Parcel Prim Limit Overflow test

Category:Test Plans
Category:Mesh
==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 physics settings set to use level of detail 'lowest')
* UserA, upload a mesh that has a prim equivalent greater than 40 (Use duck.dae with the physics settings set to use level of detail 'lowest', then scale it up.)
* 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 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 10 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.
== parcel resources shrink due to abandon, causing overflow ==
* UserA: subdivide your parcel into 2 halves
* UserA: rez a mesh object onto one of the halves
* UserB: rez another mesh object onto one of the halves. Choose an object which brings the parcel to over 50% full
* UserA: abandon the empty parcel
* Verify The parcel prim resource dropped accordingly (via About Land)
* Verify UserA's object is not returned
* Verify UserB's object is returned
== parcel resources shrink due to decreased region object bonus, causing overflow ==
* Estate manager: set the region "object bonus" to 2.0, and hit "Apply"
* UserA: rez a mesh object onto your parcel
* UserB: rez another mesh object onto the parcel. Choose an object which brings the parcel to over 50% full
* Estate manager: set the region "object bonus" to 1.0, and hit "Apply"
* Verify The parcel prim resource dropped by a factor of 2 (via About Land)
* Verify UserA's object is not returned
* Verify UserB's object is returned
== parcel prim limits do not immediately apply to selected objects ==
* UserA: rez a mesh object onto your parcel
* UserA: rez a 2nd mesh object next to your parcel, with enough cost to cause overflow returns
* UserA: drag the 2nd object onto your parcel, and don't deselect it
* UserA: wait a minute or two
* Verify neither of UserA's objects are returned
* UserA: deselect the 2nd object
* Verify that the 2nd object is returned within a few seconds