public void TestResizeSceneObjectPart() { TestHelpers.InMethod(); //log4net.Config.XmlConfigurator.Configure(); Scene scene = new SceneHelpers().SetupScene(); SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(2, UUID.Zero); g1.RootPart.Scale = new Vector3(2, 3, 4); g1.Parts[1].Scale = new Vector3(5, 6, 7); scene.AddSceneObject(g1); SceneObjectGroup g1Post = scene.GetSceneObjectGroup(g1.UUID); g1Post.Parts[1].Resize(new Vector3(8, 9, 10)); SceneObjectGroup g1PostPost = scene.GetSceneObjectGroup(g1.UUID); SceneObjectPart g1RootPart = g1PostPost.RootPart; SceneObjectPart g1ChildPart = g1PostPost.Parts[1]; Assert.That(g1RootPart.Scale.X, Is.EqualTo(2)); Assert.That(g1RootPart.Scale.Y, Is.EqualTo(3)); Assert.That(g1RootPart.Scale.Z, Is.EqualTo(4)); Assert.That(g1ChildPart.Scale.X, Is.EqualTo(8)); Assert.That(g1ChildPart.Scale.Y, Is.EqualTo(9)); Assert.That(g1ChildPart.Scale.Z, Is.EqualTo(10)); }
public void TestRezObjectFromInventoryItem() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); Scene scene = new SceneHelpers().SetupScene(); UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID); SceneObjectPart sop1 = sog1.RootPart; // Create an object embedded inside the first UUID taskSceneObjectItemId = UUID.Parse("00000000-0000-0000-0000-100000000000"); TaskInventoryItem taskSceneObjectItem = TaskInventoryHelpers.AddSceneObject(scene.AssetService, sop1, "tso", taskSceneObjectItemId, user1.PrincipalID); scene.AddSceneObject(sog1); Vector3 rezPos = new Vector3(10, 10, 10); Quaternion rezRot = new Quaternion(0.5f, 0.5f, 0.5f, 0.5f); Vector3 rezVel = new Vector3(2, 2, 2); scene.RezObject(sop1, taskSceneObjectItem, rezPos, rezRot, rezVel, 0); SceneObjectGroup rezzedObject = scene.GetSceneObjectGroup("tso"); Assert.That(rezzedObject, Is.Not.Null); Assert.That(rezzedObject.AbsolutePosition, Is.EqualTo(rezPos)); // Velocity doesn't get applied, probably because there is no physics in tests (yet) // Assert.That(rezzedObject.Velocity, Is.EqualTo(rezVel)); Assert.That(rezzedObject.Velocity, Is.EqualTo(Vector3.Zero)); // Confusingly, this isn't the rezzedObject.Rotation Assert.That(rezzedObject.RootPart.RotationOffset, Is.EqualTo(rezRot)); }
public void TestAddSceneObject() { TestHelpers.InMethod(); Scene scene = new SceneHelpers().SetupScene(); int partsToTestCount = 3; SceneObjectGroup so = SceneHelpers.CreateSceneObject(partsToTestCount, TestHelpers.ParseTail(0x1), "obj1", 0x10); SceneObjectPart[] parts = so.Parts; Assert.That(scene.AddNewSceneObject(so, false), Is.True); SceneObjectGroup retrievedSo = scene.GetSceneObjectGroup(so.UUID); SceneObjectPart[] retrievedParts = retrievedSo.Parts; //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(retrievedSo.PrimCount, Is.EqualTo(partsToTestCount)); for (int i = 0; i < partsToTestCount; i++) { Assert.That(retrievedParts[i].Name, Is.EqualTo(parts[i].Name)); Assert.That(retrievedParts[i].UUID, Is.EqualTo(parts[i].UUID)); } }
private void TestAddObjects(int primsInEachObject, int objectsToAdd) { UUID ownerId = new UUID("F0000000-0000-0000-0000-000000000000"); // Using a local variable for scene, at least on mono 2.6.7, means that it's much more likely to be garbage // collected when we teardown this test. If it's done in a member variable, even if that is subsequently // nulled out, the garbage collect can be delayed. TestScene scene = new SceneHelpers().SetupScene(); // Process process = Process.GetCurrentProcess(); // long startProcessMemory = process.PrivateMemorySize64; long startGcMemory = GC.GetTotalMemory(true); DateTime start = DateTime.Now; for (int i = 1; i <= objectsToAdd; i++) { SceneObjectGroup so = SceneHelpers.CreateSceneObject(primsInEachObject, ownerId, "part_", i); Assert.That(scene.AddNewSceneObject(so, false), Is.True, string.Format("Object {0} was not created", i)); } TimeSpan elapsed = DateTime.Now - start; // long processMemoryAlloc = process.PrivateMemorySize64 - startProcessMemory; long endGcMemory = GC.GetTotalMemory(false); for (int i = 1; i <= objectsToAdd; i++) { Assert.That( scene.GetSceneObjectGroup(TestHelpers.ParseTail(i)), Is.Not.Null, string.Format("Object {0} could not be retrieved", i)); } // When a scene object is added to a scene, it is placed in the update list for sending to viewers // (though in this case we have none). When it is deleted, it is not removed from the update which is // fine since it will later be ignored. // // However, that means that we need to manually run an update here to clear out that list so that deleted // objects will be clean up by the garbage collector before the next stress test is run. scene.Update(1); Console.WriteLine( "Took {0}ms, {1}MB ({2} - {3}) to create {4} objects each containing {5} prim(s)", Math.Round(elapsed.TotalMilliseconds), (endGcMemory - startGcMemory) / 1024 / 1024, endGcMemory / 1024 / 1024, startGcMemory / 1024 / 1024, objectsToAdd, primsInEachObject); scene.Close(); // scene = null; }
public void TestResizeSceneObject() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); Scene scene = new SceneHelpers().SetupScene(); SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene); g1.GroupResize(new Vector3(2, 3, 4)); SceneObjectGroup g1Post = scene.GetSceneObjectGroup(g1.UUID); Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); }
public void TestGiveInventoryItemFullPerms() { TestHelpers.InMethod(); List <Object> modules = new List <object>(); IConfigSource config = DefaultConfig(modules); Scene scene = new SceneHelpers().SetupScene("Inventory Permissions", UUID.Random(), 1000, 1000, config); SceneHelpers.SetupSceneModules(scene, config, modules.ToArray()); UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001)); UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1002)); ScenePresence sp1 = SceneHelpers.AddScenePresence(scene, user1.PrincipalID); ScenePresence sp2 = SceneHelpers.AddScenePresence(scene, user2.PrincipalID); InventoryItemBase item1 = UserInventoryHelpers.CreateInventoryItem(scene, "SomeObject", user1.PrincipalID, InventoryType.Object); // Set All perms in inventory item1.NextPermissions = (uint)OpenMetaverse.PermissionMask.All; scene.UpdateInventoryItemAsset(sp1.ControllingClient, UUID.Zero, item1.ID, item1); //Assert.That((item1.NextPermissions & (uint)OpenMetaverse.PermissionMask.All) == (uint)OpenMetaverse.PermissionMask.All); string message; InventoryItemBase retrievedItem1 = scene.GiveInventoryItem(user2.PrincipalID, user1.PrincipalID, item1.ID, out message); Assert.That(retrievedItem1, Is.Not.Null); //Assert.That((retrievedItem1.CurrentPermissions & (uint)OpenMetaverse.PermissionMask.All) == (uint)OpenMetaverse.PermissionMask.All); retrievedItem1 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, user2.PrincipalID, "Objects/SomeObject"); Assert.That(retrievedItem1, Is.Not.Null); //Assert.That((retrievedItem1.BasePermissions & (uint)OpenMetaverse.PermissionMask.All) == (uint)OpenMetaverse.PermissionMask.All); //Assert.That((retrievedItem1.CurrentPermissions & (uint)OpenMetaverse.PermissionMask.All) == (uint)OpenMetaverse.PermissionMask.All); // Rez the object scene.RezObject(sp2.ControllingClient, retrievedItem1.ID, UUID.Zero, Vector3.Zero, Vector3.Zero, UUID.Zero, 0, false, false, false, UUID.Zero); SceneObjectGroup sog = scene.GetSceneObjectGroup("SomeObject"); Assert.That(sog, Is.Not.Null); // This is failing for all sorts of reasons. We'll fix it after perms are fixed. //Console.WriteLine("Item Perms " + retrievedItem1.CurrentPermissions + " Obj Owner Perms " + sog.RootPart.OwnerMask + " Base Perms " + sog.RootPart.BaseMask + "\n"); //Assert.True((sog.RootPart.OwnerMask & (uint)OpenMetaverse.PermissionMask.All) == (uint)OpenMetaverse.PermissionMask.All); }