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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.Text;
using OpenMetaverse;
using OpenMetaverse.Assets;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Services.Interfaces;
namespace OpenSim.Tests.Common
{
public class AssetHelpers
{
/// <summary>
/// Create a notecard asset with a random uuids and dummy text.
/// </summary>
/// <returns></returns>
public static AssetBase CreateNotecardAsset()
{
return CreateNotecardAsset(UUID.Random());
}
/// <summary>
/// Create a notecard asset with a random uuid and dummy text.
/// </summary>
/// <param name="creatorId">/param>
/// <returns></returns>
public static AssetBase CreateNotecardAsset(UUID id)
{
return CreateAsset(id, AssetType.Notecard, "hello", UUID.Random());
}
/// <summary>
/// Create and store a notecard asset with a random uuid and dummy text.
/// </summary>
/// <param name="creatorId">/param>
/// <returns></returns>
public static AssetBase CreateNotecardAsset(Scene scene, UUID creatorId)
{
AssetBase asset = CreateAsset(UUID.Random(), AssetType.Notecard, "hello", creatorId);
scene.AssetService.Store(asset);
return asset;
}
/// <summary>
/// Create an asset from the given object.
/// </summary>
/// <param name="assetUuidTail">
/// The hexadecimal last part of the UUID for the asset created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
/// will be used.
/// </param>
/// <param name="sog"></param>
/// <returns></returns>
public static AssetBase CreateAsset(int assetUuidTail, SceneObjectGroup sog)
{
return CreateAsset(new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", assetUuidTail)), sog);
}
/// <summary>
/// Create an asset from the given object.
/// </summary>
/// <param name="assetUuid"></param>
/// <param name="sog"></param>
/// <returns></returns>
public static AssetBase CreateAsset(UUID assetUuid, SceneObjectGroup sog)
{
return CreateAsset(
assetUuid,
AssetType.Object,
Encoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(sog)),
sog.OwnerID);
}
/// <summary>
/// Create an asset from the given scene object.
/// </summary>
/// <param name="assetUuidTail">
/// The hexadecimal last part of the UUID for the asset created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
/// will be used.
/// </param>
/// <param name="coa"></param>
/// <returns></returns>
public static AssetBase CreateAsset(int assetUuidTail, CoalescedSceneObjects coa)
{
return CreateAsset(new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", assetUuidTail)), coa);
}
/// <summary>
/// Create an asset from the given scene object.
/// </summary>
/// <param name="assetUuid"></param>
/// <param name="coa"></param>
/// <returns></returns>
public static AssetBase CreateAsset(UUID assetUuid, CoalescedSceneObjects coa)
{
return CreateAsset(
assetUuid,
AssetType.Object,
Encoding.ASCII.GetBytes(CoalescedSceneObjectsSerializer.ToXml(coa)),
coa.CreatorId);
}
/// <summary>
/// Create an asset from the given data.
/// </summary>
public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, string text, UUID creatorID)
{
AssetNotecard anc = new AssetNotecard();
anc.BodyText = text;
anc.Encode();
return CreateAsset(assetUuid, assetType, anc.AssetData, creatorID);
}
/// <summary>
/// Create an asset from the given data.
/// </summary>
public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, byte[] data, UUID creatorID)
{
AssetBase asset = new AssetBase(assetUuid, assetUuid.ToString(), (sbyte)assetType, creatorID.ToString());
asset.Data = data;
return asset;
}
public static string ReadAssetAsString(IAssetService assetService, UUID uuid)
{
byte[] assetData = assetService.GetData(uuid.ToString());
return Encoding.ASCII.GetString(assetData);
}
}
}
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