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-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs43
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs16
-rw-r--r--OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs45
3 files changed, 65 insertions, 39 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
index 0b41039..937c414 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
@@ -122,40 +122,37 @@ namespace OpenSim.Region.Framework.Scenes.Tests
122 } 122 }
123 123
124 [Test] 124 [Test]
125 public void TestTaskItem() 125 public void TestTaskItems()
126 { 126 {
127 TestHelpers.InMethod(); 127 TestHelpers.InMethod();
128 TestHelpers.EnableLogging(); 128// TestHelpers.EnableLogging();
129 129
130 UUID ownerId = TestHelpers.ParseTail(0x10); 130 UUID ownerId = TestHelpers.ParseTail(0x10);
131 UUID embeddedId = TestHelpers.ParseTail(0x20);
132 UUID secondLevelEmbeddedId = TestHelpers.ParseTail(0x21);
133 UUID missingEmbeddedId = TestHelpers.ParseTail(0x22);
134 UUID ncAssetId = TestHelpers.ParseTail(0x30);
135 131
136 AssetBase ncAsset 132 SceneObjectGroup soL0 = SceneHelpers.CreateSceneObject(1, ownerId, "l0", 0x20);
137 = AssetHelpers.CreateNotecardAsset( 133 SceneObjectGroup soL1 = SceneHelpers.CreateSceneObject(1, ownerId, "l1", 0x21);
138 ncAssetId, string.Format("Hello{0}World{1}", embeddedId, missingEmbeddedId)); 134 SceneObjectGroup soL2 = SceneHelpers.CreateSceneObject(1, ownerId, "l2", 0x22);
139 m_assetService.Store(ncAsset);
140 135
141 AssetBase embeddedAsset 136 TaskInventoryHelpers.AddScript(
142 = AssetHelpers.CreateNotecardAsset(embeddedId, string.Format("{0} We'll meet again.", secondLevelEmbeddedId)); 137 m_assetService, soL2.RootPart, TestHelpers.ParseTail(0x33), TestHelpers.ParseTail(0x43), "l3-script", "gibberish");
143 m_assetService.Store(embeddedAsset);
144 138
145 AssetBase secondLevelEmbeddedAsset 139 TaskInventoryHelpers.AddSceneObject(
146 = AssetHelpers.CreateNotecardAsset(secondLevelEmbeddedId, "Don't know where, don't know when."); 140 m_assetService, soL1.RootPart, "l2-item", TestHelpers.ParseTail(0x32), soL2, TestHelpers.ParseTail(0x42));
147 m_assetService.Store(secondLevelEmbeddedAsset); 141 TaskInventoryHelpers.AddSceneObject(
142 m_assetService, soL0.RootPart, "l1-item", TestHelpers.ParseTail(0x31), soL1, TestHelpers.ParseTail(0x41));
148 143
149 m_uuidGatherer.AddForInspection(ncAssetId); 144 m_uuidGatherer.AddForInspection(soL0);
150 m_uuidGatherer.GatherAll(); 145 m_uuidGatherer.GatherAll();
151 146
152 // foreach (UUID key in m_uuidGatherer.GatheredUuids.Keys) 147// foreach (UUID key in m_uuidGatherer.GatheredUuids.Keys)
153 // System.Console.WriteLine("key : {0}", key); 148// System.Console.WriteLine("key : {0}", key);
154 149
155 Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(3)); 150 // We expect to see the default prim texture and the assets of the contained task items
156 Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(ncAssetId)); 151 Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(4));
157 Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(embeddedId)); 152 Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(new UUID(Constants.DefaultTexture)));
158 Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(secondLevelEmbeddedId)); 153 Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(TestHelpers.ParseTail(0x41)));
154 Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(TestHelpers.ParseTail(0x42)));
155 Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(TestHelpers.ParseTail(0x43)));
159 } 156 }
160 } 157 }
161} \ No newline at end of file 158} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 69dc133..9ec4e1d 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -123,6 +123,8 @@ namespace OpenSim.Region.Framework.Scenes
123 if (m_assetUuidsToInspect.Contains(uuid)) 123 if (m_assetUuidsToInspect.Contains(uuid))
124 return false; 124 return false;
125 125
126// m_log.DebugFormat("[UUID GATHERER]: Adding asset {0} for inspection", uuid);
127
126 m_assetUuidsToInspect.Enqueue(uuid); 128 m_assetUuidsToInspect.Enqueue(uuid);
127 129
128 return true; 130 return true;
@@ -238,7 +240,11 @@ namespace OpenSim.Region.Framework.Scenes
238 if (Complete) 240 if (Complete)
239 return false; 241 return false;
240 242
241 GetAssetUuids(m_assetUuidsToInspect.Dequeue()); 243 UUID nextToInspect = m_assetUuidsToInspect.Dequeue();
244
245// m_log.DebugFormat("[UUID GATHERER]: Inspecting asset {0}", nextToInspect);
246
247 GetAssetUuids(nextToInspect);
242 248
243 return true; 249 return true;
244 } 250 }
@@ -322,8 +328,6 @@ namespace OpenSim.Region.Framework.Scenes
322 // Here, we want to collect uuids which require further asset fetches but mark the others as gathered 328 // Here, we want to collect uuids which require further asset fetches but mark the others as gathered
323 try 329 try
324 { 330 {
325 GatheredUuids[assetUuid] = assetType;
326
327 if ((sbyte)AssetType.Bodypart == assetType 331 if ((sbyte)AssetType.Bodypart == assetType
328 || (sbyte)AssetType.Clothing == assetType 332 || (sbyte)AssetType.Clothing == assetType
329 || (sbyte)AssetType.Gesture == assetType 333 || (sbyte)AssetType.Gesture == assetType
@@ -334,11 +338,15 @@ namespace OpenSim.Region.Framework.Scenes
334 { 338 {
335 AddForInspection(assetUuid); 339 AddForInspection(assetUuid);
336 } 340 }
341 else
342 {
343 GatheredUuids[assetUuid] = assetType;
344 }
337 } 345 }
338 catch (Exception) 346 catch (Exception)
339 { 347 {
340 m_log.ErrorFormat( 348 m_log.ErrorFormat(
341 "[ITERATABLE UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}", 349 "[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
342 assetUuid, assetType); 350 assetUuid, assetType);
343 throw; 351 throw;
344 } 352 }
diff --git a/OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs b/OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs
index a15127e..3a3b33a 100644
--- a/OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs
+++ b/OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs
@@ -153,7 +153,6 @@ namespace OpenSim.Tests.Common
153 return item; 153 return item;
154 } 154 }
155 155
156
157 /// <summary> 156 /// <summary>
158 /// Add a scene object item to the given part. 157 /// Add a scene object item to the given part.
159 /// </summary> 158 /// </summary>
@@ -165,25 +164,47 @@ namespace OpenSim.Tests.Common
165 /// <param name="assetService"></param> 164 /// <param name="assetService"></param>
166 /// <param name="sop"></param> 165 /// <param name="sop"></param>
167 /// <param name="itemName"></param> 166 /// <param name="itemName"></param>
168 /// <param name="id"></param> 167 /// <param name="itemId"></param>
169 /// <param name="userId"></param> 168 /// <param name="soToAdd"></param>
169 /// <param name="soAssetId"></param>
170 public static TaskInventoryItem AddSceneObject( 170 public static TaskInventoryItem AddSceneObject(
171 IAssetService assetService, SceneObjectPart sop, string itemName, UUID id, UUID userId) 171 IAssetService assetService, SceneObjectPart sop, string itemName, UUID itemId, SceneObjectGroup soToAdd, UUID soAssetId)
172 { 172 {
173 SceneObjectGroup taskSceneObject = SceneHelpers.CreateSceneObject(1, UUID.Zero); 173 AssetBase taskSceneObjectAsset = AssetHelpers.CreateAsset(soAssetId, soToAdd);
174 AssetBase taskSceneObjectAsset = AssetHelpers.CreateAsset(0x10, taskSceneObject);
175 assetService.Store(taskSceneObjectAsset); 174 assetService.Store(taskSceneObjectAsset);
176 TaskInventoryItem taskSceneObjectItem 175 TaskInventoryItem taskSceneObjectItem
177 = new TaskInventoryItem 176 = new TaskInventoryItem
178 { Name = itemName, 177 { Name = itemName,
179 AssetID = taskSceneObjectAsset.FullID, 178 AssetID = taskSceneObjectAsset.FullID,
180 ItemID = id, 179 ItemID = itemId,
181 OwnerID = userId, 180 OwnerID = soToAdd.OwnerID,
182 Type = (int)AssetType.Object, 181 Type = (int)AssetType.Object,
183 InvType = (int)InventoryType.Object }; 182 InvType = (int)InventoryType.Object };
184 sop.Inventory.AddInventoryItem(taskSceneObjectItem, true); 183 sop.Inventory.AddInventoryItem(taskSceneObjectItem, true);
185 184
186 return taskSceneObjectItem; 185 return taskSceneObjectItem;
187 } 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 }
188 } 209 }
189} \ No newline at end of file 210} \ No newline at end of file