opensim – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Reflection; |
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31 | using log4net; |
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32 | using Nini.Config; |
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33 | using NUnit.Framework; |
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34 | using OpenMetaverse; |
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35 | using OpenSim.Framework; |
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36 | using OpenSim.Framework.Communications; |
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37 | using OpenSim.Region.CoreModules.Avatar.Attachments; |
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38 | using OpenSim.Region.CoreModules.Avatar.AvatarFactory; |
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39 | using OpenSim.Region.CoreModules.Framework.InventoryAccess; |
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40 | using OpenSim.Region.CoreModules.Framework.UserManagement; |
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41 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar; |
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42 | using OpenSim.Region.Framework.Interfaces; |
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43 | using OpenSim.Region.Framework.Scenes; |
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44 | using OpenSim.Services.AvatarService; |
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45 | using OpenSim.Tests.Common; |
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46 | using OpenSim.Tests.Common.Mock; |
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47 | |||
48 | namespace OpenSim.Region.OptionalModules.World.NPC.Tests |
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49 | { |
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50 | [TestFixture] |
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51 | public class NPCModuleTests : OpenSimTestCase |
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52 | { |
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53 | private TestScene m_scene; |
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54 | private AvatarFactoryModule m_afMod; |
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55 | private UserManagementModule m_umMod; |
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56 | private AttachmentsModule m_attMod; |
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57 | private NPCModule m_npcMod; |
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58 | |||
59 | [TestFixtureSetUp] |
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60 | public void FixtureInit() |
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61 | { |
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62 | // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. |
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63 | Util.FireAndForgetMethod = FireAndForgetMethod.None; |
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64 | } |
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65 | |||
66 | [TestFixtureTearDown] |
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67 | public void TearDown() |
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68 | { |
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69 | // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple |
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70 | // threads. Possibly, later tests should be rewritten not to worry about such things. |
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71 | Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; |
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72 | } |
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73 | |||
74 | [SetUp] |
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75 | public void Init() |
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76 | { |
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77 | base.SetUp(); |
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78 | |||
79 | IConfigSource config = new IniConfigSource(); |
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80 | config.AddConfig("NPC"); |
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81 | config.Configs["NPC"].Set("Enabled", "true"); |
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82 | config.AddConfig("Modules"); |
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83 | config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); |
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84 | |||
85 | m_afMod = new AvatarFactoryModule(); |
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86 | m_umMod = new UserManagementModule(); |
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87 | m_attMod = new AttachmentsModule(); |
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88 | m_npcMod = new NPCModule(); |
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89 | |||
90 | m_scene = new SceneHelpers().SetupScene(); |
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91 | SceneHelpers.SetupSceneModules(m_scene, config, m_afMod, m_umMod, m_attMod, m_npcMod, new BasicInventoryAccessModule()); |
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92 | } |
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93 | |||
94 | [Test] |
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95 | public void TestCreate() |
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96 | { |
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97 | TestHelpers.InMethod(); |
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98 | // log4net.Config.XmlConfigurator.Configure(); |
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99 | |||
100 | ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1)); |
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101 | // ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId); |
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102 | |||
103 | // 8 is the index of the first baked texture in AvatarAppearance |
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104 | UUID originalFace8TextureId = TestHelpers.ParseTail(0x10); |
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105 | Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero); |
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106 | Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8); |
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107 | originalTef.TextureID = originalFace8TextureId; |
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108 | |||
109 | // We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell |
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110 | // ScenePresence.SendInitialData() to reset our entire appearance. |
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111 | m_scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId)); |
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112 | |||
113 | m_afMod.SetAppearance(sp, originalTe, null, null); |
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114 | |||
115 | UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance); |
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116 | |||
117 | ScenePresence npc = m_scene.GetScenePresence(npcId); |
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118 | |||
119 | Assert.That(npc, Is.Not.Null); |
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120 | Assert.That(npc.Appearance.Texture.FaceTextures[8].TextureID, Is.EqualTo(originalFace8TextureId)); |
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121 | Assert.That(m_umMod.GetUserName(npc.UUID), Is.EqualTo(string.Format("{0} {1}", npc.Firstname, npc.Lastname))); |
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122 | |||
123 | IClientAPI client; |
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124 | Assert.That(m_scene.TryGetClient(npcId, out client), Is.True); |
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125 | |||
126 | // Have to account for both SP and NPC. |
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127 | Assert.That(m_scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(2)); |
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128 | } |
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129 | |||
130 | [Test] |
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131 | public void TestRemove() |
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132 | { |
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133 | TestHelpers.InMethod(); |
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134 | // log4net.Config.XmlConfigurator.Configure(); |
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135 | |||
136 | ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1)); |
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137 | // ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId); |
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138 | |||
139 | Vector3 startPos = new Vector3(128, 128, 30); |
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140 | UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance); |
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141 | |||
142 | m_npcMod.DeleteNPC(npcId, m_scene); |
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143 | |||
144 | ScenePresence deletedNpc = m_scene.GetScenePresence(npcId); |
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145 | |||
146 | Assert.That(deletedNpc, Is.Null); |
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147 | IClientAPI client; |
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148 | Assert.That(m_scene.TryGetClient(npcId, out client), Is.False); |
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149 | |||
150 | // Have to account for SP still present. |
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151 | Assert.That(m_scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1)); |
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152 | } |
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153 | |||
154 | [Test] |
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155 | public void TestCreateWithAttachments() |
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156 | { |
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157 | TestHelpers.InMethod(); |
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158 | // TestHelpers.EnableLogging(); |
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159 | |||
160 | UUID userId = TestHelpers.ParseTail(0x1); |
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161 | UserAccountHelpers.CreateUserWithInventory(m_scene, userId); |
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162 | ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId); |
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163 | |||
164 | UUID attItemId = TestHelpers.ParseTail(0x2); |
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165 | UUID attAssetId = TestHelpers.ParseTail(0x3); |
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166 | string attName = "att"; |
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167 | |||
168 | UserInventoryHelpers.CreateInventoryItem(m_scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object); |
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169 | |||
170 | m_attMod.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest); |
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171 | |||
172 | UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance); |
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173 | |||
174 | ScenePresence npc = m_scene.GetScenePresence(npcId); |
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175 | |||
176 | // Check scene presence status |
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177 | Assert.That(npc.HasAttachments(), Is.True); |
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178 | List<SceneObjectGroup> attachments = npc.GetAttachments(); |
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179 | Assert.That(attachments.Count, Is.EqualTo(1)); |
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180 | SceneObjectGroup attSo = attachments[0]; |
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181 | |||
182 | // 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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183 | // name. TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC. |
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184 | // Assert.That(attSo.Name, Is.EqualTo(attName)); |
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185 | |||
186 | Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest)); |
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187 | Assert.That(attSo.IsAttachment); |
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188 | Assert.That(attSo.UsesPhysics, Is.False); |
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189 | Assert.That(attSo.IsTemporary, Is.False); |
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190 | Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID)); |
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191 | } |
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192 | |||
193 | [Test] |
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194 | public void TestLoadAppearance() |
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195 | { |
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196 | TestHelpers.InMethod(); |
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197 | // log4net.Config.XmlConfigurator.Configure(); |
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198 | |||
199 | UUID userId = TestHelpers.ParseTail(0x1); |
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200 | UserAccountHelpers.CreateUserWithInventory(m_scene, userId); |
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201 | ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId); |
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202 | |||
203 | UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance); |
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204 | |||
205 | // Now add the attachment to the original avatar and use that to load a new appearance |
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206 | // TODO: Could also run tests loading from a notecard though this isn't much different for our purposes here |
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207 | UUID attItemId = TestHelpers.ParseTail(0x2); |
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208 | UUID attAssetId = TestHelpers.ParseTail(0x3); |
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209 | string attName = "att"; |
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210 | |||
211 | UserInventoryHelpers.CreateInventoryItem(m_scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object); |
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212 | |||
213 | m_attMod.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest); |
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214 | |||
215 | m_npcMod.SetNPCAppearance(npcId, sp.Appearance, m_scene); |
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216 | |||
217 | ScenePresence npc = m_scene.GetScenePresence(npcId); |
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218 | |||
219 | // Check scene presence status |
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220 | Assert.That(npc.HasAttachments(), Is.True); |
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221 | List<SceneObjectGroup> attachments = npc.GetAttachments(); |
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222 | Assert.That(attachments.Count, Is.EqualTo(1)); |
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223 | SceneObjectGroup attSo = attachments[0]; |
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224 | |||
225 | // 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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226 | // name. TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC. |
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227 | // Assert.That(attSo.Name, Is.EqualTo(attName)); |
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228 | |||
229 | Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest)); |
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230 | Assert.That(attSo.IsAttachment); |
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231 | Assert.That(attSo.UsesPhysics, Is.False); |
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232 | Assert.That(attSo.IsTemporary, Is.False); |
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233 | Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID)); |
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234 | } |
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235 | |||
236 | [Test] |
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237 | public void TestMove() |
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238 | { |
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239 | TestHelpers.InMethod(); |
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240 | // log4net.Config.XmlConfigurator.Configure(); |
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241 | |||
242 | ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1)); |
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243 | // ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId); |
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244 | |||
245 | Vector3 startPos = new Vector3(128, 128, 30); |
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246 | UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance); |
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247 | |||
248 | ScenePresence npc = m_scene.GetScenePresence(npcId); |
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249 | Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); |
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250 | |||
251 | // For now, we'll make the scene presence fly to simplify this test, but this needs to change. |
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252 | npc.Flying = true; |
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253 | |||
254 | m_scene.Update(1); |
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255 | Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); |
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256 | |||
257 | Vector3 targetPos = startPos + new Vector3(0, 10, 0); |
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258 | m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false, false); |
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259 | |||
260 | Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); |
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261 | //Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f))); |
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262 | Assert.That( |
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263 | npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001)); |
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264 | |||
265 | m_scene.Update(1); |
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266 | |||
267 | // We should really check the exact figure. |
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268 | Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X)); |
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269 | Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y)); |
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270 | Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); |
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271 | Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X)); |
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272 | |||
273 | m_scene.Update(10); |
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274 | |||
275 | double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos); |
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276 | Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move"); |
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277 | Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos)); |
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278 | Assert.That(npc.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE)); |
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279 | |||
280 | // Try a second movement |
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281 | startPos = npc.AbsolutePosition; |
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282 | targetPos = startPos + new Vector3(10, 0, 0); |
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283 | m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false, false); |
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284 | |||
285 | Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); |
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286 | // Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1))); |
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287 | Assert.That( |
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288 | npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001)); |
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289 | |||
290 | m_scene.Update(1); |
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291 | |||
292 | // We should really check the exact figure. |
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293 | Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X)); |
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294 | Assert.That(npc.AbsolutePosition.X, Is.LessThan(targetPos.X)); |
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295 | Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y)); |
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296 | Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); |
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297 | |||
298 | m_scene.Update(10); |
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299 | |||
300 | distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos); |
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301 | Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move"); |
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302 | Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos)); |
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303 | } |
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304 | |||
305 | [Test] |
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306 | public void TestSitAndStandWithSitTarget() |
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307 | { |
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308 | TestHelpers.InMethod(); |
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309 | // log4net.Config.XmlConfigurator.Configure(); |
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310 | |||
311 | ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1)); |
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312 | |||
313 | Vector3 startPos = new Vector3(128, 128, 30); |
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314 | UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance); |
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315 | |||
316 | ScenePresence npc = m_scene.GetScenePresence(npcId); |
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317 | SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart; |
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318 | |||
319 | part.SitTargetPosition = new Vector3(0, 0, 1); |
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320 | m_npcMod.Sit(npc.UUID, part.UUID, m_scene); |
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321 | |||
322 | Assert.That(part.SitTargetAvatar, Is.EqualTo(npcId)); |
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323 | Assert.That(npc.ParentID, Is.EqualTo(part.LocalId)); |
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324 | // Assert.That( |
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325 | // npc.AbsolutePosition, |
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326 | // Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT)); |
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327 | |||
328 | m_npcMod.Stand(npc.UUID, m_scene); |
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329 | |||
330 | Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); |
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331 | Assert.That(npc.ParentID, Is.EqualTo(0)); |
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332 | } |
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333 | |||
334 | [Test] |
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335 | public void TestSitAndStandWithNoSitTarget() |
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336 | { |
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337 | TestHelpers.InMethod(); |
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338 | // TestHelpers.EnableLogging(); |
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339 | |||
340 | ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1)); |
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341 | |||
342 | // 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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343 | // the autopilot doesn't trigger |
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344 | Vector3 startPos = new Vector3(1, 1, 1); |
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345 | |||
346 | UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance); |
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347 | |||
348 | ScenePresence npc = m_scene.GetScenePresence(npcId); |
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349 | SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart; |
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350 | |||
351 | m_npcMod.Sit(npc.UUID, part.UUID, m_scene); |
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352 | |||
353 | Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); |
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354 | Assert.That(npc.ParentID, Is.EqualTo(part.LocalId)); |
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355 | |||
356 | // We should really be using the NPC size but this would mean preserving the physics actor since it is |
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357 | // removed on sit. |
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358 | Assert.That( |
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359 | npc.AbsolutePosition, |
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360 | Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, sp.PhysicsActor.Size.Z / 2))); |
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361 | |||
362 | m_npcMod.Stand(npc.UUID, m_scene); |
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363 | |||
364 | Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); |
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365 | Assert.That(npc.ParentID, Is.EqualTo(0)); |
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366 | } |
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367 | } |
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368 | } |