryFolder(f1);
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InventoryFolderBase f1a = db.getUserRootFolder(owner1);
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Assert.That(f1a, Is.Null);
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}
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[Test]
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public void T011_FolderCreate()
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{
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InventoryFolderBase f1 = NewFolder(folder1, zero, owner1, name1);
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// TODO: this is probably wrong behavior, but is what we have
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// db.updateInventoryFolder(f1);
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// InventoryFolderBase f1a = db.getUserRootFolder(owner1);
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// Assert.That(uuid1, Is.EqualTo(f1a.ID))
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// Assert.That(name1, Text.Matches(f1a.Name));
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// Assert.That(db.getUserRootFolder(owner1), Is.Null);
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// succeed with true
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db.addInventoryFolder(f1);
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InventoryFolderBase f1a = db.getUserRootFolder(owner1);
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Assert.That(folder1, Is.EqualTo(f1a.ID));
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Assert.That(name1, Text.Matches(f1a.Name));
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}
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// we now have the following tree
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// folder1
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// +--- folder2
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// +--- folder3
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[Test]
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public void T012_FolderList()
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{
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InventoryFolderBase f2 = NewFolder(folder3, folder1, owner1, name3);
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db.addInventoryFolder(f2);
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Assert.That(db.getInventoryFolders(zero).Count, Is.EqualTo(1));
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Assert.That(db.getInventoryFolders(folder1).Count, Is.EqualTo(2));
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Assert.That(db.getInventoryFolders(folder2).Count, Is.EqualTo(0));
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Assert.That(db.getInventoryFolders(folder3).Count, Is.EqualTo(0));
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Assert.That(db.getInventoryFolders(UUID.Random()).Count, Is.EqualTo(0));
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}
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[Test]
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public void T013_FolderHierarchy()
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{
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Assert.That(db.getFolderHierarchy(zero).Count, Is.EqualTo(0));
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Assert.That(db.getFolderHierarchy(folder1).Count, Is.EqualTo(2));
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Assert.That(db.getFolderHierarchy(folder2).Count, Is.EqualTo(0));
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Assert.That(db.getFolderHierarchy(folder3).Count, Is.EqualTo(0));
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Assert.That(db.getFolderHierarchy(UUID.Random()).Count, Is.EqualTo(0));
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}
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[Test]
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public void T014_MoveFolder()
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{
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InventoryFolderBase f2 = db.getInventoryFolder(folder2);
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f2.ParentID = folder3;
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db.moveInventoryFolder(f2);
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Assert.That(db.getInventoryFolders(zero).Count, Is.EqualTo(1));
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Assert.That(db.getInventoryFolders(folder1).Count, Is.EqualTo(1));
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Assert.That(db.getInventoryFolders(folder2).Count, Is.EqualTo(0));
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Assert.That(db.getInventoryFolders(folder3).Count, Is.EqualTo(1));
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Assert.That(db.getInventoryFolders(UUID.Random()).Count, Is.EqualTo(0));
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}
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[Test]
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public void T015_FolderHierarchy()
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{
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Assert.That(db.getFolderHierarchy(zero).Count, Is.EqualTo(0));
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Assert.That(db.getFolderHierarchy(folder1).Count, Is.EqualTo(2));
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Assert.That(db.getFolderHierarchy(folder2).Count, Is.EqualTo(0));
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Assert.That(db.getFolderHierarchy(folder3).Count, Is.EqualTo(1));
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Assert.That(db.getFolderHierarchy(UUID.Random()).Count, Is.EqualTo(0));
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}
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// Item tests
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[Test]
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public void T100_NoItems()
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{
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Assert.That(db.getInventoryInFolder(zero).Count, Is.EqualTo(0));
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Assert.That(db.getInventoryInFolder(folder1).Count, Is.EqualTo(0));
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Assert.That(db.getInventoryInFolder(folder2).Count, Is.EqualTo(0));
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Assert.That(db.getInventoryInFolder(folder3).Count, Is.EqualTo(0));
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}
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// TODO: Feeding a bad inventory item down the data path will
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// crash the system. This is largely due to the builder
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// routines. That should be fixed and tested for.
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[Test]
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public void T101_CreatItems()
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{
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db.addInventoryItem(NewItem(item1, folder3, owner1, iname1, asset1));
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db.addInventoryItem(NewItem(item2, folder3, owner1, iname2, asset2));
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db.addInventoryItem(NewItem(item3, folder3, owner1, iname3, asset3));
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Assert.That(db.getInventoryInFolder(folder3).Count, Is.EqualTo(3));
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}
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[Test]
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public void T102_CompareItems()
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{
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InventoryItemBase i1 = db.getInventoryItem(item1);
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InventoryItemBase i2 = db.getInventoryItem(item2);
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InventoryItemBase i3 = db.getInventoryItem(item3);
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Assert.That(i1.Name, Is.EqualTo(iname1));
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Assert.That(i2.Name, Is.EqualTo(iname2));
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Assert.That(i3.Name, Is.EqualTo(iname3));
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Assert.That(i1.Owner, Is.EqualTo(owner1));
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Assert.That(i2.Owner, Is.EqualTo(owner1));
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Assert.That(i3.Owner, Is.EqualTo(owner1));
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Assert.That(i1.AssetID, Is.EqualTo(asset1));
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Assert.That(i2.AssetID, Is.EqualTo(asset2));
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Assert.That(i3.AssetID, Is.EqualTo(asset3));
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}
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[Test]
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public void T103UpdateItem()
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{
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// TODO: probably shouldn't have the ability to have an
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// owner of an item in a folder not owned by the user
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InventoryItemBase i1 = db.getInventoryItem(item1);
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i1.Name = niname1;
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i1.Description = niname1;
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i1.Owner = owner2;
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db.updateInventoryItem(i1);
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i1 = db.getInventoryItem(item1);
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Assert.That(i1.Name, Is.EqualTo(niname1));
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Assert.That(i1.Description, Is.EqualTo(niname1));
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Assert.That(i1.Owner, Is.EqualTo(owner2));
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}
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private InventoryItemBase NewItem(UUID id, UUID parent, UUID owner, string name, UUID asset)
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{
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InventoryItemBase i = new InventoryItemBase();
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i.ID = id;
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i.Folder = parent;
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i.Owner = owner;
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i.Creator = owner;
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i.Name = name;
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i.Description = name;
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i.AssetID = asset;
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return i;
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}
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private InventoryFolderBase NewFolder(UUID id, UUID parent, UUID owner, string name)
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{
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InventoryFolderBase f = new InventoryFolderBase();
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f.ID = id;
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f.ParentID = parent;
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f.Owner = owner;
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f.Name = name;
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return f;
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}
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}
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}
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