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-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveUtils.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs328
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs17
-rw-r--r--OpenSim/Services/InventoryService/InventoryService.cs8
-rw-r--r--OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs11
-rw-r--r--OpenSim/Tests/Common/Helpers/UserInventoryHelpers.cs25
6 files changed, 226 insertions, 182 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveUtils.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveUtils.cs
index e7fb43a..0d90a15 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveUtils.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveUtils.cs
@@ -206,7 +206,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
206 else 206 else
207 return null; 207 return null;
208 } 208 }
209 209
210 public static List<InventoryItemBase> FindItemsByPath(
211 IInventoryService inventoryService, UUID userId, string path)
212 {
213 InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId);
214
215 if (null == rootFolder)
216 return new List<InventoryItemBase>();
217
218 return FindItemsByPath(inventoryService, rootFolder, path);
219 }
220
210 /// <summary> 221 /// <summary>
211 /// Find items that match a given PATH_DELIMITOR delimited path starting from this folder. 222 /// Find items that match a given PATH_DELIMITOR delimited path starting from this folder.
212 /// </summary> 223 /// </summary>
@@ -239,11 +250,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
239 if (components.Length == 1) 250 if (components.Length == 1)
240 { 251 {
241// m_log.DebugFormat( 252// m_log.DebugFormat(
242// "FOUND SINGLE COMPONENT [{0}]. Looking for this in [{1}] {2}", 253// "FOUND SINGLE COMPONENT [{0}]. Looking for this in [{1}] {2}",
243// components[0], startFolder.Name, startFolder.ID); 254// components[0], startFolder.Name, startFolder.ID);
244 255
245 List<InventoryItemBase> items = inventoryService.GetFolderItems(startFolder.Owner, startFolder.ID); 256 List<InventoryItemBase> items = inventoryService.GetFolderItems(startFolder.Owner, startFolder.ID);
246 257
247// m_log.DebugFormat("[INVENTORY ARCHIVE UTILS]: Found {0} items in FindItemByPath()", items.Count); 258// m_log.DebugFormat("[INVENTORY ARCHIVE UTILS]: Found {0} items in FindItemByPath()", items.Count);
248 259
249 foreach (InventoryItemBase item in items) 260 foreach (InventoryItemBase item in items)
@@ -257,7 +268,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
257 else 268 else
258 { 269 {
259// m_log.DebugFormat("FOUND COMPONENTS [{0}] and [{1}]", components[0], components[1]); 270// m_log.DebugFormat("FOUND COMPONENTS [{0}] and [{1}]", components[0], components[1]);
260 271
261 InventoryCollection contents = inventoryService.GetFolderContent(startFolder.Owner, startFolder.ID); 272 InventoryCollection contents = inventoryService.GetFolderContent(startFolder.Owner, startFolder.ID);
262 273
263 foreach (InventoryFolderBase folder in contents.Folders) 274 foreach (InventoryFolderBase folder in contents.Folders)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index b70e1c3..f37f94a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -425,192 +425,198 @@ namespace OpenSim.Region.Framework.Scenes
425 InventoryItemBase item = new InventoryItemBase(itemId, senderId); 425 InventoryItemBase item = new InventoryItemBase(itemId, senderId);
426 item = InventoryService.GetItem(item); 426 item = InventoryService.GetItem(item);
427 427
428 if ((item != null) && (item.Owner == senderId)) 428 if (item == null)
429 { 429 {
430 IUserManagement uman = RequestModuleInterface<IUserManagement>(); 430 m_log.WarnFormat(
431 if (uman != null) 431 "[AGENT INVENTORY]: Failed to find item {0} sent by {1} to {2}", itemId, senderId, recipient);
432 uman.AddUser(item.CreatorIdAsUuid, item.CreatorData); 432 return null;
433 }
433 434
434 if (!Permissions.BypassPermissions()) 435 if (item.Owner != senderId)
435 { 436 {
436 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 437 m_log.WarnFormat(
437 return null; 438 "[AGENT INVENTORY]: Attempt to send item {0} {1} to {2} failed because sender {3} did not match item owner {4}",
438 } 439 item.Name, item.ID, recipient, senderId, item.Owner);
440 return null;
441 }
442
443 IUserManagement uman = RequestModuleInterface<IUserManagement>();
444 if (uman != null)
445 uman.AddUser(item.CreatorIdAsUuid, item.CreatorData);
446
447 if (!Permissions.BypassPermissions())
448 {
449 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
450 return null;
451 }
439 452
440 // Insert a copy of the item into the recipient 453 // Insert a copy of the item into the recipient
441 InventoryItemBase itemCopy = new InventoryItemBase(); 454 InventoryItemBase itemCopy = new InventoryItemBase();
442 itemCopy.Owner = recipient; 455 itemCopy.Owner = recipient;
443 itemCopy.CreatorId = item.CreatorId; 456 itemCopy.CreatorId = item.CreatorId;
444 itemCopy.CreatorData = item.CreatorData; 457 itemCopy.CreatorData = item.CreatorData;
445 itemCopy.ID = UUID.Random(); 458 itemCopy.ID = UUID.Random();
446 itemCopy.AssetID = item.AssetID; 459 itemCopy.AssetID = item.AssetID;
447 itemCopy.Description = item.Description; 460 itemCopy.Description = item.Description;
448 itemCopy.Name = item.Name; 461 itemCopy.Name = item.Name;
449 itemCopy.AssetType = item.AssetType; 462 itemCopy.AssetType = item.AssetType;
450 itemCopy.InvType = item.InvType; 463 itemCopy.InvType = item.InvType;
451 itemCopy.Folder = recipientFolderId; 464 itemCopy.Folder = recipientFolderId;
452 465
453 if (Permissions.PropagatePermissions() && recipient != senderId) 466 if (Permissions.PropagatePermissions() && recipient != senderId)
467 {
468 // Trying to do this right this time. This is evil. If
469 // you believe in Good, go elsewhere. Vampires and other
470 // evil creatores only beyond this point. You have been
471 // warned.
472
473 // We're going to mask a lot of things by the next perms
474 // Tweak the next perms to be nicer to our data
475 //
476 // In this mask, all the bits we do NOT want to mess
477 // with are set. These are:
478 //
479 // Transfer
480 // Copy
481 // Modufy
482 uint permsMask = ~ ((uint)PermissionMask.Copy |
483 (uint)PermissionMask.Transfer |
484 (uint)PermissionMask.Modify);
485
486 // Now, reduce the next perms to the mask bits
487 // relevant to the operation
488 uint nextPerms = permsMask | (item.NextPermissions &
489 ((uint)PermissionMask.Copy |
490 (uint)PermissionMask.Transfer |
491 (uint)PermissionMask.Modify));
492
493 // nextPerms now has all bits set, except for the actual
494 // next permission bits.
495
496 // This checks for no mod, no copy, no trans.
497 // This indicates an error or messed up item. Do it like
498 // SL and assume trans
499 if (nextPerms == permsMask)
500 nextPerms |= (uint)PermissionMask.Transfer;
501
502 // Inventory owner perms are the logical AND of the
503 // folded perms and the root prim perms, however, if
504 // the root prim is mod, the inventory perms will be
505 // mod. This happens on "take" and is of little concern
506 // here, save for preventing escalation
507
508 // This hack ensures that items previously permalocked
509 // get unlocked when they're passed or rezzed
510 uint basePerms = item.BasePermissions |
511 (uint)PermissionMask.Move;
512 uint ownerPerms = item.CurrentPermissions;
513
514 // If this is an object, root prim perms may be more
515 // permissive than folded perms. Use folded perms as
516 // a mask
517 if (item.InvType == (int)InventoryType.Object)
454 { 518 {
455 // Trying to do this right this time. This is evil. If 519 // Create a safe mask for the current perms
456 // you believe in Good, go elsewhere. Vampires and other 520 uint foldedPerms = (item.CurrentPermissions & 7) << 13;
457 // evil creatores only beyond this point. You have been 521 foldedPerms |= permsMask;
458 // warned. 522
459 523 bool isRootMod = (item.CurrentPermissions &
460 // We're going to mask a lot of things by the next perms 524 (uint)PermissionMask.Modify) != 0 ?
461 // Tweak the next perms to be nicer to our data 525 true : false;
462 // 526
463 // In this mask, all the bits we do NOT want to mess 527 // Mask the owner perms to the folded perms
464 // with are set. These are: 528 ownerPerms &= foldedPerms;
465 // 529 basePerms &= foldedPerms;
466 // Transfer 530
467 // Copy 531 // If the root was mod, let the mask reflect that
468 // Modufy 532 // We also need to adjust the base here, because
469 uint permsMask = ~ ((uint)PermissionMask.Copy | 533 // we should be able to edit in-inventory perms
470 (uint)PermissionMask.Transfer | 534 // for the root prim, if it's mod.
471 (uint)PermissionMask.Modify); 535 if (isRootMod)
472
473 // Now, reduce the next perms to the mask bits
474 // relevant to the operation
475 uint nextPerms = permsMask | (item.NextPermissions &
476 ((uint)PermissionMask.Copy |
477 (uint)PermissionMask.Transfer |
478 (uint)PermissionMask.Modify));
479
480 // nextPerms now has all bits set, except for the actual
481 // next permission bits.
482
483 // This checks for no mod, no copy, no trans.
484 // This indicates an error or messed up item. Do it like
485 // SL and assume trans
486 if (nextPerms == permsMask)
487 nextPerms |= (uint)PermissionMask.Transfer;
488
489 // Inventory owner perms are the logical AND of the
490 // folded perms and the root prim perms, however, if
491 // the root prim is mod, the inventory perms will be
492 // mod. This happens on "take" and is of little concern
493 // here, save for preventing escalation
494
495 // This hack ensures that items previously permalocked
496 // get unlocked when they're passed or rezzed
497 uint basePerms = item.BasePermissions |
498 (uint)PermissionMask.Move;
499 uint ownerPerms = item.CurrentPermissions;
500
501 // If this is an object, root prim perms may be more
502 // permissive than folded perms. Use folded perms as
503 // a mask
504 if (item.InvType == (int)InventoryType.Object)
505 { 536 {
506 // Create a safe mask for the current perms 537 ownerPerms |= (uint)PermissionMask.Modify;
507 uint foldedPerms = (item.CurrentPermissions & 7) << 13; 538 basePerms |= (uint)PermissionMask.Modify;
508 foldedPerms |= permsMask;
509
510 bool isRootMod = (item.CurrentPermissions &
511 (uint)PermissionMask.Modify) != 0 ?
512 true : false;
513
514 // Mask the owner perms to the folded perms
515 ownerPerms &= foldedPerms;
516 basePerms &= foldedPerms;
517
518 // If the root was mod, let the mask reflect that
519 // We also need to adjust the base here, because
520 // we should be able to edit in-inventory perms
521 // for the root prim, if it's mod.
522 if (isRootMod)
523 {
524 ownerPerms |= (uint)PermissionMask.Modify;
525 basePerms |= (uint)PermissionMask.Modify;
526 }
527 } 539 }
540 }
528 541
529 // These will be applied to the root prim at next rez. 542 // These will be applied to the root prim at next rez.
530 // The slam bit (bit 3) and folded permission (bits 0-2) 543 // The slam bit (bit 3) and folded permission (bits 0-2)
531 // are preserved due to the above mangling 544 // are preserved due to the above mangling
532 ownerPerms &= nextPerms; 545 ownerPerms &= nextPerms;
533 546
534 // Mask the base permissions. This is a conservative 547 // Mask the base permissions. This is a conservative
535 // approach altering only the three main perms 548 // approach altering only the three main perms
536 basePerms &= nextPerms; 549 basePerms &= nextPerms;
537 550
538 // Assign to the actual item. Make sure the slam bit is 551 // Assign to the actual item. Make sure the slam bit is
539 // set, if it wasn't set before. 552 // set, if it wasn't set before.
540 itemCopy.BasePermissions = basePerms; 553 itemCopy.BasePermissions = basePerms;
541 itemCopy.CurrentPermissions = ownerPerms; 554 itemCopy.CurrentPermissions = ownerPerms;
542 itemCopy.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; 555 itemCopy.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
543 556
544 itemCopy.NextPermissions = item.NextPermissions; 557 itemCopy.NextPermissions = item.NextPermissions;
545 558
546 // This preserves "everyone can move" 559 // This preserves "everyone can move"
547 itemCopy.EveryOnePermissions = item.EveryOnePermissions & 560 itemCopy.EveryOnePermissions = item.EveryOnePermissions &
548 nextPerms; 561 nextPerms;
549 562
550 // Intentionally killing "share with group" here, as 563 // Intentionally killing "share with group" here, as
551 // the recipient will not have the group this is 564 // the recipient will not have the group this is
552 // set to 565 // set to
553 itemCopy.GroupPermissions = 0; 566 itemCopy.GroupPermissions = 0;
554 } 567 }
555 else 568 else
569 {
570 itemCopy.CurrentPermissions = item.CurrentPermissions;
571 itemCopy.NextPermissions = item.NextPermissions;
572 itemCopy.EveryOnePermissions = item.EveryOnePermissions & item.NextPermissions;
573 itemCopy.GroupPermissions = item.GroupPermissions & item.NextPermissions;
574 itemCopy.BasePermissions = item.BasePermissions;
575 }
576
577 if (itemCopy.Folder == UUID.Zero)
578 {
579 InventoryFolderBase folder = InventoryService.GetFolderForType(recipient, (AssetType)itemCopy.AssetType);
580
581 if (folder != null)
556 { 582 {
557 itemCopy.CurrentPermissions = item.CurrentPermissions; 583 itemCopy.Folder = folder.ID;
558 itemCopy.NextPermissions = item.NextPermissions;
559 itemCopy.EveryOnePermissions = item.EveryOnePermissions & item.NextPermissions;
560 itemCopy.GroupPermissions = item.GroupPermissions & item.NextPermissions;
561 itemCopy.BasePermissions = item.BasePermissions;
562 } 584 }
563 585 else
564 if (itemCopy.Folder == UUID.Zero)
565 { 586 {
566 InventoryFolderBase folder = InventoryService.GetFolderForType(recipient, (AssetType)itemCopy.AssetType); 587 InventoryFolderBase root = InventoryService.GetRootFolder(recipient);
567 588
568 if (folder != null) 589 if (root != null)
569 { 590 itemCopy.Folder = root.ID;
570 itemCopy.Folder = folder.ID;
571 }
572 else 591 else
573 { 592 return null; // No destination
574 InventoryFolderBase root = InventoryService.GetRootFolder(recipient);
575
576 if (root != null)
577 itemCopy.Folder = root.ID;
578 else
579 return null; // No destination
580 }
581 } 593 }
594 }
582 595
583 itemCopy.GroupID = UUID.Zero; 596 itemCopy.GroupID = UUID.Zero;
584 itemCopy.GroupOwned = false; 597 itemCopy.GroupOwned = false;
585 itemCopy.Flags = item.Flags; 598 itemCopy.Flags = item.Flags;
586 itemCopy.SalePrice = item.SalePrice; 599 itemCopy.SalePrice = item.SalePrice;
587 itemCopy.SaleType = item.SaleType; 600 itemCopy.SaleType = item.SaleType;
588 601
589 if (AddInventoryItem(itemCopy)) 602 if (AddInventoryItem(itemCopy))
590 { 603 {
591 IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>(); 604 IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
592 if (invAccess != null) 605 if (invAccess != null)
593 invAccess.TransferInventoryAssets(itemCopy, senderId, recipient); 606 invAccess.TransferInventoryAssets(itemCopy, senderId, recipient);
594 } 607 }
595 608
596 if (!Permissions.BypassPermissions()) 609 if (!Permissions.BypassPermissions())
610 {
611 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
597 { 612 {
598 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) 613 List<UUID> items = new List<UUID>();
599 { 614 items.Add(itemId);
600 List<UUID> items = new List<UUID>(); 615 InventoryService.DeleteItems(senderId, items);
601 items.Add(itemId);
602 InventoryService.DeleteItems(senderId, items);
603 }
604 } 616 }
605
606 return itemCopy;
607 }
608 else
609 {
610 m_log.WarnFormat("[AGENT INVENTORY]: Failed to find item {0} or item does not belong to giver ", itemId);
611 return null;
612 } 617 }
613 618
619 return itemCopy;
614 } 620 }
615 621
616 /// <summary> 622 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
index 83f0686..10c275e 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
@@ -59,19 +59,24 @@ namespace OpenSim.Region.Framework.Tests
59// log4net.Config.XmlConfigurator.Configure(); 59// log4net.Config.XmlConfigurator.Configure();
60 60
61 Scene scene = SceneSetupHelpers.SetupScene(); 61 Scene scene = SceneSetupHelpers.SetupScene();
62 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); 62 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, 1001);
63 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene); 63 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, 1002);
64 InventoryItemBase item1 = UserInventoryHelpers.CreateInventoryItem(scene, "item1", user1.PrincipalID); 64 InventoryItemBase item1 = UserInventoryHelpers.CreateInventoryItem(scene, "item1", user1.PrincipalID);
65 65
66 scene.GiveInventoryItem(user2.PrincipalID, user1.PrincipalID, item1.ID); 66 scene.GiveInventoryItem(user2.PrincipalID, user1.PrincipalID, item1.ID);
67 67
68 InventoryItemBase retrievedItem1 68 InventoryItemBase retrievedItem1
69 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, user2.PrincipalID, "Objects/item1"); 69 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, user2.PrincipalID, "Notecards/item1");
70 70
71 Assert.That(retrievedItem1, Is.Not.Null); 71 Assert.That(retrievedItem1, Is.Not.Null);
72 72
73 // Try giving back the freshly received item 73 // Try giving back the freshly received item
74 //scene.GiveInventoryItem(user1.PrincipalID, user2.PrincipalID, retrievedItem1.ID); 74 scene.GiveInventoryItem(user1.PrincipalID, user2.PrincipalID, retrievedItem1.ID);
75
76 List<InventoryItemBase> reretrievedItems
77 = UserInventoryHelpers.GetInventoryItems(scene.InventoryService, user1.PrincipalID, "Notecards/item1");
78
79 Assert.That(reretrievedItems.Count, Is.EqualTo(2));
75 } 80 }
76 81
77 [Test] 82 [Test]
@@ -81,8 +86,8 @@ namespace OpenSim.Region.Framework.Tests
81// log4net.Config.XmlConfigurator.Configure(); 86// log4net.Config.XmlConfigurator.Configure();
82 87
83 Scene scene = SceneSetupHelpers.SetupScene(); 88 Scene scene = SceneSetupHelpers.SetupScene();
84 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); 89 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, 1001);
85 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene); 90 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, 1002);
86 InventoryFolderBase folder1 91 InventoryFolderBase folder1
87 = UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, "folder1"); 92 = UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, "folder1");
88 93
diff --git a/OpenSim/Services/InventoryService/InventoryService.cs b/OpenSim/Services/InventoryService/InventoryService.cs
index e543337..73dd06a 100644
--- a/OpenSim/Services/InventoryService/InventoryService.cs
+++ b/OpenSim/Services/InventoryService/InventoryService.cs
@@ -340,6 +340,9 @@ namespace OpenSim.Services.InventoryService
340 List<InventoryItemBase> itemsList = new List<InventoryItemBase>(); 340 List<InventoryItemBase> itemsList = new List<InventoryItemBase>();
341 341
342 itemsList.AddRange(m_Database.getInventoryInFolder(folderID)); 342 itemsList.AddRange(m_Database.getInventoryInFolder(folderID));
343
344// m_log.DebugFormat(
345// "[INVENTORY SERVICE]: Found {0} items in folder {1} for {2}", itemsList.Count, folderID, userID);
343 346
344 return itemsList; 347 return itemsList;
345 } 348 }
@@ -385,8 +388,9 @@ namespace OpenSim.Services.InventoryService
385 // See IInventoryServices 388 // See IInventoryServices
386 public virtual bool AddItem(InventoryItemBase item) 389 public virtual bool AddItem(InventoryItemBase item)
387 { 390 {
388 m_log.DebugFormat( 391// m_log.DebugFormat(
389 "[INVENTORY SERVICE]: Adding item {0} {1} to folder {2}", item.Name, item.ID, item.Folder); 392// "[INVENTORY SERVICE]: Adding item {0} {1} to folder {2} for {3}",
393// item.Name, item.ID, item.Folder, item.Owner);
390 394
391 m_Database.addInventoryItem(item); 395 m_Database.addInventoryItem(item);
392 396
diff --git a/OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs b/OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs
index 8cfad79..d924ecd 100644
--- a/OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs
+++ b/OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs
@@ -118,16 +118,19 @@ namespace OpenSim.Tests.Common
118 118
119 public static UserAccount CreateUserWithInventory(Scene scene) 119 public static UserAccount CreateUserWithInventory(Scene scene)
120 { 120 {
121 return CreateUserWithInventory(scene, 99);
122 }
123
124 public static UserAccount CreateUserWithInventory(Scene scene, int uuidTail)
125 {
121 return CreateUserWithInventory( 126 return CreateUserWithInventory(
122 scene, "Bill", "Bailey", UUID.Parse("00000000-0000-0000-0000-000000000099"), "troll"); 127 scene, "Bill", "Bailey", new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail)), "troll");
123 } 128 }
124 129
125 public static UserAccount CreateUserWithInventory( 130 public static UserAccount CreateUserWithInventory(
126 Scene scene, string firstName, string lastName, UUID userId, string pw) 131 Scene scene, string firstName, string lastName, UUID userId, string pw)
127 { 132 {
128 UserAccount ua 133 UserAccount ua = new UserAccount(userId) { FirstName = firstName, LastName = lastName };
129 = new UserAccount(userId)
130 { FirstName = firstName, LastName = lastName };
131 CreateUserWithInventory(scene, ua, pw); 134 CreateUserWithInventory(scene, ua, pw);
132 return ua; 135 return ua;
133 } 136 }
diff --git a/OpenSim/Tests/Common/Helpers/UserInventoryHelpers.cs b/OpenSim/Tests/Common/Helpers/UserInventoryHelpers.cs
index 93b655a..875bf4a 100644
--- a/OpenSim/Tests/Common/Helpers/UserInventoryHelpers.cs
+++ b/OpenSim/Tests/Common/Helpers/UserInventoryHelpers.cs
@@ -65,15 +65,18 @@ namespace OpenSim.Tests.Common
65 /// <returns></returns> 65 /// <returns></returns>
66 public static InventoryItemBase CreateInventoryItem(Scene scene, string itemName, UUID itemId, UUID userId) 66 public static InventoryItemBase CreateInventoryItem(Scene scene, string itemName, UUID itemId, UUID userId)
67 { 67 {
68 AssetBase asset = AssetHelpers.CreateAsset(scene, userId);
68 InventoryItemBase item = new InventoryItemBase(); 69 InventoryItemBase item = new InventoryItemBase();
69 item.Name = itemName; 70 item.Name = itemName;
70 item.AssetID = AssetHelpers.CreateAsset(scene, userId).FullID; 71 item.AssetID = asset.FullID;
71 item.ID = itemId; 72 item.ID = itemId;
73 item.Owner = userId;
74 item.AssetType = asset.Type;
75 item.InvType = (int)InventoryType.Notecard;
76
77 InventoryFolderBase folder = scene.InventoryService.GetFolderForType(userId, AssetType.Notecard);
72 78
73 // Really quite bad since the objs folder could be moved in the future and confuse the tests 79 item.Folder = folder.ID;
74 InventoryFolderBase objsFolder = scene.InventoryService.GetFolderForType(userId, AssetType.Object);
75
76 item.Folder = objsFolder.ID;
77 scene.AddInventoryItem(item); 80 scene.AddInventoryItem(item);
78 81
79 return item; 82 return item;
@@ -165,5 +168,17 @@ namespace OpenSim.Tests.Common
165 { 168 {
166 return InventoryArchiveUtils.FindItemByPath(inventoryService, userId, path); 169 return InventoryArchiveUtils.FindItemByPath(inventoryService, userId, path);
167 } 170 }
171
172 /// <summary>
173 /// Get the inventory items that match the path name.
174 /// </summary>
175 /// <param name="inventoryService"></param>
176 /// <param name="userId"></param>
177 /// <param name="path"></param>
178 /// <returns>An empty list if no matching items were found.</returns>
179 public static List<InventoryItemBase> GetInventoryItems(IInventoryService inventoryService, UUID userId, string path)
180 {
181 return InventoryArchiveUtils.FindItemsByPath(inventoryService, userId, path);
182 }
168 } 183 }
169} \ No newline at end of file 184} \ No newline at end of file