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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/UserInventoryHelpers.cs | |
parent | lixo (diff) | |
parent | Mantis #7713: fixed bug introduced by 1st MOSES patch. (diff) | |
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Merge remote-tracking branch 'os/master'
Diffstat (limited to 'OpenSim/Tests/Common/Helpers/UserInventoryHelpers.cs')
-rw-r--r-- | OpenSim/Tests/Common/Helpers/UserInventoryHelpers.cs | 370 |
1 files changed, 370 insertions, 0 deletions
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 | |||
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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 | ||