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1 vero 1 /*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27  
28 using System;
29 using System.Collections.Generic;
30 using System.Reflection;
31 using NUnit.Framework;
32 using OpenMetaverse;
33 using OpenSim.Framework;
34 using OpenSim.Framework.Communications;
35 using OpenSim.Region.Framework.Scenes;
36 using OpenSim.Tests.Common;
37 using OpenSim.Tests.Common.Mock;
38 using log4net;
39  
40 namespace OpenSim.Region.Framework.Scenes.Tests
41 {
42 [TestFixture]
43 public class SceneObjectLinkingTests : OpenSimTestCase
44 {
45 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46  
47 /// <summary>
48 /// Links to self should be ignored.
49 /// </summary>
50 [Test]
51 public void TestLinkToSelf()
52 {
53 TestHelpers.InMethod();
54  
55 UUID ownerId = TestHelpers.ParseTail(0x1);
56 int nParts = 3;
57  
58 TestScene scene = new SceneHelpers().SetupScene();
59 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(nParts, ownerId, "TestLinkToSelf_", 0x10);
60 scene.AddSceneObject(sog1);
61 scene.LinkObjects(ownerId, sog1.LocalId, new List<uint>() { sog1.Parts[1].LocalId });
62 // sog1.LinkToGroup(sog1);
63  
64 Assert.That(sog1.Parts.Length, Is.EqualTo(nParts));
65 }
66  
67 [Test]
68 public void TestLinkDelink2SceneObjects()
69 {
70 TestHelpers.InMethod();
71  
72 bool debugtest = false;
73  
74 Scene scene = new SceneHelpers().SetupScene();
75 SceneObjectGroup grp1 = SceneHelpers.AddSceneObject(scene);
76 SceneObjectPart part1 = grp1.RootPart;
77 SceneObjectGroup grp2 = SceneHelpers.AddSceneObject(scene);
78 SceneObjectPart part2 = grp2.RootPart;
79  
80 grp1.AbsolutePosition = new Vector3(10, 10, 10);
81 grp2.AbsolutePosition = Vector3.Zero;
82  
83 // <90,0,0>
84 // grp1.UpdateGroupRotationR(Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
85  
86 // <180,0,0>
87 grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
88  
89 // Required for linking
90 grp1.RootPart.ClearUpdateSchedule();
91 grp2.RootPart.ClearUpdateSchedule();
92  
93 // Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated.
94 Assert.IsFalse(grp1.GroupContainsForeignPrims);
95 grp1.LinkToGroup(grp2);
96 Assert.IsTrue(grp1.GroupContainsForeignPrims);
97  
98 scene.Backup(true);
99 Assert.IsFalse(grp1.GroupContainsForeignPrims);
100  
101 // FIXME: Can't do this test yet since group 2 still has its root part! We can't yet null this since
102 // it might cause SOG.ProcessBackup() to fail due to the race condition. This really needs to be fixed.
103 Assert.That(grp2.IsDeleted, "SOG 2 was not registered as deleted after link.");
104 Assert.That(grp2.Parts.Length, Is.EqualTo(0), "Group 2 still contained children after delink.");
105 Assert.That(grp1.Parts.Length == 2);
106  
107 if (debugtest)
108 {
109 m_log.Debug("parts: " + grp1.Parts.Length);
110 m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.GroupRotation);
111 m_log.Debug("Group1: Prim1: OffsetPosition:"+ part1.OffsetPosition+", OffsetRotation:"+part1.RotationOffset);
112 m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+part2.RotationOffset);
113 }
114  
115 // root part should have no offset position or rotation
116 Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity,
117 "root part should have no offset position or rotation");
118  
119 // offset position should be root part position - part2.absolute position.
120 Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10),
121 "offset position should be root part position - part2.absolute position.");
122  
123 float roll = 0;
124 float pitch = 0;
125 float yaw = 0;
126  
127 // There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
128 part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
129 Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
130  
131 if (debugtest)
132 m_log.Debug(rotEuler1);
133  
134 part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
135 Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
136  
137 if (debugtest)
138 m_log.Debug(rotEuler2);
139  
140 Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f),
141 "Not exactly sure what this is asserting...");
142  
143 // Delink part 2
144 SceneObjectGroup grp3 = grp1.DelinkFromGroup(part2.LocalId);
145  
146 if (debugtest)
147 m_log.Debug("Group2: Prim2: OffsetPosition:" + part2.AbsolutePosition + ", OffsetRotation:" + part2.RotationOffset);
148  
149 Assert.That(grp1.Parts.Length, Is.EqualTo(1), "Group 1 still contained part2 after delink.");
150 Assert.That(part2.AbsolutePosition == Vector3.Zero, "The absolute position should be zero");
151 Assert.NotNull(grp3);
152 }
153  
154 [Test]
155 public void TestLinkDelink2groups4SceneObjects()
156 {
157 TestHelpers.InMethod();
158  
159 bool debugtest = false;
160  
161 Scene scene = new SceneHelpers().SetupScene();
162 SceneObjectGroup grp1 = SceneHelpers.AddSceneObject(scene);
163 SceneObjectPart part1 = grp1.RootPart;
164 SceneObjectGroup grp2 = SceneHelpers.AddSceneObject(scene);
165 SceneObjectPart part2 = grp2.RootPart;
166 SceneObjectGroup grp3 = SceneHelpers.AddSceneObject(scene);
167 SceneObjectPart part3 = grp3.RootPart;
168 SceneObjectGroup grp4 = SceneHelpers.AddSceneObject(scene);
169 SceneObjectPart part4 = grp4.RootPart;
170  
171 grp1.AbsolutePosition = new Vector3(10, 10, 10);
172 grp2.AbsolutePosition = Vector3.Zero;
173 grp3.AbsolutePosition = new Vector3(20, 20, 20);
174 grp4.AbsolutePosition = new Vector3(40, 40, 40);
175  
176 // <90,0,0>
177 // grp1.UpdateGroupRotationR(Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
178  
179 // <180,0,0>
180 grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
181  
182 // <270,0,0>
183 // grp3.UpdateGroupRotationR(Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));
184  
185 // <0,90,0>
186 grp4.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0));
187  
188 // Required for linking
189 grp1.RootPart.ClearUpdateSchedule();
190 grp2.RootPart.ClearUpdateSchedule();
191 grp3.RootPart.ClearUpdateSchedule();
192 grp4.RootPart.ClearUpdateSchedule();
193  
194 // Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated.
195 grp1.LinkToGroup(grp2);
196  
197 // Link grp4 to grp3.
198 grp3.LinkToGroup(grp4);
199  
200 // At this point we should have 4 parts total in two groups.
201 Assert.That(grp1.Parts.Length == 2, "Group1 children count should be 2");
202 Assert.That(grp2.IsDeleted, "Group 2 was not registered as deleted after link.");
203 Assert.That(grp2.Parts.Length, Is.EqualTo(0), "Group 2 still contained parts after delink.");
204 Assert.That(grp3.Parts.Length == 2, "Group3 children count should be 2");
205 Assert.That(grp4.IsDeleted, "Group 4 was not registered as deleted after link.");
206 Assert.That(grp4.Parts.Length, Is.EqualTo(0), "Group 4 still contained parts after delink.");
207  
208 if (debugtest)
209 {
210 m_log.Debug("--------After Link-------");
211 m_log.Debug("Group1: parts:" + grp1.Parts.Length);
212 m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.GroupRotation);
213 m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset);
214 m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+ part2.RotationOffset);
215  
216 m_log.Debug("Group3: parts:" + grp3.Parts.Length);
217 m_log.Debug("Group3: Pos:"+grp3.AbsolutePosition+", Rot:"+grp3.GroupRotation);
218 m_log.Debug("Group3: Prim1: OffsetPosition:"+part3.OffsetPosition+", OffsetRotation:"+part3.RotationOffset);
219 m_log.Debug("Group3: Prim2: OffsetPosition:"+part4.OffsetPosition+", OffsetRotation:"+part4.RotationOffset);
220 }
221  
222 // Required for linking
223 grp1.RootPart.ClearUpdateSchedule();
224 grp3.RootPart.ClearUpdateSchedule();
225  
226 // root part should have no offset position or rotation
227 Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity,
228 "root part should have no offset position or rotation (again)");
229  
230 // offset position should be root part position - part2.absolute position.
231 Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10),
232 "offset position should be root part position - part2.absolute position (again)");
233  
234 float roll = 0;
235 float pitch = 0;
236 float yaw = 0;
237  
238 // There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
239 part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
240 Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
241  
242 if (debugtest)
243 m_log.Debug(rotEuler1);
244  
245 part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
246 Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
247  
248 if (debugtest)
249 m_log.Debug(rotEuler2);
250  
251 Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f),
252 "Not sure what this assertion is all about...");
253  
254 // Now we're linking the first group to the third group. This will make the first group child parts of the third one.
255 grp3.LinkToGroup(grp1);
256  
257 // Delink parts 2 and 3
258 grp3.DelinkFromGroup(part2.LocalId);
259 grp3.DelinkFromGroup(part3.LocalId);
260  
261 if (debugtest)
262 {
263 m_log.Debug("--------After De-Link-------");
264 m_log.Debug("Group1: parts:" + grp1.Parts.Length);
265 m_log.Debug("Group1: Pos:" + grp1.AbsolutePosition + ", Rot:" + grp1.GroupRotation);
266 m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset);
267 m_log.Debug("Group1: Prim2: OffsetPosition:" + part2.OffsetPosition + ", OffsetRotation:" + part2.RotationOffset);
268  
269 m_log.Debug("Group3: parts:" + grp3.Parts.Length);
270 m_log.Debug("Group3: Pos:" + grp3.AbsolutePosition + ", Rot:" + grp3.GroupRotation);
271 m_log.Debug("Group3: Prim1: OffsetPosition:" + part3.OffsetPosition + ", OffsetRotation:" + part3.RotationOffset);
272 m_log.Debug("Group3: Prim2: OffsetPosition:" + part4.OffsetPosition + ", OffsetRotation:" + part4.RotationOffset);
273 }
274  
275 Assert.That(part2.AbsolutePosition == Vector3.Zero, "Badness 1");
276 Assert.That(part4.OffsetPosition == new Vector3(20, 20, 20), "Badness 2");
277 Quaternion compareQuaternion = new Quaternion(0, 0.7071068f, 0, 0.7071068f);
278 Assert.That((part4.RotationOffset.X - compareQuaternion.X < 0.00003)
279 && (part4.RotationOffset.Y - compareQuaternion.Y < 0.00003)
280 && (part4.RotationOffset.Z - compareQuaternion.Z < 0.00003)
281 && (part4.RotationOffset.W - compareQuaternion.W < 0.00003),
282 "Badness 3");
283 }
284  
285 /// <summary>
286 /// Test that a new scene object which is already linked is correctly persisted to the persistence layer.
287 /// </summary>
288 [Test]
289 public void TestNewSceneObjectLinkPersistence()
290 {
291 TestHelpers.InMethod();
292 //log4net.Config.XmlConfigurator.Configure();
293  
294 TestScene scene = new SceneHelpers().SetupScene();
295  
296 string rootPartName = "rootpart";
297 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
298 string linkPartName = "linkpart";
299 UUID linkPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
300  
301 SceneObjectPart rootPart
302 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
303 { Name = rootPartName, UUID = rootPartUuid };
304 SceneObjectPart linkPart
305 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
306 { Name = linkPartName, UUID = linkPartUuid };
307  
308 SceneObjectGroup sog = new SceneObjectGroup(rootPart);
309 sog.AddPart(linkPart);
310 scene.AddNewSceneObject(sog, true);
311  
312 // In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked
313 // scene backup thread.
314 scene.Backup(true);
315  
316 List<SceneObjectGroup> storedObjects = scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID);
317  
318 Assert.That(storedObjects.Count, Is.EqualTo(1));
319 Assert.That(storedObjects[0].Parts.Length, Is.EqualTo(2));
320 Assert.That(storedObjects[0].ContainsPart(rootPartUuid));
321 Assert.That(storedObjects[0].ContainsPart(linkPartUuid));
322 }
323  
324 /// <summary>
325 /// Test that a delink of a previously linked object is correctly persisted to the database
326 /// </summary>
327 [Test]
328 public void TestDelinkPersistence()
329 {
330 TestHelpers.InMethod();
331 //log4net.Config.XmlConfigurator.Configure();
332  
333 TestScene scene = new SceneHelpers().SetupScene();
334  
335 string rootPartName = "rootpart";
336 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
337 string linkPartName = "linkpart";
338 UUID linkPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
339  
340 SceneObjectPart rootPart
341 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
342 { Name = rootPartName, UUID = rootPartUuid };
343  
344 SceneObjectPart linkPart
345 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
346 { Name = linkPartName, UUID = linkPartUuid };
347 SceneObjectGroup linkGroup = new SceneObjectGroup(linkPart);
348 scene.AddNewSceneObject(linkGroup, true);
349  
350 SceneObjectGroup sog = new SceneObjectGroup(rootPart);
351 scene.AddNewSceneObject(sog, true);
352  
353 Assert.IsFalse(sog.GroupContainsForeignPrims);
354 sog.LinkToGroup(linkGroup);
355 Assert.IsTrue(sog.GroupContainsForeignPrims);
356  
357 scene.Backup(true);
358 Assert.AreEqual(1, scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID).Count);
359  
360 // These changes should occur immediately without waiting for a backup pass
361 SceneObjectGroup groupToDelete = sog.DelinkFromGroup(linkPart, false);
362 Assert.IsFalse(groupToDelete.GroupContainsForeignPrims);
363  
364 scene.DeleteSceneObject(groupToDelete, false);
365  
366 List<SceneObjectGroup> storedObjects = scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID);
367  
368 Assert.AreEqual(1, storedObjects.Count);
369 Assert.AreEqual(1, storedObjects[0].Parts.Length);
370 Assert.IsTrue(storedObjects[0].ContainsPart(rootPartUuid));
371 }
372 }
373 }