Parcel Prim Limit Overflow test

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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 10 (Use duck.dae with the default LODs)
  • UserA, upload a mesh that has a prim equivalent greater than 10 (Use duck.dae with only the High LOD ?)
  • UserB, rez objects on UserA land until only 10 prims are available on the parcel.

rez a mesh

  • UserA, rez a mesh that has a prim equivalent greater than 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.

rez a mesh via script

  • UserA, create a prim on your parcel and add the following script
default{touch_start(integer total_number){llRezObject("Object", llGetPos()+<0,0,1>, ZERO_VECTOR, ZERO_ROTATION, 1);}}
  • UserA, put a mesh that has a prim equivalent greater than 10 inside the contents of the prim. Name that mesh "Object".
  • Touch the prim.
  • 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.

resize a mesh

  • UserA, rez a mesh that has a prim equivalent less than 10.
  • UserA, resize the mesh smaller (or 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)

change the mesh shape by dragging a different asset onto a mesh object

  • UserA, rez a mesh that has a prim equivalent less than 10.
  • UserA, drag a mesh asset which has a prim equivalent greater than 10 onto the mesh.
  • 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.

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

  • (Ideal: Give the standard error message as when you try to drop a prim attachment on a parcel that is full)