Parcel Prim Limit Overflow test
Purpose
- Eliminate paths of accidental object return due to Mesh object editing.
- This means that when UserA is editing or creating objects on his parcel, there should be no way to accidentally return other people's objects on his land.
- When possible also avoid returning UserA's own objects, by failing to perform the operation that would have caused the overflow and providing a helpful error message.
setup
- UserA, own some land.
- UserA, upload a mesh that has a prim equivalent less than 40 (Use duck.dae with the default upload settings and scale)
- UserA, upload a mesh that has a prim equivalent greater than 40 (Use duck.dae with the default upload settings, then scale it up.)
- UserB, rez objects on UserA land until only 40 prims are available on the parcel.
rez a mesh
- UserA, rez a mesh that has a prim equivalent greater than 40.
- Verify UserA receives a descriptive message explaining that the rez failed because the parcel is full
- Verify Neither UserA's nor UserB's objects are not returned.
rez a mesh via script
- UserA, create a prim on your parcel and add the following script
default{touch_start(integer total_number){llRezObject(llGetInventoryName(INVENTORY_OBJECT, 0), llGetPos()+<0,0,1>, ZERO_VECTOR, ZERO_ROTATION, 1);}}
- UserA, put a mesh that has a prim equivalent greater than 40 inside the contents of the prim.
- Touch the prim.
- Verify UserA receives a descriptive message explaining that the rez failed because the parcel is full
- Verify Neither UserA's nor UserB's objects are not returned.
resize a mesh
- UserA, rez a mesh that has a prim equivalent less than 10.
- UserA, resize the mesh larger, so its cost increases past 10
- UserA, deselect the object
- (Ideal behavior: The scale operation fails and the object snaps back to its previous scale. A helpful error message explains that the scale operation failed because it would have exceeded the parcel's resource limit.)
- Verify UserA's mesh object is returned.
- Verify UserA receives a descriptive message explaining why the object was returned.
- Verify UserB's objects are not returned.
- Also test:
- A rezzes object, B rezzes object, A scales already-rezzed object beyond resource limit.
- B rezzes object, A rezzes object, A scales B's already-rezzed object (B will need to give A permissions to do this)
change Physics shape type manually
- UserA, rez a mesh that has a prim equivalent less than 10.
- UserA, change the Physics Shape Type to Prim. (This should increase the cost past 10)
- Verify UserA's mesh object is returned.
- Verify UserA receives a descriptive message explaining why the object was returned.
- Verify UserB's objects are not returned.
- UserA, link several torii together
- UserB, rez other prims or meshes on the parcel until the parcel prim limit is reached.
- UserA, edit the root prim of the torii linked set and set the Physics Shape Type to Convex Hull
- Verify the Prim equivalent of the object increased , overflowing the parcel prim limit and causing the linked set to return.
- Verify this caused no other objects to return.
change the physics shape type as a result of linking or unlinking.
- UserA, on some parcel other than your own, rez a mesh that has a prim equivalent less than 10.
- Duplicate the mesh and link the 2 meshes together.
- Set the Physics Shape Type to None. (You'll see an error, but that's okay. The child mesh is now set to None)
- Take the linked mesh into inventory.
- Rez the linked mesh onto your parcel
- UserB, Fill up the parcel with objects
- UserA, Unlink the linked meshes.
- Verify one of UserA's mesh object is returned.
- Verify UserA receives a descriptive message explaining why the object was returned.
- Verify UserB's objects are not returned.
- It would be better if only the prims of the linked object were returned. Or better yet, the unlink should fail with a helpful error because it will cause a surprise object return situation.(SH-570)
stand up from a vehicle
- UserA, Sit on a Mesh that has a prim equivalent greater than 10 then drag it onto your parcel
- Verify no prims are returned.
- UserA, stand up.
- Verify UserA's mesh object (the vehicle) is returned.
- Verify UserA receives a descriptive message explaining why the vehicle was returned.
- Verify UserB's objects are not returned.
change a temporary prim into a temporary mesh
- UserA, create 15 torii on a different parcel.
- Link the torii together.
- Set the torii to Temporary by checking the Temporary box in the Objects tab of the Edit Tools.
- Move the linked set onto your parcel and deselect the linked set.
- Verify no objects return. (because temporary prims are not counted against the parcel resource limit)
- Edit the torii and set the Physics Shape Type to Convex Hull then deselect the object.
- Verify UserA's mesh object is returned. (because temporary meshes are counted against the parcel resource limit)
- Verify UserA receives a descriptive message explaining why the object was returned.
- Verify UserB's objects are not returned.
drop a mesh attachment that would overflow the parcel
- UserA, attach a mesh that has a resource cost greater than the resource available on your parcel.
- UserA, stand on your parcel and attempt to Drop the attachment on the parcel.
- Verify UserA's attachment is not dropped on the parcel.
- Verify UserA receives the same standard error message as when you try to drop a prim attachment on a parcel that is full.