diff options
author | UbitUmarov | 2015-09-01 11:43:07 +0100 |
---|---|---|
committer | UbitUmarov | 2015-09-01 11:43:07 +0100 |
commit | fb78b182520fc9bb0f971afd0322029c70278ea6 (patch) | |
tree | b4e30d383938fdeef8c92d1d1c2f44bb61d329bd /OpenSim/Tests/Common/Helpers | |
parent | lixo (diff) | |
parent | Mantis #7713: fixed bug introduced by 1st MOSES patch. (diff) | |
download | opensim-SC-fb78b182520fc9bb0f971afd0322029c70278ea6.zip opensim-SC-fb78b182520fc9bb0f971afd0322029c70278ea6.tar.gz opensim-SC-fb78b182520fc9bb0f971afd0322029c70278ea6.tar.bz2 opensim-SC-fb78b182520fc9bb0f971afd0322029c70278ea6.tar.xz |
Merge remote-tracking branch 'os/master'
Diffstat (limited to 'OpenSim/Tests/Common/Helpers')
-rw-r--r-- | OpenSim/Tests/Common/Helpers/AssetHelpers.cs | 168 | ||||
-rw-r--r-- | OpenSim/Tests/Common/Helpers/BaseRequestHandlerHelpers.cs | 75 | ||||
-rw-r--r-- | OpenSim/Tests/Common/Helpers/ClientStackHelpers.cs | 95 | ||||
-rw-r--r-- | OpenSim/Tests/Common/Helpers/EntityTransferHelpers.cs | 123 | ||||
-rw-r--r-- | OpenSim/Tests/Common/Helpers/SceneHelpers.cs | 724 | ||||
-rw-r--r-- | OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs | 210 | ||||
-rw-r--r-- | OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs | 160 | ||||
-rw-r--r-- | OpenSim/Tests/Common/Helpers/UserInventoryHelpers.cs | 370 |
8 files changed, 1925 insertions, 0 deletions
diff --git a/OpenSim/Tests/Common/Helpers/AssetHelpers.cs b/OpenSim/Tests/Common/Helpers/AssetHelpers.cs new file mode 100644 index 0000000..7af8bed --- /dev/null +++ b/OpenSim/Tests/Common/Helpers/AssetHelpers.cs | |||
@@ -0,0 +1,168 @@ | |||
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.Text; | ||
29 | using OpenMetaverse; | ||
30 | using OpenMetaverse.Assets; | ||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework.Scenes; | ||
33 | using OpenSim.Region.Framework.Scenes.Serialization; | ||
34 | using OpenSim.Services.Interfaces; | ||
35 | |||
36 | namespace OpenSim.Tests.Common | ||
37 | { | ||
38 | public class AssetHelpers | ||
39 | { | ||
40 | /// <summary> | ||
41 | /// Create a notecard asset with a random uuids and dummy text. | ||
42 | /// </summary> | ||
43 | /// <returns></returns> | ||
44 | public static AssetBase CreateNotecardAsset() | ||
45 | { | ||
46 | return CreateNotecardAsset(UUID.Random()); | ||
47 | } | ||
48 | |||
49 | /// <summary> | ||
50 | /// Create a notecard asset with dummy text and a random owner. | ||
51 | /// </summary> | ||
52 | /// <param name="assetId">/param> | ||
53 | /// <returns></returns> | ||
54 | public static AssetBase CreateNotecardAsset(UUID assetId) | ||
55 | { | ||
56 | return CreateNotecardAsset(assetId, "hello"); | ||
57 | } | ||
58 | |||
59 | /// <summary> | ||
60 | /// Create a notecard asset with a random owner. | ||
61 | /// </summary> | ||
62 | /// <param name="assetId">/param> | ||
63 | /// <param name="text"></param> | ||
64 | /// <returns></returns> | ||
65 | public static AssetBase CreateNotecardAsset(UUID assetId, string text) | ||
66 | { | ||
67 | return CreateAsset(assetId, AssetType.Notecard, text, UUID.Random()); | ||
68 | } | ||
69 | |||
70 | // /// <summary> | ||
71 | // /// Create and store a notecard asset with a random uuid and dummy text. | ||
72 | // /// </summary> | ||
73 | // /// <param name="creatorId">/param> | ||
74 | // /// <returns></returns> | ||
75 | // public static AssetBase CreateNotecardAsset(Scene scene, UUID creatorId) | ||
76 | // { | ||
77 | // AssetBase asset = CreateAsset(UUID.Random(), AssetType.Notecard, "hello", creatorId); | ||
78 | // scene.AssetService.Store(asset); | ||
79 | // return asset; | ||
80 | // } | ||
81 | |||
82 | /// <summary> | ||
83 | /// Create an asset from the given object. | ||
84 | /// </summary> | ||
85 | /// <param name="assetUuidTail"> | ||
86 | /// The hexadecimal last part of the UUID for the asset created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}" | ||
87 | /// will be used. | ||
88 | /// </param> | ||
89 | /// <param name="sog"></param> | ||
90 | /// <returns></returns> | ||
91 | public static AssetBase CreateAsset(int assetUuidTail, SceneObjectGroup sog) | ||
92 | { | ||
93 | return CreateAsset(new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", assetUuidTail)), sog); | ||
94 | } | ||
95 | |||
96 | /// <summary> | ||
97 | /// Create an asset from the given object. | ||
98 | /// </summary> | ||
99 | /// <param name="assetUuid"></param> | ||
100 | /// <param name="sog"></param> | ||
101 | /// <returns></returns> | ||
102 | public static AssetBase CreateAsset(UUID assetUuid, SceneObjectGroup sog) | ||
103 | { | ||
104 | return CreateAsset( | ||
105 | assetUuid, | ||
106 | AssetType.Object, | ||
107 | Encoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(sog)), | ||
108 | sog.OwnerID); | ||
109 | } | ||
110 | |||
111 | /// <summary> | ||
112 | /// Create an asset from the given scene object. | ||
113 | /// </summary> | ||
114 | /// <param name="assetUuidTail"> | ||
115 | /// The hexadecimal last part of the UUID for the asset created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}" | ||
116 | /// will be used. | ||
117 | /// </param> | ||
118 | /// <param name="coa"></param> | ||
119 | /// <returns></returns> | ||
120 | public static AssetBase CreateAsset(int assetUuidTail, CoalescedSceneObjects coa) | ||
121 | { | ||
122 | return CreateAsset(new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", assetUuidTail)), coa); | ||
123 | } | ||
124 | |||
125 | /// <summary> | ||
126 | /// Create an asset from the given scene object. | ||
127 | /// </summary> | ||
128 | /// <param name="assetUuid"></param> | ||
129 | /// <param name="coa"></param> | ||
130 | /// <returns></returns> | ||
131 | public static AssetBase CreateAsset(UUID assetUuid, CoalescedSceneObjects coa) | ||
132 | { | ||
133 | return CreateAsset( | ||
134 | assetUuid, | ||
135 | AssetType.Object, | ||
136 | Encoding.ASCII.GetBytes(CoalescedSceneObjectsSerializer.ToXml(coa)), | ||
137 | coa.CreatorId); | ||
138 | } | ||
139 | |||
140 | /// <summary> | ||
141 | /// Create an asset from the given data. | ||
142 | /// </summary> | ||
143 | public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, string text, UUID creatorID) | ||
144 | { | ||
145 | AssetNotecard anc = new AssetNotecard(); | ||
146 | anc.BodyText = text; | ||
147 | anc.Encode(); | ||
148 | |||
149 | return CreateAsset(assetUuid, assetType, anc.AssetData, creatorID); | ||
150 | } | ||
151 | |||
152 | /// <summary> | ||
153 | /// Create an asset from the given data. | ||
154 | /// </summary> | ||
155 | public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, byte[] data, UUID creatorID) | ||
156 | { | ||
157 | AssetBase asset = new AssetBase(assetUuid, assetUuid.ToString(), (sbyte)assetType, creatorID.ToString()); | ||
158 | asset.Data = data; | ||
159 | return asset; | ||
160 | } | ||
161 | |||
162 | public static string ReadAssetAsString(IAssetService assetService, UUID uuid) | ||
163 | { | ||
164 | byte[] assetData = assetService.GetData(uuid.ToString()); | ||
165 | return Encoding.ASCII.GetString(assetData); | ||
166 | } | ||
167 | } | ||
168 | } | ||
diff --git a/OpenSim/Tests/Common/Helpers/BaseRequestHandlerHelpers.cs b/OpenSim/Tests/Common/Helpers/BaseRequestHandlerHelpers.cs new file mode 100644 index 0000000..82ecf9a --- /dev/null +++ b/OpenSim/Tests/Common/Helpers/BaseRequestHandlerHelpers.cs | |||
@@ -0,0 +1,75 @@ | |||
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.Text; | ||
31 | using NUnit.Framework; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Framework.Servers; | ||
34 | using OpenSim.Framework.Servers.HttpServer; | ||
35 | |||
36 | namespace OpenSim.Tests.Common | ||
37 | { | ||
38 | public class BaseRequestHandlerHelpers | ||
39 | { | ||
40 | private static string[] m_emptyStringArray = new string[] { }; | ||
41 | |||
42 | public static void BaseTestGetParams(BaseRequestHandler handler, string assetsPath) | ||
43 | { | ||
44 | Assert.AreEqual(String.Empty, handler.GetParam(null), "Failed on null path."); | ||
45 | Assert.AreEqual(String.Empty, handler.GetParam(""), "Failed on empty path."); | ||
46 | Assert.AreEqual(String.Empty, handler.GetParam("s"), "Failed on short url."); | ||
47 | Assert.AreEqual(String.Empty, handler.GetParam("corruptUrl"), "Failed on corruptUrl."); | ||
48 | |||
49 | Assert.AreEqual(String.Empty, handler.GetParam(assetsPath)); | ||
50 | Assert.AreEqual("/", handler.GetParam(assetsPath + "/")); | ||
51 | Assert.AreEqual("/a", handler.GetParam(assetsPath + "/a")); | ||
52 | Assert.AreEqual("/b/", handler.GetParam(assetsPath + "/b/")); | ||
53 | Assert.AreEqual("/c/d", handler.GetParam(assetsPath + "/c/d")); | ||
54 | Assert.AreEqual("/e/f/", handler.GetParam(assetsPath + "/e/f/")); | ||
55 | } | ||
56 | |||
57 | public static void BaseTestSplitParams(BaseRequestHandler handler, string assetsPath) | ||
58 | { | ||
59 | Assert.AreEqual(m_emptyStringArray, handler.SplitParams(null), "Failed on null."); | ||
60 | Assert.AreEqual(m_emptyStringArray, handler.SplitParams(""), "Failed on empty path."); | ||
61 | Assert.AreEqual(m_emptyStringArray, handler.SplitParams("corruptUrl"), "Failed on corrupt url."); | ||
62 | |||
63 | Assert.AreEqual(m_emptyStringArray, handler.SplitParams(assetsPath), "Failed on empty params."); | ||
64 | Assert.AreEqual(m_emptyStringArray, handler.SplitParams(assetsPath + "/"), "Failed on single slash."); | ||
65 | |||
66 | Assert.AreEqual(new string[] { "a" }, handler.SplitParams(assetsPath + "/a"), "Failed on first segment."); | ||
67 | Assert.AreEqual(new string[] { "b" }, handler.SplitParams(assetsPath + "/b/"), "Failed on second slash."); | ||
68 | Assert.AreEqual(new string[] { "c", "d" }, handler.SplitParams(assetsPath + "/c/d"), "Failed on second segment."); | ||
69 | Assert.AreEqual(new string[] { "e", "f" }, handler.SplitParams(assetsPath + "/e/f/"), "Failed on trailing slash."); | ||
70 | } | ||
71 | |||
72 | public static byte[] EmptyByteArray = new byte[] {}; | ||
73 | |||
74 | } | ||
75 | } | ||
diff --git a/OpenSim/Tests/Common/Helpers/ClientStackHelpers.cs b/OpenSim/Tests/Common/Helpers/ClientStackHelpers.cs new file mode 100644 index 0000000..33cd8a2 --- /dev/null +++ b/OpenSim/Tests/Common/Helpers/ClientStackHelpers.cs | |||
@@ -0,0 +1,95 @@ | |||
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.Net; | ||
30 | using Nini.Config; | ||
31 | using OpenMetaverse; | ||
32 | using OpenMetaverse.Packets; | ||
33 | using OpenSim.Framework; | ||
34 | using OpenSim.Region.ClientStack.LindenUDP; | ||
35 | using OpenSim.Region.Framework.Scenes; | ||
36 | |||
37 | namespace OpenSim.Tests.Common | ||
38 | { | ||
39 | /// <summary> | ||
40 | /// This class adds full UDP client classes and associated scene presence to scene. | ||
41 | /// </summary> | ||
42 | /// <remarks> | ||
43 | /// This is used for testing client stack code. For testing other code, use SceneHelper methods instead since | ||
44 | /// they operate without the burden of setting up UDP structures which should be unnecessary for testing scene | ||
45 | /// code. | ||
46 | /// </remarks> | ||
47 | public static class ClientStackHelpers | ||
48 | { | ||
49 | public static ScenePresence AddChildClient( | ||
50 | Scene scene, LLUDPServer udpServer, UUID agentId, UUID sessionId, uint circuitCode) | ||
51 | { | ||
52 | IPEndPoint testEp = new IPEndPoint(IPAddress.Loopback, 999); | ||
53 | |||
54 | UseCircuitCodePacket uccp = new UseCircuitCodePacket(); | ||
55 | |||
56 | UseCircuitCodePacket.CircuitCodeBlock uccpCcBlock | ||
57 | = new UseCircuitCodePacket.CircuitCodeBlock(); | ||
58 | uccpCcBlock.Code = circuitCode; | ||
59 | uccpCcBlock.ID = agentId; | ||
60 | uccpCcBlock.SessionID = sessionId; | ||
61 | uccp.CircuitCode = uccpCcBlock; | ||
62 | |||
63 | byte[] uccpBytes = uccp.ToBytes(); | ||
64 | UDPPacketBuffer upb = new UDPPacketBuffer(testEp, uccpBytes.Length); | ||
65 | upb.DataLength = uccpBytes.Length; // God knows why this isn't set by the constructor. | ||
66 | Buffer.BlockCopy(uccpBytes, 0, upb.Data, 0, uccpBytes.Length); | ||
67 | |||
68 | AgentCircuitData acd = new AgentCircuitData(); | ||
69 | acd.AgentID = agentId; | ||
70 | acd.SessionID = sessionId; | ||
71 | |||
72 | scene.AuthenticateHandler.AddNewCircuit(circuitCode, acd); | ||
73 | |||
74 | udpServer.PacketReceived(upb); | ||
75 | |||
76 | return scene.GetScenePresence(agentId); | ||
77 | } | ||
78 | |||
79 | public static TestLLUDPServer AddUdpServer(Scene scene) | ||
80 | { | ||
81 | return AddUdpServer(scene, new IniConfigSource()); | ||
82 | } | ||
83 | |||
84 | public static TestLLUDPServer AddUdpServer(Scene scene, IniConfigSource configSource) | ||
85 | { | ||
86 | uint port = 0; | ||
87 | AgentCircuitManager acm = scene.AuthenticateHandler; | ||
88 | |||
89 | TestLLUDPServer udpServer = new TestLLUDPServer(IPAddress.Any, ref port, 0, false, configSource, acm); | ||
90 | udpServer.AddScene(scene); | ||
91 | |||
92 | return udpServer; | ||
93 | } | ||
94 | } | ||
95 | } \ No newline at end of file | ||
diff --git a/OpenSim/Tests/Common/Helpers/EntityTransferHelpers.cs b/OpenSim/Tests/Common/Helpers/EntityTransferHelpers.cs new file mode 100644 index 0000000..cf7583e --- /dev/null +++ b/OpenSim/Tests/Common/Helpers/EntityTransferHelpers.cs | |||
@@ -0,0 +1,123 @@ | |||
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.IO; | ||
31 | using System.Net; | ||
32 | using System.Reflection; | ||
33 | using System.Text; | ||
34 | using System.Threading; | ||
35 | using log4net; | ||
36 | using Nini.Config; | ||
37 | using NUnit.Framework; | ||
38 | using OpenMetaverse; | ||
39 | using OpenSim.Framework; | ||
40 | using OpenSim.Framework.Communications; | ||
41 | using OpenSim.Framework.Servers; | ||
42 | using OpenSim.Region.Framework.Interfaces; | ||
43 | using OpenSim.Region.Framework.Scenes; | ||
44 | using OpenSim.Region.CoreModules.Framework; | ||
45 | using OpenSim.Tests.Common; | ||
46 | |||
47 | namespace OpenSim.Tests.Common | ||
48 | { | ||
49 | public static class EntityTransferHelpers | ||
50 | { | ||
51 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
52 | |||
53 | /// <summary> | ||
54 | /// Set up correct handling of the InformClientOfNeighbour call from the source region that triggers the | ||
55 | /// viewer to setup a connection with the destination region. | ||
56 | /// </summary> | ||
57 | /// <param name='tc'></param> | ||
58 | /// <param name='neighbourTcs'> | ||
59 | /// A list that will be populated with any TestClients set up in response to | ||
60 | /// being informed about a destination region. | ||
61 | /// </param> | ||
62 | public static void SetupInformClientOfNeighbourTriggersNeighbourClientCreate( | ||
63 | TestClient tc, List<TestClient> neighbourTcs) | ||
64 | { | ||
65 | // XXX: Confusingly, this is also used for non-neighbour notification (as in teleports that do not use the | ||
66 | // event queue). | ||
67 | |||
68 | tc.OnTestClientInformClientOfNeighbour += (neighbourHandle, neighbourExternalEndPoint) => | ||
69 | { | ||
70 | uint x, y; | ||
71 | Util.RegionHandleToRegionLoc(neighbourHandle, out x, out y); | ||
72 | |||
73 | m_log.DebugFormat( | ||
74 | "[TEST CLIENT]: Processing inform client of neighbour located at {0},{1} at {2}", | ||
75 | x, y, neighbourExternalEndPoint); | ||
76 | |||
77 | AgentCircuitData newAgent = tc.RequestClientInfo(); | ||
78 | |||
79 | Scene neighbourScene; | ||
80 | SceneManager.Instance.TryGetScene(x, y, out neighbourScene); | ||
81 | |||
82 | TestClient neighbourTc = new TestClient(newAgent, neighbourScene); | ||
83 | neighbourTcs.Add(neighbourTc); | ||
84 | neighbourScene.AddNewAgent(neighbourTc, PresenceType.User); | ||
85 | }; | ||
86 | } | ||
87 | |||
88 | /// <summary> | ||
89 | /// Set up correct handling of the InformClientOfNeighbour call from the source region that triggers the | ||
90 | /// viewer to setup a connection with the destination region. | ||
91 | /// </summary> | ||
92 | /// <param name='tc'></param> | ||
93 | /// <param name='neighbourTcs'> | ||
94 | /// A list that will be populated with any TestClients set up in response to | ||
95 | /// being informed about a destination region. | ||
96 | /// </param> | ||
97 | public static void SetupSendRegionTeleportTriggersDestinationClientCreateAndCompleteMovement( | ||
98 | TestClient client, List<TestClient> destinationClients) | ||
99 | { | ||
100 | client.OnTestClientSendRegionTeleport | ||
101 | += (regionHandle, simAccess, regionExternalEndPoint, locationID, flags, capsURL) => | ||
102 | { | ||
103 | uint x, y; | ||
104 | Util.RegionHandleToRegionLoc(regionHandle, out x, out y); | ||
105 | |||
106 | m_log.DebugFormat( | ||
107 | "[TEST CLIENT]: Processing send region teleport for destination at {0},{1} at {2}", | ||
108 | x, y, regionExternalEndPoint); | ||
109 | |||
110 | AgentCircuitData newAgent = client.RequestClientInfo(); | ||
111 | |||
112 | Scene destinationScene; | ||
113 | SceneManager.Instance.TryGetScene(x, y, out destinationScene); | ||
114 | |||
115 | TestClient destinationClient = new TestClient(newAgent, destinationScene); | ||
116 | destinationClients.Add(destinationClient); | ||
117 | destinationScene.AddNewAgent(destinationClient, PresenceType.User); | ||
118 | |||
119 | ThreadPool.UnsafeQueueUserWorkItem(o => destinationClient.CompleteMovement(), null); | ||
120 | }; | ||
121 | } | ||
122 | } | ||
123 | } \ No newline at end of file | ||
diff --git a/OpenSim/Tests/Common/Helpers/SceneHelpers.cs b/OpenSim/Tests/Common/Helpers/SceneHelpers.cs new file mode 100644 index 0000000..1fb1c5c --- /dev/null +++ b/OpenSim/Tests/Common/Helpers/SceneHelpers.cs | |||
@@ -0,0 +1,724 @@ | |||
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.Net; | ||
30 | using System.Collections.Generic; | ||
31 | using Nini.Config; | ||
32 | using OpenMetaverse; | ||
33 | using OpenSim.Data.Null; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Framework.Communications; | ||
36 | using OpenSim.Framework.Console; | ||
37 | using OpenSim.Framework.Servers; | ||
38 | using OpenSim.Framework.Servers.HttpServer; | ||
39 | using OpenSim.Region.Physics.Manager; | ||
40 | using OpenSim.Region.Framework; | ||
41 | using OpenSim.Region.Framework.Interfaces; | ||
42 | using OpenSim.Region.Framework.Scenes; | ||
43 | using OpenSim.Region.CoreModules.Avatar.Gods; | ||
44 | using OpenSim.Region.CoreModules.Asset; | ||
45 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset; | ||
46 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Authentication; | ||
47 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory; | ||
48 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid; | ||
49 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts; | ||
50 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence; | ||
51 | using OpenSim.Services.Interfaces; | ||
52 | using GridRegion = OpenSim.Services.Interfaces.GridRegion; | ||
53 | |||
54 | namespace OpenSim.Tests.Common | ||
55 | { | ||
56 | /// <summary> | ||
57 | /// Helpers for setting up scenes. | ||
58 | /// </summary> | ||
59 | public class SceneHelpers | ||
60 | { | ||
61 | /// <summary> | ||
62 | /// We need a scene manager so that test clients can retrieve a scene when performing teleport tests. | ||
63 | /// </summary> | ||
64 | public SceneManager SceneManager { get; private set; } | ||
65 | |||
66 | public ISimulationDataService SimDataService { get; private set; } | ||
67 | |||
68 | private AgentCircuitManager m_acm = new AgentCircuitManager(); | ||
69 | private IEstateDataService m_estateDataService = null; | ||
70 | |||
71 | private LocalAssetServicesConnector m_assetService; | ||
72 | private LocalAuthenticationServicesConnector m_authenticationService; | ||
73 | private LocalInventoryServicesConnector m_inventoryService; | ||
74 | private LocalGridServicesConnector m_gridService; | ||
75 | private LocalUserAccountServicesConnector m_userAccountService; | ||
76 | private LocalPresenceServicesConnector m_presenceService; | ||
77 | |||
78 | private CoreAssetCache m_cache; | ||
79 | |||
80 | public SceneHelpers() : this(null) {} | ||
81 | |||
82 | public SceneHelpers(CoreAssetCache cache) | ||
83 | { | ||
84 | SceneManager = new SceneManager(); | ||
85 | |||
86 | m_assetService = StartAssetService(cache); | ||
87 | m_authenticationService = StartAuthenticationService(); | ||
88 | m_inventoryService = StartInventoryService(); | ||
89 | m_gridService = StartGridService(); | ||
90 | m_userAccountService = StartUserAccountService(); | ||
91 | m_presenceService = StartPresenceService(); | ||
92 | |||
93 | m_inventoryService.PostInitialise(); | ||
94 | m_assetService.PostInitialise(); | ||
95 | m_userAccountService.PostInitialise(); | ||
96 | m_presenceService.PostInitialise(); | ||
97 | |||
98 | m_cache = cache; | ||
99 | |||
100 | SimDataService | ||
101 | = OpenSim.Server.Base.ServerUtils.LoadPlugin<ISimulationDataService>("OpenSim.Tests.Common.dll", null); | ||
102 | } | ||
103 | |||
104 | /// <summary> | ||
105 | /// Set up a test scene | ||
106 | /// </summary> | ||
107 | /// <remarks> | ||
108 | /// Automatically starts services, as would the normal runtime. | ||
109 | /// </remarks> | ||
110 | /// <returns></returns> | ||
111 | public TestScene SetupScene() | ||
112 | { | ||
113 | return SetupScene("Unit test region", UUID.Random(), 1000, 1000); | ||
114 | } | ||
115 | |||
116 | public TestScene SetupScene(string name, UUID id, uint x, uint y) | ||
117 | { | ||
118 | return SetupScene(name, id, x, y, new IniConfigSource()); | ||
119 | } | ||
120 | |||
121 | public TestScene SetupScene(string name, UUID id, uint x, uint y, IConfigSource configSource) | ||
122 | { | ||
123 | return SetupScene(name, id, x, y, Constants.RegionSize, Constants.RegionSize, configSource); | ||
124 | } | ||
125 | |||
126 | /// <summary> | ||
127 | /// Set up a scene. | ||
128 | /// </summary> | ||
129 | /// <param name="name">Name of the region</param> | ||
130 | /// <param name="id">ID of the region</param> | ||
131 | /// <param name="x">X co-ordinate of the region</param> | ||
132 | /// <param name="y">Y co-ordinate of the region</param> | ||
133 | /// <param name="sizeX">X size of scene</param> | ||
134 | /// <param name="sizeY">Y size of scene</param> | ||
135 | /// <param name="configSource"></param> | ||
136 | /// <returns></returns> | ||
137 | public TestScene SetupScene( | ||
138 | string name, UUID id, uint x, uint y, uint sizeX, uint sizeY, IConfigSource configSource) | ||
139 | { | ||
140 | Console.WriteLine("Setting up test scene {0}", name); | ||
141 | |||
142 | // We must set up a console otherwise setup of some modules may fail | ||
143 | MainConsole.Instance = new MockConsole(); | ||
144 | |||
145 | RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1"); | ||
146 | regInfo.RegionName = name; | ||
147 | regInfo.RegionID = id; | ||
148 | regInfo.RegionSizeX = sizeX; | ||
149 | regInfo.RegionSizeY = sizeY; | ||
150 | |||
151 | SceneCommunicationService scs = new SceneCommunicationService(); | ||
152 | |||
153 | PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager(); | ||
154 | physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll"); | ||
155 | Vector3 regionExtent = new Vector3( regInfo.RegionSizeX, regInfo.RegionSizeY, regInfo.RegionSizeZ); | ||
156 | PhysicsScene physicsScene | ||
157 | = physicsPluginManager.GetPhysicsScene( | ||
158 | "basicphysics", "ZeroMesher", new IniConfigSource(), "test", regionExtent); | ||
159 | |||
160 | TestScene testScene = new TestScene( | ||
161 | regInfo, m_acm, physicsScene, scs, SimDataService, m_estateDataService, configSource, null); | ||
162 | |||
163 | INonSharedRegionModule godsModule = new GodsModule(); | ||
164 | godsModule.Initialise(new IniConfigSource()); | ||
165 | godsModule.AddRegion(testScene); | ||
166 | |||
167 | // Add scene to services | ||
168 | m_assetService.AddRegion(testScene); | ||
169 | |||
170 | if (m_cache != null) | ||
171 | { | ||
172 | m_cache.AddRegion(testScene); | ||
173 | m_cache.RegionLoaded(testScene); | ||
174 | testScene.AddRegionModule(m_cache.Name, m_cache); | ||
175 | } | ||
176 | |||
177 | m_assetService.RegionLoaded(testScene); | ||
178 | testScene.AddRegionModule(m_assetService.Name, m_assetService); | ||
179 | |||
180 | m_authenticationService.AddRegion(testScene); | ||
181 | m_authenticationService.RegionLoaded(testScene); | ||
182 | testScene.AddRegionModule(m_authenticationService.Name, m_authenticationService); | ||
183 | |||
184 | m_inventoryService.AddRegion(testScene); | ||
185 | m_inventoryService.RegionLoaded(testScene); | ||
186 | testScene.AddRegionModule(m_inventoryService.Name, m_inventoryService); | ||
187 | |||
188 | m_gridService.AddRegion(testScene); | ||
189 | m_gridService.RegionLoaded(testScene); | ||
190 | testScene.AddRegionModule(m_gridService.Name, m_gridService); | ||
191 | |||
192 | m_userAccountService.AddRegion(testScene); | ||
193 | m_userAccountService.RegionLoaded(testScene); | ||
194 | testScene.AddRegionModule(m_userAccountService.Name, m_userAccountService); | ||
195 | |||
196 | m_presenceService.AddRegion(testScene); | ||
197 | m_presenceService.RegionLoaded(testScene); | ||
198 | testScene.AddRegionModule(m_presenceService.Name, m_presenceService); | ||
199 | |||
200 | testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random(); | ||
201 | testScene.SetModuleInterfaces(); | ||
202 | |||
203 | testScene.LandChannel = new TestLandChannel(testScene); | ||
204 | testScene.LoadWorldMap(); | ||
205 | |||
206 | testScene.RegionInfo.EstateSettings = new EstateSettings(); | ||
207 | testScene.LoginsEnabled = true; | ||
208 | testScene.RegisterRegionWithGrid(); | ||
209 | |||
210 | SceneManager.Add(testScene); | ||
211 | |||
212 | return testScene; | ||
213 | } | ||
214 | |||
215 | private static LocalAssetServicesConnector StartAssetService(CoreAssetCache cache) | ||
216 | { | ||
217 | IConfigSource config = new IniConfigSource(); | ||
218 | config.AddConfig("Modules"); | ||
219 | config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); | ||
220 | config.AddConfig("AssetService"); | ||
221 | config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); | ||
222 | config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); | ||
223 | |||
224 | LocalAssetServicesConnector assetService = new LocalAssetServicesConnector(); | ||
225 | assetService.Initialise(config); | ||
226 | |||
227 | if (cache != null) | ||
228 | { | ||
229 | IConfigSource cacheConfig = new IniConfigSource(); | ||
230 | cacheConfig.AddConfig("Modules"); | ||
231 | cacheConfig.Configs["Modules"].Set("AssetCaching", "CoreAssetCache"); | ||
232 | cacheConfig.AddConfig("AssetCache"); | ||
233 | |||
234 | cache.Initialise(cacheConfig); | ||
235 | } | ||
236 | |||
237 | return assetService; | ||
238 | } | ||
239 | |||
240 | private static LocalAuthenticationServicesConnector StartAuthenticationService() | ||
241 | { | ||
242 | IConfigSource config = new IniConfigSource(); | ||
243 | config.AddConfig("Modules"); | ||
244 | config.AddConfig("AuthenticationService"); | ||
245 | config.Configs["Modules"].Set("AuthenticationServices", "LocalAuthenticationServicesConnector"); | ||
246 | config.Configs["AuthenticationService"].Set( | ||
247 | "LocalServiceModule", "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService"); | ||
248 | config.Configs["AuthenticationService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); | ||
249 | |||
250 | LocalAuthenticationServicesConnector service = new LocalAuthenticationServicesConnector(); | ||
251 | service.Initialise(config); | ||
252 | |||
253 | return service; | ||
254 | } | ||
255 | |||
256 | private static LocalInventoryServicesConnector StartInventoryService() | ||
257 | { | ||
258 | IConfigSource config = new IniConfigSource(); | ||
259 | config.AddConfig("Modules"); | ||
260 | config.AddConfig("InventoryService"); | ||
261 | config.Configs["Modules"].Set("InventoryServices", "LocalInventoryServicesConnector"); | ||
262 | config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Services.InventoryService.dll:XInventoryService"); | ||
263 | config.Configs["InventoryService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); | ||
264 | |||
265 | LocalInventoryServicesConnector inventoryService = new LocalInventoryServicesConnector(); | ||
266 | inventoryService.Initialise(config); | ||
267 | |||
268 | return inventoryService; | ||
269 | } | ||
270 | |||
271 | private static LocalGridServicesConnector StartGridService() | ||
272 | { | ||
273 | IConfigSource config = new IniConfigSource(); | ||
274 | config.AddConfig("Modules"); | ||
275 | config.AddConfig("GridService"); | ||
276 | config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector"); | ||
277 | config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll:NullRegionData"); | ||
278 | config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService"); | ||
279 | config.Configs["GridService"].Set("ConnectionString", "!static"); | ||
280 | |||
281 | LocalGridServicesConnector gridService = new LocalGridServicesConnector(); | ||
282 | gridService.Initialise(config); | ||
283 | |||
284 | return gridService; | ||
285 | } | ||
286 | |||
287 | /// <summary> | ||
288 | /// Start a user account service | ||
289 | /// </summary> | ||
290 | /// <param name="testScene"></param> | ||
291 | /// <returns></returns> | ||
292 | private static LocalUserAccountServicesConnector StartUserAccountService() | ||
293 | { | ||
294 | IConfigSource config = new IniConfigSource(); | ||
295 | config.AddConfig("Modules"); | ||
296 | config.AddConfig("UserAccountService"); | ||
297 | config.Configs["Modules"].Set("UserAccountServices", "LocalUserAccountServicesConnector"); | ||
298 | config.Configs["UserAccountService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); | ||
299 | config.Configs["UserAccountService"].Set( | ||
300 | "LocalServiceModule", "OpenSim.Services.UserAccountService.dll:UserAccountService"); | ||
301 | |||
302 | LocalUserAccountServicesConnector userAccountService = new LocalUserAccountServicesConnector(); | ||
303 | userAccountService.Initialise(config); | ||
304 | |||
305 | return userAccountService; | ||
306 | } | ||
307 | |||
308 | /// <summary> | ||
309 | /// Start a presence service | ||
310 | /// </summary> | ||
311 | /// <param name="testScene"></param> | ||
312 | private static LocalPresenceServicesConnector StartPresenceService() | ||
313 | { | ||
314 | // Unfortunately, some services share data via statics, so we need to null every time to stop interference | ||
315 | // between tests. | ||
316 | // This is a massive non-obvious pita. | ||
317 | NullPresenceData.Instance = null; | ||
318 | |||
319 | IConfigSource config = new IniConfigSource(); | ||
320 | config.AddConfig("Modules"); | ||
321 | config.AddConfig("PresenceService"); | ||
322 | config.Configs["Modules"].Set("PresenceServices", "LocalPresenceServicesConnector"); | ||
323 | config.Configs["PresenceService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); | ||
324 | config.Configs["PresenceService"].Set( | ||
325 | "LocalServiceModule", "OpenSim.Services.PresenceService.dll:PresenceService"); | ||
326 | |||
327 | LocalPresenceServicesConnector presenceService = new LocalPresenceServicesConnector(); | ||
328 | presenceService.Initialise(config); | ||
329 | |||
330 | return presenceService; | ||
331 | } | ||
332 | |||
333 | /// <summary> | ||
334 | /// Setup modules for a scene using their default settings. | ||
335 | /// </summary> | ||
336 | /// <param name="scene"></param> | ||
337 | /// <param name="modules"></param> | ||
338 | public static void SetupSceneModules(Scene scene, params object[] modules) | ||
339 | { | ||
340 | SetupSceneModules(scene, new IniConfigSource(), modules); | ||
341 | } | ||
342 | |||
343 | /// <summary> | ||
344 | /// Setup modules for a scene. | ||
345 | /// </summary> | ||
346 | /// <remarks> | ||
347 | /// If called directly, then all the modules must be shared modules. | ||
348 | /// </remarks> | ||
349 | /// <param name="scenes"></param> | ||
350 | /// <param name="config"></param> | ||
351 | /// <param name="modules"></param> | ||
352 | public static void SetupSceneModules(Scene scene, IConfigSource config, params object[] modules) | ||
353 | { | ||
354 | SetupSceneModules(new Scene[] { scene }, config, modules); | ||
355 | } | ||
356 | |||
357 | /// <summary> | ||
358 | /// Setup modules for a scene using their default settings. | ||
359 | /// </summary> | ||
360 | /// <param name="scenes"></param> | ||
361 | /// <param name="modules"></param> | ||
362 | public static void SetupSceneModules(Scene[] scenes, params object[] modules) | ||
363 | { | ||
364 | SetupSceneModules(scenes, new IniConfigSource(), modules); | ||
365 | } | ||
366 | |||
367 | /// <summary> | ||
368 | /// Setup modules for scenes. | ||
369 | /// </summary> | ||
370 | /// <remarks> | ||
371 | /// If called directly, then all the modules must be shared modules. | ||
372 | /// | ||
373 | /// We are emulating here the normal calls made to setup region modules | ||
374 | /// (Initialise(), PostInitialise(), AddRegion, RegionLoaded()). | ||
375 | /// TODO: Need to reuse normal runtime module code. | ||
376 | /// </remarks> | ||
377 | /// <param name="scenes"></param> | ||
378 | /// <param name="config"></param> | ||
379 | /// <param name="modules"></param> | ||
380 | public static void SetupSceneModules(Scene[] scenes, IConfigSource config, params object[] modules) | ||
381 | { | ||
382 | List<IRegionModuleBase> newModules = new List<IRegionModuleBase>(); | ||
383 | foreach (object module in modules) | ||
384 | { | ||
385 | IRegionModuleBase m = (IRegionModuleBase)module; | ||
386 | // Console.WriteLine("MODULE {0}", m.Name); | ||
387 | m.Initialise(config); | ||
388 | newModules.Add(m); | ||
389 | } | ||
390 | |||
391 | foreach (IRegionModuleBase module in newModules) | ||
392 | { | ||
393 | if (module is ISharedRegionModule) ((ISharedRegionModule)module).PostInitialise(); | ||
394 | } | ||
395 | |||
396 | foreach (IRegionModuleBase module in newModules) | ||
397 | { | ||
398 | foreach (Scene scene in scenes) | ||
399 | { | ||
400 | module.AddRegion(scene); | ||
401 | scene.AddRegionModule(module.Name, module); | ||
402 | } | ||
403 | } | ||
404 | |||
405 | // RegionLoaded is fired after all modules have been appropriately added to all scenes | ||
406 | foreach (IRegionModuleBase module in newModules) | ||
407 | foreach (Scene scene in scenes) | ||
408 | module.RegionLoaded(scene); | ||
409 | |||
410 | foreach (Scene scene in scenes) { scene.SetModuleInterfaces(); } | ||
411 | } | ||
412 | |||
413 | /// <summary> | ||
414 | /// Generate some standard agent connection data. | ||
415 | /// </summary> | ||
416 | /// <param name="agentId"></param> | ||
417 | /// <returns></returns> | ||
418 | public static AgentCircuitData GenerateAgentData(UUID agentId) | ||
419 | { | ||
420 | AgentCircuitData acd = GenerateCommonAgentData(); | ||
421 | |||
422 | acd.AgentID = agentId; | ||
423 | acd.firstname = "testfirstname"; | ||
424 | acd.lastname = "testlastname"; | ||
425 | acd.ServiceURLs = new Dictionary<string, object>(); | ||
426 | |||
427 | return acd; | ||
428 | } | ||
429 | |||
430 | /// <summary> | ||
431 | /// Generate some standard agent connection data. | ||
432 | /// </summary> | ||
433 | /// <param name="agentId"></param> | ||
434 | /// <returns></returns> | ||
435 | public static AgentCircuitData GenerateAgentData(UserAccount ua) | ||
436 | { | ||
437 | AgentCircuitData acd = GenerateCommonAgentData(); | ||
438 | |||
439 | acd.AgentID = ua.PrincipalID; | ||
440 | acd.firstname = ua.FirstName; | ||
441 | acd.lastname = ua.LastName; | ||
442 | acd.ServiceURLs = ua.ServiceURLs; | ||
443 | |||
444 | return acd; | ||
445 | } | ||
446 | |||
447 | private static AgentCircuitData GenerateCommonAgentData() | ||
448 | { | ||
449 | AgentCircuitData acd = new AgentCircuitData(); | ||
450 | |||
451 | // XXX: Sessions must be unique, otherwise one presence can overwrite another in NullPresenceData. | ||
452 | acd.SessionID = UUID.Random(); | ||
453 | acd.SecureSessionID = UUID.Random(); | ||
454 | |||
455 | acd.circuitcode = 123; | ||
456 | acd.BaseFolder = UUID.Zero; | ||
457 | acd.InventoryFolder = UUID.Zero; | ||
458 | acd.startpos = Vector3.Zero; | ||
459 | acd.CapsPath = "http://wibble.com"; | ||
460 | acd.Appearance = new AvatarAppearance(); | ||
461 | |||
462 | return acd; | ||
463 | } | ||
464 | |||
465 | /// <summary> | ||
466 | /// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test | ||
467 | /// </summary> | ||
468 | /// <remarks> | ||
469 | /// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will | ||
470 | /// make the agent circuit data (e.g. first, lastname) consistent with the user account data. | ||
471 | /// </remarks> | ||
472 | /// <param name="scene"></param> | ||
473 | /// <param name="agentId"></param> | ||
474 | /// <returns></returns> | ||
475 | public static ScenePresence AddScenePresence(Scene scene, UUID agentId) | ||
476 | { | ||
477 | return AddScenePresence(scene, GenerateAgentData(agentId)); | ||
478 | } | ||
479 | |||
480 | /// <summary> | ||
481 | /// Add a root agent. | ||
482 | /// </summary> | ||
483 | /// <param name="scene"></param> | ||
484 | /// <param name="ua"></param> | ||
485 | /// <returns></returns> | ||
486 | public static ScenePresence AddScenePresence(Scene scene, UserAccount ua) | ||
487 | { | ||
488 | return AddScenePresence(scene, GenerateAgentData(ua)); | ||
489 | } | ||
490 | |||
491 | /// <summary> | ||
492 | /// Add a root agent. | ||
493 | /// </summary> | ||
494 | /// <remarks> | ||
495 | /// This function | ||
496 | /// | ||
497 | /// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the | ||
498 | /// userserver if grid) would give initial login data back to the client and separately tell the scene that the | ||
499 | /// agent was coming. | ||
500 | /// | ||
501 | /// 2) Connects the agent with the scene | ||
502 | /// | ||
503 | /// This function performs actions equivalent with notifying the scene that an agent is | ||
504 | /// coming and then actually connecting the agent to the scene. The one step missed out is the very first | ||
505 | /// </remarks> | ||
506 | /// <param name="scene"></param> | ||
507 | /// <param name="agentData"></param> | ||
508 | /// <returns></returns> | ||
509 | public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData) | ||
510 | { | ||
511 | return AddScenePresence(scene, new TestClient(agentData, scene), agentData); | ||
512 | } | ||
513 | |||
514 | /// <summary> | ||
515 | /// Add a root agent. | ||
516 | /// </summary> | ||
517 | /// <remarks> | ||
518 | /// This function | ||
519 | /// | ||
520 | /// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the | ||
521 | /// userserver if grid) would give initial login data back to the client and separately tell the scene that the | ||
522 | /// agent was coming. | ||
523 | /// | ||
524 | /// 2) Connects the agent with the scene | ||
525 | /// | ||
526 | /// This function performs actions equivalent with notifying the scene that an agent is | ||
527 | /// coming and then actually connecting the agent to the scene. The one step missed out is the very first | ||
528 | /// </remarks> | ||
529 | /// <param name="scene"></param> | ||
530 | /// <param name="agentData"></param> | ||
531 | /// <returns></returns> | ||
532 | public static ScenePresence AddScenePresence( | ||
533 | Scene scene, IClientAPI client, AgentCircuitData agentData) | ||
534 | { | ||
535 | // We emulate the proper login sequence here by doing things in four stages | ||
536 | |||
537 | // Stage 0: login | ||
538 | // We need to punch through to the underlying service because scene will not, correctly, let us call it | ||
539 | // through it's reference to the LPSC | ||
540 | LocalPresenceServicesConnector lpsc = (LocalPresenceServicesConnector)scene.PresenceService; | ||
541 | lpsc.m_PresenceService.LoginAgent(agentData.AgentID.ToString(), agentData.SessionID, agentData.SecureSessionID); | ||
542 | |||
543 | // Stages 1 & 2 | ||
544 | ScenePresence sp = IntroduceClientToScene(scene, client, agentData, TeleportFlags.ViaLogin); | ||
545 | |||
546 | // Stage 3: Complete the entrance into the region. This converts the child agent into a root agent. | ||
547 | sp.CompleteMovement(sp.ControllingClient, true); | ||
548 | |||
549 | return sp; | ||
550 | } | ||
551 | |||
552 | /// <summary> | ||
553 | /// Introduce an agent into the scene by adding a new client. | ||
554 | /// </summary> | ||
555 | /// <returns>The scene presence added</returns> | ||
556 | /// <param name='scene'></param> | ||
557 | /// <param name='testClient'></param> | ||
558 | /// <param name='agentData'></param> | ||
559 | /// <param name='tf'></param> | ||
560 | private static ScenePresence IntroduceClientToScene( | ||
561 | Scene scene, IClientAPI client, AgentCircuitData agentData, TeleportFlags tf) | ||
562 | { | ||
563 | string reason; | ||
564 | |||
565 | // Stage 1: tell the scene to expect a new user connection | ||
566 | if (!scene.NewUserConnection(agentData, (uint)tf, null, out reason)) | ||
567 | Console.WriteLine("NewUserConnection failed: " + reason); | ||
568 | |||
569 | // Stage 2: add the new client as a child agent to the scene | ||
570 | scene.AddNewAgent(client, PresenceType.User); | ||
571 | |||
572 | return scene.GetScenePresence(client.AgentId); | ||
573 | } | ||
574 | |||
575 | public static ScenePresence AddChildScenePresence(Scene scene, UUID agentId) | ||
576 | { | ||
577 | return AddChildScenePresence(scene, GenerateAgentData(agentId)); | ||
578 | } | ||
579 | |||
580 | public static ScenePresence AddChildScenePresence(Scene scene, AgentCircuitData acd) | ||
581 | { | ||
582 | acd.child = true; | ||
583 | |||
584 | // XXX: ViaLogin may not be correct for child agents | ||
585 | TestClient client = new TestClient(acd, scene); | ||
586 | return IntroduceClientToScene(scene, client, acd, TeleportFlags.ViaLogin); | ||
587 | } | ||
588 | |||
589 | /// <summary> | ||
590 | /// Add a test object | ||
591 | /// </summary> | ||
592 | /// <param name="scene"></param> | ||
593 | /// <returns></returns> | ||
594 | public static SceneObjectGroup AddSceneObject(Scene scene) | ||
595 | { | ||
596 | return AddSceneObject(scene, "Test Object", UUID.Zero); | ||
597 | } | ||
598 | |||
599 | /// <summary> | ||
600 | /// Add a test object | ||
601 | /// </summary> | ||
602 | /// <param name="scene"></param> | ||
603 | /// <param name="name"></param> | ||
604 | /// <param name="ownerId"></param> | ||
605 | /// <returns></returns> | ||
606 | public static SceneObjectGroup AddSceneObject(Scene scene, string name, UUID ownerId) | ||
607 | { | ||
608 | SceneObjectGroup so = new SceneObjectGroup(CreateSceneObjectPart(name, UUID.Random(), ownerId)); | ||
609 | |||
610 | //part.UpdatePrimFlags(false, false, true); | ||
611 | //part.ObjectFlags |= (uint)PrimFlags.Phantom; | ||
612 | |||
613 | scene.AddNewSceneObject(so, true); | ||
614 | |||
615 | return so; | ||
616 | } | ||
617 | |||
618 | /// <summary> | ||
619 | /// Add a test object | ||
620 | /// </summary> | ||
621 | /// <param name="scene"></param> | ||
622 | /// <param name="parts"> | ||
623 | /// The number of parts that should be in the scene object | ||
624 | /// </param> | ||
625 | /// <param name="ownerId"></param> | ||
626 | /// <param name="partNamePrefix"> | ||
627 | /// The prefix to be given to part names. This will be suffixed with "Part<part no>" | ||
628 | /// (e.g. mynamePart1 for the root part) | ||
629 | /// </param> | ||
630 | /// <param name="uuidTail"> | ||
631 | /// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}" | ||
632 | /// will be given to the root part, and incremented for each part thereafter. | ||
633 | /// </param> | ||
634 | /// <returns></returns> | ||
635 | public static SceneObjectGroup AddSceneObject(Scene scene, int parts, UUID ownerId, string partNamePrefix, int uuidTail) | ||
636 | { | ||
637 | SceneObjectGroup so = CreateSceneObject(parts, ownerId, partNamePrefix, uuidTail); | ||
638 | |||
639 | scene.AddNewSceneObject(so, false); | ||
640 | |||
641 | return so; | ||
642 | } | ||
643 | |||
644 | /// <summary> | ||
645 | /// Create a scene object part. | ||
646 | /// </summary> | ||
647 | /// <param name="name"></param> | ||
648 | /// <param name="id"></param> | ||
649 | /// <param name="ownerId"></param> | ||
650 | /// <returns></returns> | ||
651 | public static SceneObjectPart CreateSceneObjectPart(string name, UUID id, UUID ownerId) | ||
652 | { | ||
653 | return new SceneObjectPart( | ||
654 | ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) | ||
655 | { Name = name, UUID = id, Scale = new Vector3(1, 1, 1) }; | ||
656 | } | ||
657 | |||
658 | /// <summary> | ||
659 | /// Create a scene object but do not add it to the scene. | ||
660 | /// </summary> | ||
661 | /// <remarks> | ||
662 | /// UUID always starts at 00000000-0000-0000-0000-000000000001. For some purposes, (e.g. serializing direct | ||
663 | /// to another object's inventory) we do not need a scene unique ID. So it would be better to add the | ||
664 | /// UUID when we actually add an object to a scene rather than on creation. | ||
665 | /// </remarks> | ||
666 | /// <param name="parts">The number of parts that should be in the scene object</param> | ||
667 | /// <param name="ownerId"></param> | ||
668 | /// <returns></returns> | ||
669 | public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId) | ||
670 | { | ||
671 | return CreateSceneObject(parts, ownerId, 0x1); | ||
672 | } | ||
673 | |||
674 | /// <summary> | ||
675 | /// Create a scene object but do not add it to the scene. | ||
676 | /// </summary> | ||
677 | /// <param name="parts">The number of parts that should be in the scene object</param> | ||
678 | /// <param name="ownerId"></param> | ||
679 | /// <param name="uuidTail"> | ||
680 | /// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}" | ||
681 | /// will be given to the root part, and incremented for each part thereafter. | ||
682 | /// </param> | ||
683 | /// <returns></returns> | ||
684 | public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, int uuidTail) | ||
685 | { | ||
686 | return CreateSceneObject(parts, ownerId, "", uuidTail); | ||
687 | } | ||
688 | |||
689 | /// <summary> | ||
690 | /// Create a scene object but do not add it to the scene. | ||
691 | /// </summary> | ||
692 | /// <param name="parts"> | ||
693 | /// The number of parts that should be in the scene object | ||
694 | /// </param> | ||
695 | /// <param name="ownerId"></param> | ||
696 | /// <param name="partNamePrefix"> | ||
697 | /// The prefix to be given to part names. This will be suffixed with "Part<part no>" | ||
698 | /// (e.g. mynamePart1 for the root part) | ||
699 | /// </param> | ||
700 | /// <param name="uuidTail"> | ||
701 | /// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}" | ||
702 | /// will be given to the root part, and incremented for each part thereafter. | ||
703 | /// </param> | ||
704 | /// <returns></returns> | ||
705 | public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, string partNamePrefix, int uuidTail) | ||
706 | { | ||
707 | string rawSogId = string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail); | ||
708 | |||
709 | SceneObjectGroup sog | ||
710 | = new SceneObjectGroup( | ||
711 | CreateSceneObjectPart(string.Format("{0}Part1", partNamePrefix), new UUID(rawSogId), ownerId)); | ||
712 | |||
713 | if (parts > 1) | ||
714 | for (int i = 2; i <= parts; i++) | ||
715 | sog.AddPart( | ||
716 | CreateSceneObjectPart( | ||
717 | string.Format("{0}Part{1}", partNamePrefix, i), | ||
718 | new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail + i - 1)), | ||
719 | ownerId)); | ||
720 | |||
721 | return sog; | ||
722 | } | ||
723 | } | ||
724 | } | ||
diff --git a/OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs b/OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs new file mode 100644 index 0000000..3a3b33a --- /dev/null +++ b/OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs | |||
@@ -0,0 +1,210 @@ | |||
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 OpenMetaverse; | ||
30 | using OpenMetaverse.Assets; | ||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework.Scenes; | ||
33 | using OpenSim.Services.Interfaces; | ||
34 | |||
35 | namespace OpenSim.Tests.Common | ||
36 | { | ||
37 | /// <summary> | ||
38 | /// Utility functions for carrying out task inventory tests. | ||
39 | /// </summary> | ||
40 | /// | ||
41 | public static class TaskInventoryHelpers | ||
42 | { | ||
43 | /// <summary> | ||
44 | /// Add a notecard item to the given part. | ||
45 | /// </summary> | ||
46 | /// <param name="assetService"></param> | ||
47 | /// <param name="part"></param> | ||
48 | /// <param name="itemName"></param> | ||
49 | /// <param name="itemIDFrag">UUID or UUID stem</param> | ||
50 | /// <param name="assetIDFrag">UUID or UUID stem</param> | ||
51 | /// <param name="text">The tex to put in the notecard.</param> | ||
52 | /// <returns>The item that was added</returns> | ||
53 | public static TaskInventoryItem AddNotecard( | ||
54 | IAssetService assetService, SceneObjectPart part, string itemName, string itemIDStem, string assetIDStem, string text) | ||
55 | { | ||
56 | return AddNotecard( | ||
57 | assetService, part, itemName, TestHelpers.ParseStem(itemIDStem), TestHelpers.ParseStem(assetIDStem), text); | ||
58 | } | ||
59 | |||
60 | /// <summary> | ||
61 | /// Add a notecard item to the given part. | ||
62 | /// </summary> | ||
63 | /// <param name="assetService"></param> | ||
64 | /// <param name="part"></param> | ||
65 | /// <param name="itemName"></param> | ||
66 | /// <param name="itemID"></param> | ||
67 | /// <param name="assetID"></param> | ||
68 | /// <param name="text">The tex to put in the notecard.</param> | ||
69 | /// <returns>The item that was added</returns> | ||
70 | public static TaskInventoryItem AddNotecard( | ||
71 | IAssetService assetService, SceneObjectPart part, string itemName, UUID itemID, UUID assetID, string text) | ||
72 | { | ||
73 | AssetNotecard nc = new AssetNotecard(); | ||
74 | nc.BodyText = text; | ||
75 | nc.Encode(); | ||
76 | |||
77 | AssetBase ncAsset | ||
78 | = AssetHelpers.CreateAsset(assetID, AssetType.Notecard, nc.AssetData, UUID.Zero); | ||
79 | assetService.Store(ncAsset); | ||
80 | |||
81 | TaskInventoryItem ncItem | ||
82 | = new TaskInventoryItem | ||
83 | { Name = itemName, AssetID = assetID, ItemID = itemID, | ||
84 | Type = (int)AssetType.Notecard, InvType = (int)InventoryType.Notecard }; | ||
85 | part.Inventory.AddInventoryItem(ncItem, true); | ||
86 | |||
87 | return ncItem; | ||
88 | } | ||
89 | |||
90 | /// <summary> | ||
91 | /// Add a simple script to the given part. | ||
92 | /// </summary> | ||
93 | /// <remarks> | ||
94 | /// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these | ||
95 | /// functions more than once in a test. | ||
96 | /// </remarks> | ||
97 | /// <param name="assetService"></param> | ||
98 | /// <param name="part"></param> | ||
99 | /// <returns>The item that was added</returns> | ||
100 | public static TaskInventoryItem AddScript(IAssetService assetService, SceneObjectPart part) | ||
101 | { | ||
102 | return AddScript(assetService, part, "scriptItem", "default { state_entry() { llSay(0, \"Hello World\"); } }"); | ||
103 | } | ||
104 | |||
105 | /// <summary> | ||
106 | /// Add a simple script to the given part. | ||
107 | /// </summary> | ||
108 | /// <remarks> | ||
109 | /// TODO: Accept input for item and asset IDs so that we have completely replicatable regression tests rather | ||
110 | /// than a random component. | ||
111 | /// </remarks> | ||
112 | /// <param name="assetService"></param> | ||
113 | /// <param name="part"></param> | ||
114 | /// <param name="scriptName">Name of the script to add</param> | ||
115 | /// <param name="scriptSource">LSL script source</param> | ||
116 | /// <returns>The item that was added</returns> | ||
117 | public static TaskInventoryItem AddScript( | ||
118 | IAssetService assetService, SceneObjectPart part, string scriptName, string scriptSource) | ||
119 | { | ||
120 | return AddScript(assetService, part, UUID.Random(), UUID.Random(), scriptName, scriptSource); | ||
121 | } | ||
122 | |||
123 | /// <summary> | ||
124 | /// Add a simple script to the given part. | ||
125 | /// </summary> | ||
126 | /// <remarks> | ||
127 | /// TODO: Accept input for item and asset IDs so that we have completely replicatable regression tests rather | ||
128 | /// than a random component. | ||
129 | /// </remarks> | ||
130 | /// <param name="assetService"></param> | ||
131 | /// <param name="part"></param> | ||
132 | /// <param name="itemId">Item UUID for the script</param> | ||
133 | /// <param name="assetId">Asset UUID for the script</param> | ||
134 | /// <param name="scriptName">Name of the script to add</param> | ||
135 | /// <param name="scriptSource">LSL script source</param> | ||
136 | /// <returns>The item that was added</returns> | ||
137 | public static TaskInventoryItem AddScript( | ||
138 | IAssetService assetService, SceneObjectPart part, UUID itemId, UUID assetId, string scriptName, string scriptSource) | ||
139 | { | ||
140 | AssetScriptText ast = new AssetScriptText(); | ||
141 | ast.Source = scriptSource; | ||
142 | ast.Encode(); | ||
143 | |||
144 | AssetBase asset | ||
145 | = AssetHelpers.CreateAsset(assetId, AssetType.LSLText, ast.AssetData, UUID.Zero); | ||
146 | assetService.Store(asset); | ||
147 | TaskInventoryItem item | ||
148 | = new TaskInventoryItem | ||
149 | { Name = scriptName, AssetID = assetId, ItemID = itemId, | ||
150 | Type = (int)AssetType.LSLText, InvType = (int)InventoryType.LSL }; | ||
151 | part.Inventory.AddInventoryItem(item, true); | ||
152 | |||
153 | return item; | ||
154 | } | ||
155 | |||
156 | /// <summary> | ||
157 | /// Add a scene object item to the given part. | ||
158 | /// </summary> | ||
159 | /// <remarks> | ||
160 | /// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these | ||
161 | /// functions more than once in a test. | ||
162 | /// </remarks> | ||
163 | /// | ||
164 | /// <param name="assetService"></param> | ||
165 | /// <param name="sop"></param> | ||
166 | /// <param name="itemName"></param> | ||
167 | /// <param name="itemId"></param> | ||
168 | /// <param name="soToAdd"></param> | ||
169 | /// <param name="soAssetId"></param> | ||
170 | public static TaskInventoryItem AddSceneObject( | ||
171 | IAssetService assetService, SceneObjectPart sop, string itemName, UUID itemId, SceneObjectGroup soToAdd, UUID soAssetId) | ||
172 | { | ||
173 | AssetBase taskSceneObjectAsset = AssetHelpers.CreateAsset(soAssetId, soToAdd); | ||
174 | assetService.Store(taskSceneObjectAsset); | ||
175 | TaskInventoryItem taskSceneObjectItem | ||
176 | = new TaskInventoryItem | ||
177 | { Name = itemName, | ||
178 | AssetID = taskSceneObjectAsset.FullID, | ||
179 | ItemID = itemId, | ||
180 | OwnerID = soToAdd.OwnerID, | ||
181 | Type = (int)AssetType.Object, | ||
182 | InvType = (int)InventoryType.Object }; | ||
183 | sop.Inventory.AddInventoryItem(taskSceneObjectItem, true); | ||
184 | |||
185 | return taskSceneObjectItem; | ||
186 | } | ||
187 | |||
188 | /// <summary> | ||
189 | /// Add a scene object item to the given part. | ||
190 | /// </summary> | ||
191 | /// <remarks> | ||
192 | /// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these | ||
193 | /// functions more than once in a test. | ||
194 | /// </remarks> | ||
195 | /// | ||
196 | /// <param name="assetService"></param> | ||
197 | /// <param name="sop"></param> | ||
198 | /// <param name="itemName"></param> | ||
199 | /// <param name="id"></param> | ||
200 | /// <param name="userId"></param> | ||
201 | public static TaskInventoryItem AddSceneObject( | ||
202 | IAssetService assetService, SceneObjectPart sop, string itemName, UUID itemId, UUID userId) | ||
203 | { | ||
204 | SceneObjectGroup taskSceneObject = SceneHelpers.CreateSceneObject(1, userId); | ||
205 | |||
206 | return TaskInventoryHelpers.AddSceneObject( | ||
207 | assetService, sop, itemName, itemId, taskSceneObject, TestHelpers.ParseTail(0x10)); | ||
208 | } | ||
209 | } | ||
210 | } \ No newline at end of file | ||
diff --git a/OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs b/OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs new file mode 100644 index 0000000..2fbebc4 --- /dev/null +++ b/OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs | |||
@@ -0,0 +1,160 @@ | |||
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.Collections.Generic; | ||
29 | using OpenMetaverse; | ||
30 | using OpenSim.Framework.Communications; | ||
31 | using OpenSim.Region.Framework.Scenes; | ||
32 | using OpenSim.Services.Interfaces; | ||
33 | |||
34 | namespace OpenSim.Tests.Common | ||
35 | { | ||
36 | /// <summary> | ||
37 | /// Utility functions for carrying out user profile related tests. | ||
38 | /// </summary> | ||
39 | public static class UserAccountHelpers | ||
40 | { | ||
41 | // /// <summary> | ||
42 | // /// Create a test user with a standard inventory | ||
43 | // /// </summary> | ||
44 | // /// <param name="commsManager"></param> | ||
45 | // /// <param name="callback"> | ||
46 | // /// Callback to invoke when inventory has been loaded. This is required because | ||
47 | // /// loading may be asynchronous, even on standalone | ||
48 | // /// </param> | ||
49 | // /// <returns></returns> | ||
50 | // public static CachedUserInfo CreateUserWithInventory( | ||
51 | // CommunicationsManager commsManager, OnInventoryReceivedDelegate callback) | ||
52 | // { | ||
53 | // UUID userId = UUID.Parse("00000000-0000-0000-0000-000000000099"); | ||
54 | // return CreateUserWithInventory(commsManager, userId, callback); | ||
55 | // } | ||
56 | // | ||
57 | // /// <summary> | ||
58 | // /// Create a test user with a standard inventory | ||
59 | // /// </summary> | ||
60 | // /// <param name="commsManager"></param> | ||
61 | // /// <param name="userId">User ID</param> | ||
62 | // /// <param name="callback"> | ||
63 | // /// Callback to invoke when inventory has been loaded. This is required because | ||
64 | // /// loading may be asynchronous, even on standalone | ||
65 | // /// </param> | ||
66 | // /// <returns></returns> | ||
67 | // public static CachedUserInfo CreateUserWithInventory( | ||
68 | // CommunicationsManager commsManager, UUID userId, OnInventoryReceivedDelegate callback) | ||
69 | // { | ||
70 | // return CreateUserWithInventory(commsManager, "Bill", "Bailey", userId, callback); | ||
71 | // } | ||
72 | // | ||
73 | // /// <summary> | ||
74 | // /// Create a test user with a standard inventory | ||
75 | // /// </summary> | ||
76 | // /// <param name="commsManager"></param> | ||
77 | // /// <param name="firstName">First name of user</param> | ||
78 | // /// <param name="lastName">Last name of user</param> | ||
79 | // /// <param name="userId">User ID</param> | ||
80 | // /// <param name="callback"> | ||
81 | // /// Callback to invoke when inventory has been loaded. This is required because | ||
82 | // /// loading may be asynchronous, even on standalone | ||
83 | // /// </param> | ||
84 | // /// <returns></returns> | ||
85 | // public static CachedUserInfo CreateUserWithInventory( | ||
86 | // CommunicationsManager commsManager, string firstName, string lastName, | ||
87 | // UUID userId, OnInventoryReceivedDelegate callback) | ||
88 | // { | ||
89 | // return CreateUserWithInventory(commsManager, firstName, lastName, "troll", userId, callback); | ||
90 | // } | ||
91 | // | ||
92 | // /// <summary> | ||
93 | // /// Create a test user with a standard inventory | ||
94 | // /// </summary> | ||
95 | // /// <param name="commsManager"></param> | ||
96 | // /// <param name="firstName">First name of user</param> | ||
97 | // /// <param name="lastName">Last name of user</param> | ||
98 | // /// <param name="password">Password</param> | ||
99 | // /// <param name="userId">User ID</param> | ||
100 | // /// <param name="callback"> | ||
101 | // /// Callback to invoke when inventory has been loaded. This is required because | ||
102 | // /// loading may be asynchronous, even on standalone | ||
103 | // /// </param> | ||
104 | // /// <returns></returns> | ||
105 | // public static CachedUserInfo CreateUserWithInventory( | ||
106 | // CommunicationsManager commsManager, string firstName, string lastName, string password, | ||
107 | // UUID userId, OnInventoryReceivedDelegate callback) | ||
108 | // { | ||
109 | // LocalUserServices lus = (LocalUserServices)commsManager.UserService; | ||
110 | // lus.AddUser(firstName, lastName, password, "bill@bailey.com", 1000, 1000, userId); | ||
111 | // | ||
112 | // CachedUserInfo userInfo = commsManager.UserProfileCacheService.GetUserDetails(userId); | ||
113 | // userInfo.OnInventoryReceived += callback; | ||
114 | // userInfo.FetchInventory(); | ||
115 | // | ||
116 | // return userInfo; | ||
117 | // } | ||
118 | |||
119 | public static UserAccount CreateUserWithInventory(Scene scene) | ||
120 | { | ||
121 | return CreateUserWithInventory(scene, TestHelpers.ParseTail(99)); | ||
122 | } | ||
123 | |||
124 | public static UserAccount CreateUserWithInventory(Scene scene, UUID userId) | ||
125 | { | ||
126 | return CreateUserWithInventory(scene, "Bill", "Bailey", userId, "troll"); | ||
127 | } | ||
128 | |||
129 | public static UserAccount CreateUserWithInventory(Scene scene, int userId) | ||
130 | { | ||
131 | return CreateUserWithInventory(scene, "Bill", "Bailey", TestHelpers.ParseTail(userId), "troll"); | ||
132 | } | ||
133 | |||
134 | public static UserAccount CreateUserWithInventory( | ||
135 | Scene scene, string firstName, string lastName, UUID userId, string pw) | ||
136 | { | ||
137 | UserAccount ua = new UserAccount(userId) { FirstName = firstName, LastName = lastName }; | ||
138 | CreateUserWithInventory(scene, ua, pw); | ||
139 | return ua; | ||
140 | } | ||
141 | |||
142 | public static UserAccount CreateUserWithInventory( | ||
143 | Scene scene, string firstName, string lastName, int userId, string pw) | ||
144 | { | ||
145 | UserAccount ua | ||
146 | = new UserAccount(TestHelpers.ParseTail(userId)) { FirstName = firstName, LastName = lastName }; | ||
147 | CreateUserWithInventory(scene, ua, pw); | ||
148 | return ua; | ||
149 | } | ||
150 | |||
151 | public static void CreateUserWithInventory(Scene scene, UserAccount ua, string pw) | ||
152 | { | ||
153 | // FIXME: This should really be set up by UserAccount itself | ||
154 | ua.ServiceURLs = new Dictionary<string, object>(); | ||
155 | scene.UserAccountService.StoreUserAccount(ua); | ||
156 | scene.InventoryService.CreateUserInventory(ua.PrincipalID); | ||
157 | scene.AuthenticationService.SetPassword(ua.PrincipalID, pw); | ||
158 | } | ||
159 | } | ||
160 | } \ No newline at end of file | ||
diff --git a/OpenSim/Tests/Common/Helpers/UserInventoryHelpers.cs b/OpenSim/Tests/Common/Helpers/UserInventoryHelpers.cs new file mode 100644 index 0000000..5a36332 --- /dev/null +++ b/OpenSim/Tests/Common/Helpers/UserInventoryHelpers.cs | |||
@@ -0,0 +1,370 @@ | |||
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 OpenMetaverse; | ||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.CoreModules.Avatar.Inventory.Archiver; | ||
33 | using OpenSim.Region.Framework.Scenes; | ||
34 | using OpenSim.Services.Interfaces; | ||
35 | |||
36 | namespace OpenSim.Tests.Common | ||
37 | { | ||
38 | /// <summary> | ||
39 | /// Utility functions for carrying out user inventory tests. | ||
40 | /// </summary> | ||
41 | public static class UserInventoryHelpers | ||
42 | { | ||
43 | public static readonly string PATH_DELIMITER = "/"; | ||
44 | |||
45 | /// <summary> | ||
46 | /// Add an existing scene object as an item in the user's inventory. | ||
47 | /// </summary> | ||
48 | /// <remarks> | ||
49 | /// Will be added to the system Objects folder. | ||
50 | /// </remarks> | ||
51 | /// <param name='scene'></param> | ||
52 | /// <param name='so'></param> | ||
53 | /// <param name='inventoryIdTail'></param> | ||
54 | /// <param name='assetIdTail'></param> | ||
55 | /// <returns>The inventory item created.</returns> | ||
56 | public static InventoryItemBase AddInventoryItem( | ||
57 | Scene scene, SceneObjectGroup so, int inventoryIdTail, int assetIdTail) | ||
58 | { | ||
59 | return AddInventoryItem( | ||
60 | scene, | ||
61 | so.Name, | ||
62 | TestHelpers.ParseTail(inventoryIdTail), | ||
63 | InventoryType.Object, | ||
64 | AssetHelpers.CreateAsset(TestHelpers.ParseTail(assetIdTail), so), | ||
65 | so.OwnerID); | ||
66 | } | ||
67 | |||
68 | /// <summary> | ||
69 | /// Add an existing scene object as an item in the user's inventory at the given path. | ||
70 | /// </summary> | ||
71 | /// <param name='scene'></param> | ||
72 | /// <param name='so'></param> | ||
73 | /// <param name='inventoryIdTail'></param> | ||
74 | /// <param name='assetIdTail'></param> | ||
75 | /// <returns>The inventory item created.</returns> | ||
76 | public static InventoryItemBase AddInventoryItem( | ||
77 | Scene scene, SceneObjectGroup so, int inventoryIdTail, int assetIdTail, string path) | ||
78 | { | ||
79 | return AddInventoryItem( | ||
80 | scene, | ||
81 | so.Name, | ||
82 | TestHelpers.ParseTail(inventoryIdTail), | ||
83 | InventoryType.Object, | ||
84 | AssetHelpers.CreateAsset(TestHelpers.ParseTail(assetIdTail), so), | ||
85 | so.OwnerID, | ||
86 | path); | ||
87 | } | ||
88 | |||
89 | /// <summary> | ||
90 | /// Adds the given item to the existing system folder for its type (e.g. an object will go in the "Objects" | ||
91 | /// folder). | ||
92 | /// </summary> | ||
93 | /// <param name="scene"></param> | ||
94 | /// <param name="itemName"></param> | ||
95 | /// <param name="itemId"></param> | ||
96 | /// <param name="itemType"></param> | ||
97 | /// <param name="asset">The serialized asset for this item</param> | ||
98 | /// <param name="userId"></param> | ||
99 | /// <returns></returns> | ||
100 | private static InventoryItemBase AddInventoryItem( | ||
101 | Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId) | ||
102 | { | ||
103 | return AddInventoryItem( | ||
104 | scene, itemName, itemId, itemType, asset, userId, | ||
105 | scene.InventoryService.GetFolderForType(userId, (FolderType)asset.Type).Name); | ||
106 | } | ||
107 | |||
108 | /// <summary> | ||
109 | /// Adds the given item to an inventory folder | ||
110 | /// </summary> | ||
111 | /// <param name="scene"></param> | ||
112 | /// <param name="itemName"></param> | ||
113 | /// <param name="itemId"></param> | ||
114 | /// <param name="itemType"></param> | ||
115 | /// <param name="asset">The serialized asset for this item</param> | ||
116 | /// <param name="userId"></param> | ||
117 | /// <param name="path">Existing inventory path at which to add.</param> | ||
118 | /// <returns></returns> | ||
119 | private static InventoryItemBase AddInventoryItem( | ||
120 | Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId, string path) | ||
121 | { | ||
122 | scene.AssetService.Store(asset); | ||
123 | |||
124 | InventoryItemBase item = new InventoryItemBase(); | ||
125 | item.Name = itemName; | ||
126 | item.AssetID = asset.FullID; | ||
127 | item.ID = itemId; | ||
128 | item.Owner = userId; | ||
129 | item.AssetType = asset.Type; | ||
130 | item.InvType = (int)itemType; | ||
131 | |||
132 | InventoryFolderBase folder = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, userId, path)[0]; | ||
133 | |||
134 | item.Folder = folder.ID; | ||
135 | scene.AddInventoryItem(item); | ||
136 | |||
137 | return item; | ||
138 | } | ||
139 | |||
140 | /// <summary> | ||
141 | /// Creates a notecard in the objects folder and specify an item id. | ||
142 | /// </summary> | ||
143 | /// <param name="scene"></param> | ||
144 | /// <param name="itemName"></param> | ||
145 | /// <param name="itemId"></param> | ||
146 | /// <param name="userId"></param> | ||
147 | /// <returns></returns> | ||
148 | public static InventoryItemBase CreateInventoryItem(Scene scene, string itemName, UUID userId) | ||
149 | { | ||
150 | return CreateInventoryItem(scene, itemName, UUID.Random(), UUID.Random(), userId, InventoryType.Notecard); | ||
151 | } | ||
152 | |||
153 | /// <summary> | ||
154 | /// Creates an item of the given type with an accompanying asset. | ||
155 | /// </summary> | ||
156 | /// <param name="scene"></param> | ||
157 | /// <param name="itemName"></param> | ||
158 | /// <param name="itemId"></param> | ||
159 | /// <param name="userId"></param> | ||
160 | /// <param name="type">Type of item to create</param> | ||
161 | /// <returns></returns> | ||
162 | public static InventoryItemBase CreateInventoryItem( | ||
163 | Scene scene, string itemName, UUID userId, InventoryType type) | ||
164 | { | ||
165 | return CreateInventoryItem(scene, itemName, UUID.Random(), UUID.Random(), userId, type); | ||
166 | } | ||
167 | |||
168 | /// <summary> | ||
169 | /// Creates a notecard in the objects folder and specify an item id. | ||
170 | /// </summary> | ||
171 | /// <param name="scene"></param> | ||
172 | /// <param name="itemName"></param> | ||
173 | /// <param name="itemId"></param> | ||
174 | /// <param name="assetId"></param> | ||
175 | /// <param name="userId"></param> | ||
176 | /// <param name="type">Type of item to create</param> | ||
177 | /// <returns></returns> | ||
178 | public static InventoryItemBase CreateInventoryItem( | ||
179 | Scene scene, string itemName, UUID itemId, UUID assetId, UUID userId, InventoryType itemType) | ||
180 | { | ||
181 | AssetBase asset = null; | ||
182 | |||
183 | if (itemType == InventoryType.Notecard) | ||
184 | { | ||
185 | asset = AssetHelpers.CreateNotecardAsset(); | ||
186 | asset.CreatorID = userId.ToString(); | ||
187 | } | ||
188 | else if (itemType == InventoryType.Object) | ||
189 | { | ||
190 | asset = AssetHelpers.CreateAsset(assetId, SceneHelpers.CreateSceneObject(1, userId)); | ||
191 | } | ||
192 | else | ||
193 | { | ||
194 | throw new Exception(string.Format("Inventory type {0} not supported", itemType)); | ||
195 | } | ||
196 | |||
197 | return AddInventoryItem(scene, itemName, itemId, itemType, asset, userId); | ||
198 | } | ||
199 | |||
200 | /// <summary> | ||
201 | /// Create inventory folders starting from the user's root folder. | ||
202 | /// </summary> | ||
203 | /// <param name="inventoryService"></param> | ||
204 | /// <param name="userId"></param> | ||
205 | /// <param name="path"> | ||
206 | /// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER | ||
207 | /// </param> | ||
208 | /// <param name="useExistingFolders"> | ||
209 | /// If true, then folders in the path which already the same name are | ||
210 | /// used. This applies to the terminal folder as well. | ||
211 | /// If false, then all folders in the path are created, even if there is already a folder at a particular | ||
212 | /// level with the same name. | ||
213 | /// </param> | ||
214 | /// <returns> | ||
215 | /// The folder created. If the path contains multiple folders then the last one created is returned. | ||
216 | /// Will return null if the root folder could not be found. | ||
217 | /// </returns> | ||
218 | public static InventoryFolderBase CreateInventoryFolder( | ||
219 | IInventoryService inventoryService, UUID userId, string path, bool useExistingFolders) | ||
220 | { | ||
221 | return CreateInventoryFolder(inventoryService, userId, UUID.Random(), path, useExistingFolders); | ||
222 | } | ||
223 | |||
224 | /// <summary> | ||
225 | /// Create inventory folders starting from the user's root folder. | ||
226 | /// </summary> | ||
227 | /// <param name="inventoryService"></param> | ||
228 | /// <param name="userId"></param> | ||
229 | /// <param name="folderId"></param> | ||
230 | /// <param name="path"> | ||
231 | /// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER | ||
232 | /// </param> | ||
233 | /// <param name="useExistingFolders"> | ||
234 | /// If true, then folders in the path which already the same name are | ||
235 | /// used. This applies to the terminal folder as well. | ||
236 | /// If false, then all folders in the path are created, even if there is already a folder at a particular | ||
237 | /// level with the same name. | ||
238 | /// </param> | ||
239 | /// <returns> | ||
240 | /// The folder created. If the path contains multiple folders then the last one created is returned. | ||
241 | /// Will return null if the root folder could not be found. | ||
242 | /// </returns> | ||
243 | public static InventoryFolderBase CreateInventoryFolder( | ||
244 | IInventoryService inventoryService, UUID userId, UUID folderId, string path, bool useExistingFolders) | ||
245 | { | ||
246 | InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId); | ||
247 | |||
248 | if (null == rootFolder) | ||
249 | return null; | ||
250 | |||
251 | return CreateInventoryFolder(inventoryService, folderId, rootFolder, path, useExistingFolders); | ||
252 | } | ||
253 | |||
254 | /// <summary> | ||
255 | /// Create inventory folders starting from a given parent folder | ||
256 | /// </summary> | ||
257 | /// <remarks> | ||
258 | /// If any stem of the path names folders that already exist then these are not recreated. This includes the | ||
259 | /// final folder. | ||
260 | /// TODO: May need to make it an option to create duplicate folders. | ||
261 | /// </remarks> | ||
262 | /// <param name="inventoryService"></param> | ||
263 | /// <param name="folderId">ID of the folder to create</param> | ||
264 | /// <param name="parentFolder"></param> | ||
265 | /// <param name="path"> | ||
266 | /// The folder to create. | ||
267 | /// </param> | ||
268 | /// <param name="useExistingFolders"> | ||
269 | /// If true, then folders in the path which already the same name are | ||
270 | /// used. This applies to the terminal folder as well. | ||
271 | /// If false, then all folders in the path are created, even if there is already a folder at a particular | ||
272 | /// level with the same name. | ||
273 | /// </param> | ||
274 | /// <returns> | ||
275 | /// The folder created. If the path contains multiple folders then the last one created is returned. | ||
276 | /// </returns> | ||
277 | public static InventoryFolderBase CreateInventoryFolder( | ||
278 | IInventoryService inventoryService, UUID folderId, InventoryFolderBase parentFolder, string path, bool useExistingFolders) | ||
279 | { | ||
280 | string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None); | ||
281 | |||
282 | InventoryFolderBase folder = null; | ||
283 | |||
284 | if (useExistingFolders) | ||
285 | folder = InventoryArchiveUtils.FindFolderByPath(inventoryService, parentFolder, components[0]); | ||
286 | |||
287 | if (folder == null) | ||
288 | { | ||
289 | // Console.WriteLine("Creating folder {0} at {1}", components[0], parentFolder.Name); | ||
290 | |||
291 | UUID folderIdForCreate; | ||
292 | |||
293 | if (components.Length > 1) | ||
294 | folderIdForCreate = UUID.Random(); | ||
295 | else | ||
296 | folderIdForCreate = folderId; | ||
297 | |||
298 | folder | ||
299 | = new InventoryFolderBase( | ||
300 | folderIdForCreate, components[0], parentFolder.Owner, (short)AssetType.Unknown, parentFolder.ID, 0); | ||
301 | |||
302 | inventoryService.AddFolder(folder); | ||
303 | } | ||
304 | // else | ||
305 | // { | ||
306 | // Console.WriteLine("Found existing folder {0}", folder.Name); | ||
307 | // } | ||
308 | |||
309 | if (components.Length > 1) | ||
310 | return CreateInventoryFolder(inventoryService, folderId, folder, components[1], useExistingFolders); | ||
311 | else | ||
312 | return folder; | ||
313 | } | ||
314 | |||
315 | /// <summary> | ||
316 | /// Get the inventory folder that matches the path name. If there are multiple folders then only the first | ||
317 | /// is returned. | ||
318 | /// </summary> | ||
319 | /// <param name="inventoryService"></param> | ||
320 | /// <param name="userId"></param> | ||
321 | /// <param name="path"></param> | ||
322 | /// <returns>null if no folder matching the path was found</returns> | ||
323 | public static InventoryFolderBase GetInventoryFolder(IInventoryService inventoryService, UUID userId, string path) | ||
324 | { | ||
325 | List<InventoryFolderBase> folders = GetInventoryFolders(inventoryService, userId, path); | ||
326 | |||
327 | if (folders.Count != 0) | ||
328 | return folders[0]; | ||
329 | else | ||
330 | return null; | ||
331 | } | ||
332 | |||
333 | /// <summary> | ||
334 | /// Get the inventory folders that match the path name. | ||
335 | /// </summary> | ||
336 | /// <param name="inventoryService"></param> | ||
337 | /// <param name="userId"></param> | ||
338 | /// <param name="path"></param> | ||
339 | /// <returns>An empty list if no matching folders were found</returns> | ||
340 | public static List<InventoryFolderBase> GetInventoryFolders(IInventoryService inventoryService, UUID userId, string path) | ||
341 | { | ||
342 | return InventoryArchiveUtils.FindFoldersByPath(inventoryService, userId, path); | ||
343 | } | ||
344 | |||
345 | /// <summary> | ||
346 | /// Get the inventory item that matches the path name. If there are multiple items then only the first | ||
347 | /// is returned. | ||
348 | /// </summary> | ||
349 | /// <param name="inventoryService"></param> | ||
350 | /// <param name="userId"></param> | ||
351 | /// <param name="path"></param> | ||
352 | /// <returns>null if no item matching the path was found</returns> | ||
353 | public static InventoryItemBase GetInventoryItem(IInventoryService inventoryService, UUID userId, string path) | ||
354 | { | ||
355 | return InventoryArchiveUtils.FindItemByPath(inventoryService, userId, path); | ||
356 | } | ||
357 | |||
358 | /// <summary> | ||
359 | /// Get the inventory items that match the path name. | ||
360 | /// </summary> | ||
361 | /// <param name="inventoryService"></param> | ||
362 | /// <param name="userId"></param> | ||
363 | /// <param name="path"></param> | ||
364 | /// <returns>An empty list if no matching items were found.</returns> | ||
365 | public static List<InventoryItemBase> GetInventoryItems(IInventoryService inventoryService, UUID userId, string path) | ||
366 | { | ||
367 | return InventoryArchiveUtils.FindItemsByPath(inventoryService, userId, path); | ||
368 | } | ||
369 | } | ||
370 | } \ No newline at end of file | ||