Example #1
0
        public void TestDeleteSceneObjectAsyncToUserInventory()
        {
            TestHelper.InMethod();
            //log4net.Config.XmlConfigurator.Configure();

            UUID   agentId      = UUID.Parse("00000000-0000-0000-0000-000000000001");
            string myObjectName = "Fred";

            TestScene       scene = SceneSetupHelpers.SetupScene();
            SceneObjectPart part  = SceneSetupHelpers.AddSceneObject(scene, myObjectName);

            Assert.That(
                scene.CommsManager.UserAdminService.AddUser(
                    "Bob", "Hoskins", "test", "*****@*****.**", 1000, 1000, agentId),
                Is.EqualTo(agentId));

            IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId);

            CachedUserInfo userInfo = scene.CommsManager.UserProfileCacheService.GetUserDetails(agentId);

            Assert.That(userInfo, Is.Not.Null);
            Assert.That(userInfo.RootFolder, Is.Not.Null);

            SceneSetupHelpers.DeleteSceneObjectAsync(scene, part, DeRezAction.Take, userInfo.RootFolder.ID, client);

            // Check that we now have the taken part in our inventory
            Assert.That(myObjectName, Is.EqualTo(userInfo.RootFolder.FindItemByPath(myObjectName).Name));

            // Check that the taken part has actually disappeared
            SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);

            Assert.That(retrievedPart, Is.Null);
        }
Example #2
0
        public void TestDeleteSceneObjectAsync()
        {
            TestHelper.InMethod();
            //log4net.Config.XmlConfigurator.Configure();

            UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");

            TestScene scene = SceneSetupHelpers.SetupScene();

            // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
            AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;

            sogd.Enabled = false;

            SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene);

            IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId);

            scene.DeRezObjects(client, new System.Collections.Generic.List <uint>()
            {
                part.LocalId
            }, UUID.Zero, DeRezAction.Delete, UUID.Zero);

            SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);

            Assert.That(retrievedPart, Is.Not.Null);

            sogd.InventoryDeQueueAndDelete();

            SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId);

            Assert.That(retrievedPart2, Is.Null);
        }
Example #3
0
        public void TestAddSceneObject()
        {
            TestHelper.InMethod();

            Scene           scene         = SceneSetupHelpers.SetupScene();
            SceneObjectPart part          = SceneSetupHelpers.AddSceneObject(scene);
            SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);

            //m_log.Debug("retrievedPart : {0}", retrievedPart);
            // If the parts have the same UUID then we will consider them as one and the same
            Assert.That(retrievedPart.UUID, Is.EqualTo(part.UUID));
        }
Example #4
0
        public void TestDeleteSceneObject()
        {
            TestHelper.InMethod();

            TestScene       scene = SceneSetupHelpers.SetupScene();
            SceneObjectPart part  = SceneSetupHelpers.AddSceneObject(scene);

            scene.DeleteSceneObject(part.ParentGroup, false);

            SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);

            Assert.That(retrievedPart, Is.Null);
        }
        public void SetUp()
        {
            IConfigSource initConfigSource = new IniConfigSource();
            IConfig       config           = initConfigSource.AddConfig("XEngine");

            config.Set("Enabled", "true");

            Scene           scene = SceneSetupHelpers.SetupScene();
            SceneObjectPart part  = SceneSetupHelpers.AddSceneObject(scene);

            XEngine.XEngine engine = new XEngine.XEngine();
            engine.Initialise(initConfigSource);
            engine.AddRegion(scene);

            m_lslApi = new LSL_Api();
            m_lslApi.Initialize(engine, part, part.LocalId, part.UUID);
        }
        public void TestSetMediaUrl()
        {
            TestHelper.InMethod();

            string homeUrl = "opensimulator.org";

            SceneObjectPart part = SceneSetupHelpers.AddSceneObject(m_scene);
            MediaEntry      me   = new MediaEntry()
            {
                HomeURL = homeUrl
            };

            m_module.SetMediaEntry(part, 1, me);

            Assert.That(part.Shape.Media[1].HomeURL, Is.EqualTo(homeUrl));
            Assert.That(part.MediaUrl, Is.EqualTo("x-mv:0000000000/" + UUID.Zero));
            Assert.That(part.Shape.Textures.FaceTextures[1].MediaFlags, Is.True);
        }
        public void TestClearMediaUrl()
        {
            TestHelper.InMethod();
//            log4net.Config.XmlConfigurator.Configure();

            SceneObjectPart part = SceneSetupHelpers.AddSceneObject(m_scene);
            MediaEntry      me   = new MediaEntry();

            m_module.SetMediaEntry(part, 1, me);
            m_module.ClearMediaEntry(part, 1);

            Assert.That(part.Shape.Media[1], Is.EqualTo(null));

            // Although we've cleared one face, other faces may still be present.  So we need to check for an
            // update media url version
            Assert.That(part.MediaUrl, Is.EqualTo("x-mv:0000000001/" + UUID.Zero));

            // By changing media flag to false, the face texture once again becomes identical to the DefaultTexture.
            // Therefore, when libOMV reserializes it, it disappears and we are left with no face texture in this slot.
            // Not at all confusing, eh?
            Assert.That(part.Shape.Textures.FaceTextures[1], Is.Null);
        }
        public void TestLinkDelink2SceneObjects()
        {
            TestHelper.InMethod();

            bool debugtest = false;

            Scene            scene = SceneSetupHelpers.SetupScene();
            SceneObjectPart  part1 = SceneSetupHelpers.AddSceneObject(scene);
            SceneObjectGroup grp1  = part1.ParentGroup;
            SceneObjectPart  part2 = SceneSetupHelpers.AddSceneObject(scene);
            SceneObjectGroup grp2  = part2.ParentGroup;

            grp1.AbsolutePosition = new Vector3(10, 10, 10);
            grp2.AbsolutePosition = Vector3.Zero;

            // <90,0,0>
            grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));

            // <180,0,0>
            grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));

            // Required for linking
            grp1.RootPart.UpdateFlag = 0;
            grp2.RootPart.UpdateFlag = 0;

            // Link grp2 to grp1.   part2 becomes child prim to grp1. grp2 is eliminated.
            grp1.LinkToGroup(grp2);

            // FIXME: Can't do this test yet since group 2 still has its root part!  We can't yet null this since
            // it might cause SOG.ProcessBackup() to fail due to the race condition.  This really needs to be fixed.
            Assert.That(grp2.IsDeleted, "SOG 2 was not registered as deleted after link.");
            Assert.That(grp2.Parts.Length, Is.EqualTo(0), "Group 2 still contained children after delink.");
            Assert.That(grp1.Parts.Length == 2);

            if (debugtest)
            {
                m_log.Debug("parts: " + grp1.Parts.Length);
                m_log.Debug("Group1: Pos:" + grp1.AbsolutePosition + ", Rot:" + grp1.Rotation);
                m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset);
                m_log.Debug("Group1: Prim2: OffsetPosition:" + part2.OffsetPosition + ", OffsetRotation:" + part2.RotationOffset);
            }

            // root part should have no offset position or rotation
            Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity,
                        "root part should have no offset position or rotation");

            // offset position should be root part position - part2.absolute position.
            Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10),
                        "offset position should be root part position - part2.absolute position.");

            float roll  = 0;
            float pitch = 0;
            float yaw   = 0;

            // There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
            part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
            Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);

            if (debugtest)
            {
                m_log.Debug(rotEuler1);
            }

            part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
            Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);

            if (debugtest)
            {
                m_log.Debug(rotEuler2);
            }

            Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f),
                        "Not exactly sure what this is asserting...");

            // Delink part 2
            SceneObjectGroup grp3 = grp1.DelinkFromGroup(part2.LocalId);

            if (debugtest)
            {
                m_log.Debug("Group2: Prim2: OffsetPosition:" + part2.AbsolutePosition + ", OffsetRotation:" + part2.RotationOffset);
            }

            Assert.That(grp1.Parts.Length, Is.EqualTo(1), "Group 1 still contained part2 after delink.");
            Assert.That(part2.AbsolutePosition == Vector3.Zero, "The absolute position should be zero");
            Assert.That(grp3.HasGroupChangedDueToDelink, Is.True);
        }
        public void TestLinkDelink2groups4SceneObjects()
        {
            TestHelper.InMethod();

            bool debugtest = false;

            Scene            scene = SceneSetupHelpers.SetupScene();
            SceneObjectPart  part1 = SceneSetupHelpers.AddSceneObject(scene);
            SceneObjectGroup grp1  = part1.ParentGroup;
            SceneObjectPart  part2 = SceneSetupHelpers.AddSceneObject(scene);
            SceneObjectGroup grp2  = part2.ParentGroup;
            SceneObjectPart  part3 = SceneSetupHelpers.AddSceneObject(scene);
            SceneObjectGroup grp3  = part3.ParentGroup;
            SceneObjectPart  part4 = SceneSetupHelpers.AddSceneObject(scene);
            SceneObjectGroup grp4  = part4.ParentGroup;

            grp1.AbsolutePosition = new Vector3(10, 10, 10);
            grp2.AbsolutePosition = Vector3.Zero;
            grp3.AbsolutePosition = new Vector3(20, 20, 20);
            grp4.AbsolutePosition = new Vector3(40, 40, 40);

            // <90,0,0>
            grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));

            // <180,0,0>
            grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));

            // <270,0,0>
            grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));

            // <0,90,0>
            grp4.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0));

            // Required for linking
            grp1.RootPart.UpdateFlag = 0;
            grp2.RootPart.UpdateFlag = 0;
            grp3.RootPart.UpdateFlag = 0;
            grp4.RootPart.UpdateFlag = 0;

            // Link grp2 to grp1.   part2 becomes child prim to grp1. grp2 is eliminated.
            grp1.LinkToGroup(grp2);

            // Link grp4 to grp3.
            grp3.LinkToGroup(grp4);

            // At this point we should have 4 parts total in two groups.
            Assert.That(grp1.Parts.Length == 2, "Group1 children count should be 2");
            Assert.That(grp2.IsDeleted, "Group 2 was not registered as deleted after link.");
            Assert.That(grp2.Parts.Length, Is.EqualTo(0), "Group 2 still contained parts after delink.");
            Assert.That(grp3.Parts.Length == 2, "Group3 children count should be 2");
            Assert.That(grp4.IsDeleted, "Group 4 was not registered as deleted after link.");
            Assert.That(grp4.Parts.Length, Is.EqualTo(0), "Group 4 still contained parts after delink.");

            if (debugtest)
            {
                m_log.Debug("--------After Link-------");
                m_log.Debug("Group1: parts:" + grp1.Parts.Length);
                m_log.Debug("Group1: Pos:" + grp1.AbsolutePosition + ", Rot:" + grp1.Rotation);
                m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset);
                m_log.Debug("Group1: Prim2: OffsetPosition:" + part2.OffsetPosition + ", OffsetRotation:" + part2.RotationOffset);

                m_log.Debug("Group3: parts:" + grp3.Parts.Length);
                m_log.Debug("Group3: Pos:" + grp3.AbsolutePosition + ", Rot:" + grp3.Rotation);
                m_log.Debug("Group3: Prim1: OffsetPosition:" + part3.OffsetPosition + ", OffsetRotation:" + part3.RotationOffset);
                m_log.Debug("Group3: Prim2: OffsetPosition:" + part4.OffsetPosition + ", OffsetRotation:" + part4.RotationOffset);
            }

            // Required for linking
            grp1.RootPart.UpdateFlag = 0;
            grp3.RootPart.UpdateFlag = 0;

            // root part should have no offset position or rotation
            Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity,
                        "root part should have no offset position or rotation (again)");

            // offset position should be root part position - part2.absolute position.
            Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10),
                        "offset position should be root part position - part2.absolute position (again)");

            float roll  = 0;
            float pitch = 0;
            float yaw   = 0;

            // There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
            part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
            Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);

            if (debugtest)
            {
                m_log.Debug(rotEuler1);
            }

            part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
            Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);

            if (debugtest)
            {
                m_log.Debug(rotEuler2);
            }

            Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f),
                        "Not sure what this assertion is all about...");

            // Now we're linking the first group to the third group.  This will make the first group child parts of the third one.
            grp3.LinkToGroup(grp1);

            // Delink parts 2 and 3
            grp3.DelinkFromGroup(part2.LocalId);
            grp3.DelinkFromGroup(part3.LocalId);

            if (debugtest)
            {
                m_log.Debug("--------After De-Link-------");
                m_log.Debug("Group1: parts:" + grp1.Parts.Length);
                m_log.Debug("Group1: Pos:" + grp1.AbsolutePosition + ", Rot:" + grp1.Rotation);
                m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset);
                m_log.Debug("Group1: Prim2: OffsetPosition:" + part2.OffsetPosition + ", OffsetRotation:" + part2.RotationOffset);

                m_log.Debug("Group3: parts:" + grp3.Parts.Length);
                m_log.Debug("Group3: Pos:" + grp3.AbsolutePosition + ", Rot:" + grp3.Rotation);
                m_log.Debug("Group3: Prim1: OffsetPosition:" + part3.OffsetPosition + ", OffsetRotation:" + part3.RotationOffset);
                m_log.Debug("Group3: Prim2: OffsetPosition:" + part4.OffsetPosition + ", OffsetRotation:" + part4.RotationOffset);
            }

            Assert.That(part2.AbsolutePosition == Vector3.Zero, "Badness 1");
            Assert.That(part4.OffsetPosition == new Vector3(20, 20, 20), "Badness 2");
            Quaternion compareQuaternion = new Quaternion(0, 0.7071068f, 0, 0.7071068f);

            Assert.That((part4.RotationOffset.X - compareQuaternion.X < 0.00003) &&
                        (part4.RotationOffset.Y - compareQuaternion.Y < 0.00003) &&
                        (part4.RotationOffset.Z - compareQuaternion.Z < 0.00003) &&
                        (part4.RotationOffset.W - compareQuaternion.W < 0.00003),
                        "Badness 3");
        }