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-rw-r--r--OpenSim/Framework/LandData.cs126
-rw-r--r--OpenSim/Framework/Tests/AgentCircuitDataTest.cs339
2 files changed, 464 insertions, 1 deletions
diff --git a/OpenSim/Framework/LandData.cs b/OpenSim/Framework/LandData.cs
index 94c0d3b..a24af04 100644
--- a/OpenSim/Framework/LandData.cs
+++ b/OpenSim/Framework/LandData.cs
@@ -83,6 +83,9 @@ namespace OpenSim.Framework
83 private int _dwell = 0; 83 private int _dwell = 0;
84 private int _otherCleanTime = 0; 84 private int _otherCleanTime = 0;
85 85
86 /// <summary>
87 /// Upper corner of the AABB for the parcel
88 /// </summary>
86 public Vector3 AABBMax { 89 public Vector3 AABBMax {
87 get { 90 get {
88 return _AABBMax; 91 return _AABBMax;
@@ -91,7 +94,9 @@ namespace OpenSim.Framework
91 _AABBMax = value; 94 _AABBMax = value;
92 } 95 }
93 } 96 }
94 97 /// <summary>
98 /// Lower corner of the AABB for the parcel
99 /// </summary>
95 public Vector3 AABBMin { 100 public Vector3 AABBMin {
96 get { 101 get {
97 return _AABBMin; 102 return _AABBMin;
@@ -101,6 +106,9 @@ namespace OpenSim.Framework
101 } 106 }
102 } 107 }
103 108
109 /// <summary>
110 /// Area in meters^2 the parcel contains
111 /// </summary>
104 public int Area { 112 public int Area {
105 get { 113 get {
106 return _area; 114 return _area;
@@ -110,6 +118,9 @@ namespace OpenSim.Framework
110 } 118 }
111 } 119 }
112 120
121 /// <summary>
122 /// ID of auction (3rd Party Integration) when parcel is being auctioned
123 /// </summary>
113 public uint AuctionID { 124 public uint AuctionID {
114 get { 125 get {
115 return _auctionID; 126 return _auctionID;
@@ -119,6 +130,9 @@ namespace OpenSim.Framework
119 } 130 }
120 } 131 }
121 132
133 /// <summary>
134 /// UUID of authorized buyer of parcel. This is UUID.Zero if anyone can buy it.
135 /// </summary>
122 public UUID AuthBuyerID { 136 public UUID AuthBuyerID {
123 get { 137 get {
124 return _authBuyerID; 138 return _authBuyerID;
@@ -128,6 +142,9 @@ namespace OpenSim.Framework
128 } 142 }
129 } 143 }
130 144
145 /// <summary>
146 /// Category of parcel. Used for classifying the parcel in classified listings
147 /// </summary>
131 public ParcelCategory Category { 148 public ParcelCategory Category {
132 get { 149 get {
133 return _category; 150 return _category;
@@ -137,6 +154,9 @@ namespace OpenSim.Framework
137 } 154 }
138 } 155 }
139 156
157 /// <summary>
158 /// Date that the current owner purchased or claimed the parcel
159 /// </summary>
140 public int ClaimDate { 160 public int ClaimDate {
141 get { 161 get {
142 return _claimDate; 162 return _claimDate;
@@ -146,6 +166,9 @@ namespace OpenSim.Framework
146 } 166 }
147 } 167 }
148 168
169 /// <summary>
170 /// The last price that the parcel was sold at
171 /// </summary>
149 public int ClaimPrice { 172 public int ClaimPrice {
150 get { 173 get {
151 return _claimPrice; 174 return _claimPrice;
@@ -155,6 +178,9 @@ namespace OpenSim.Framework
155 } 178 }
156 } 179 }
157 180
181 /// <summary>
182 /// Global ID for the parcel. (3rd Party Integration)
183 /// </summary>
158 public UUID GlobalID { 184 public UUID GlobalID {
159 get { 185 get {
160 return _globalID; 186 return _globalID;
@@ -164,6 +190,9 @@ namespace OpenSim.Framework
164 } 190 }
165 } 191 }
166 192
193 /// <summary>
194 /// Unique ID of the Group that owns
195 /// </summary>
167 public UUID GroupID { 196 public UUID GroupID {
168 get { 197 get {
169 return _groupID; 198 return _groupID;
@@ -173,6 +202,9 @@ namespace OpenSim.Framework
173 } 202 }
174 } 203 }
175 204
205 /// <summary>
206 /// Number of SceneObjectPart that are owned by a Group
207 /// </summary>
176 public int GroupPrims { 208 public int GroupPrims {
177 get { 209 get {
178 return _groupPrims; 210 return _groupPrims;
@@ -182,6 +214,9 @@ namespace OpenSim.Framework
182 } 214 }
183 } 215 }
184 216
217 /// <summary>
218 /// Returns true if the Land Parcel is owned by a group
219 /// </summary>
185 public bool IsGroupOwned { 220 public bool IsGroupOwned {
186 get { 221 get {
187 return _isGroupOwned; 222 return _isGroupOwned;
@@ -191,6 +226,9 @@ namespace OpenSim.Framework
191 } 226 }
192 } 227 }
193 228
229 /// <summary>
230 /// jp2 data for the image representative of the parcel in the parcel dialog
231 /// </summary>
194 public byte[] Bitmap { 232 public byte[] Bitmap {
195 get { 233 get {
196 return _bitmap; 234 return _bitmap;
@@ -200,6 +238,9 @@ namespace OpenSim.Framework
200 } 238 }
201 } 239 }
202 240
241 /// <summary>
242 /// Parcel Description
243 /// </summary>
203 public string Description { 244 public string Description {
204 get { 245 get {
205 return _description; 246 return _description;
@@ -209,6 +250,9 @@ namespace OpenSim.Framework
209 } 250 }
210 } 251 }
211 252
253 /// <summary>
254 /// Parcel settings. Access flags, Fly, NoPush, Voice, Scripts allowed, etc. ParcelFlags
255 /// </summary>
212 public uint Flags { 256 public uint Flags {
213 get { 257 get {
214 return _flags; 258 return _flags;
@@ -218,6 +262,10 @@ namespace OpenSim.Framework
218 } 262 }
219 } 263 }
220 264
265 /// <summary>
266 /// Determines if people are able to teleport where they please on the parcel or if they
267 /// get constrainted to a specific point on teleport within the parcel
268 /// </summary>
221 public byte LandingType { 269 public byte LandingType {
222 get { 270 get {
223 return _landingType; 271 return _landingType;
@@ -227,6 +275,9 @@ namespace OpenSim.Framework
227 } 275 }
228 } 276 }
229 277
278 /// <summary>
279 /// Parcel Name
280 /// </summary>
230 public string Name { 281 public string Name {
231 get { 282 get {
232 return _name; 283 return _name;
@@ -236,6 +287,9 @@ namespace OpenSim.Framework
236 } 287 }
237 } 288 }
238 289
290 /// <summary>
291 /// Status of Parcel, Leased, Abandoned, For Sale
292 /// </summary>
239 public ParcelStatus Status { 293 public ParcelStatus Status {
240 get { 294 get {
241 return _status; 295 return _status;
@@ -245,6 +299,9 @@ namespace OpenSim.Framework
245 } 299 }
246 } 300 }
247 301
302 /// <summary>
303 /// Internal ID of the parcel. Sometimes the client will try to use this value
304 /// </summary>
248 public int LocalID { 305 public int LocalID {
249 get { 306 get {
250 return _localID; 307 return _localID;
@@ -254,6 +311,9 @@ namespace OpenSim.Framework
254 } 311 }
255 } 312 }
256 313
314 /// <summary>
315 /// Determines if we scale the media based on the surface it's on
316 /// </summary>
257 public byte MediaAutoScale { 317 public byte MediaAutoScale {
258 get { 318 get {
259 return _mediaAutoScale; 319 return _mediaAutoScale;
@@ -263,6 +323,9 @@ namespace OpenSim.Framework
263 } 323 }
264 } 324 }
265 325
326 /// <summary>
327 /// Texture Guid to replace with the output of the media stream
328 /// </summary>
266 public UUID MediaID { 329 public UUID MediaID {
267 get { 330 get {
268 return _mediaID; 331 return _mediaID;
@@ -272,6 +335,9 @@ namespace OpenSim.Framework
272 } 335 }
273 } 336 }
274 337
338 /// <summary>
339 /// URL to the media file to display
340 /// </summary>
275 public string MediaURL { 341 public string MediaURL {
276 get { 342 get {
277 return _mediaURL; 343 return _mediaURL;
@@ -281,6 +347,9 @@ namespace OpenSim.Framework
281 } 347 }
282 } 348 }
283 349
350 /// <summary>
351 /// URL to the shoutcast music stream to play on the parcel
352 /// </summary>
284 public string MusicURL { 353 public string MusicURL {
285 get { 354 get {
286 return _musicURL; 355 return _musicURL;
@@ -290,6 +359,10 @@ namespace OpenSim.Framework
290 } 359 }
291 } 360 }
292 361
362 /// <summary>
363 /// Number of SceneObjectPart that are owned by users who do not own the parcel
364 /// and don't have the 'group. These are elegable for AutoReturn collection
365 /// </summary>
293 public int OtherPrims { 366 public int OtherPrims {
294 get { 367 get {
295 return _otherPrims; 368 return _otherPrims;
@@ -299,6 +372,10 @@ namespace OpenSim.Framework
299 } 372 }
300 } 373 }
301 374
375 /// <summary>
376 /// Owner Avatar or Group of the parcel. Naturally, all land masses must be
377 /// owned by someone
378 /// </summary>
302 public UUID OwnerID { 379 public UUID OwnerID {
303 get { 380 get {
304 return _ownerID; 381 return _ownerID;
@@ -308,6 +385,9 @@ namespace OpenSim.Framework
308 } 385 }
309 } 386 }
310 387
388 /// <summary>
389 /// Number of SceneObjectPart that are owned by the owner of the parcel
390 /// </summary>
311 public int OwnerPrims { 391 public int OwnerPrims {
312 get { 392 get {
313 return _ownerPrims; 393 return _ownerPrims;
@@ -317,6 +397,9 @@ namespace OpenSim.Framework
317 } 397 }
318 } 398 }
319 399
400 /// <summary>
401 /// List of access data for the parcel. User data, some bitflags, and a time
402 /// </summary>
320 public List<ParcelManager.ParcelAccessEntry> ParcelAccessList { 403 public List<ParcelManager.ParcelAccessEntry> ParcelAccessList {
321 get { 404 get {
322 return _parcelAccessList; 405 return _parcelAccessList;
@@ -326,6 +409,9 @@ namespace OpenSim.Framework
326 } 409 }
327 } 410 }
328 411
412 /// <summary>
413 /// How long in hours a Pass to the parcel is given
414 /// </summary>
329 public float PassHours { 415 public float PassHours {
330 get { 416 get {
331 return _passHours; 417 return _passHours;
@@ -335,6 +421,9 @@ namespace OpenSim.Framework
335 } 421 }
336 } 422 }
337 423
424 /// <summary>
425 /// Price to purchase a Pass to a restricted parcel
426 /// </summary>
338 public int PassPrice { 427 public int PassPrice {
339 get { 428 get {
340 return _passPrice; 429 return _passPrice;
@@ -344,6 +433,9 @@ namespace OpenSim.Framework
344 } 433 }
345 } 434 }
346 435
436 /// <summary>
437 /// When the parcel is being sold, this is the price to purchase the parcel
438 /// </summary>
347 public int SalePrice { 439 public int SalePrice {
348 get { 440 get {
349 return _salePrice; 441 return _salePrice;
@@ -353,6 +445,9 @@ namespace OpenSim.Framework
353 } 445 }
354 } 446 }
355 447
448 /// <summary>
449 /// Number of SceneObjectPart that are currently selected by avatar
450 /// </summary>
356 public int SelectedPrims { 451 public int SelectedPrims {
357 get { 452 get {
358 return _selectedPrims; 453 return _selectedPrims;
@@ -362,6 +457,9 @@ namespace OpenSim.Framework
362 } 457 }
363 } 458 }
364 459
460 /// <summary>
461 /// Number of meters^2 in the Simulator
462 /// </summary>
365 public int SimwideArea { 463 public int SimwideArea {
366 get { 464 get {
367 return _simwideArea; 465 return _simwideArea;
@@ -371,6 +469,9 @@ namespace OpenSim.Framework
371 } 469 }
372 } 470 }
373 471
472 /// <summary>
473 /// Number of SceneObjectPart in the Simulator
474 /// </summary>
374 public int SimwidePrims { 475 public int SimwidePrims {
375 get { 476 get {
376 return _simwidePrims; 477 return _simwidePrims;
@@ -380,6 +481,9 @@ namespace OpenSim.Framework
380 } 481 }
381 } 482 }
382 483
484 /// <summary>
485 /// ID of the snapshot used in the client parcel dialog of the parcel
486 /// </summary>
383 public UUID SnapshotID { 487 public UUID SnapshotID {
384 get { 488 get {
385 return _snapshotID; 489 return _snapshotID;
@@ -389,6 +493,10 @@ namespace OpenSim.Framework
389 } 493 }
390 } 494 }
391 495
496 /// <summary>
497 /// When teleporting is restricted to a certain point, this is the location
498 /// that the user will be redirected to
499 /// </summary>
392 public Vector3 UserLocation { 500 public Vector3 UserLocation {
393 get { 501 get {
394 return _userLocation; 502 return _userLocation;
@@ -398,6 +506,10 @@ namespace OpenSim.Framework
398 } 506 }
399 } 507 }
400 508
509 /// <summary>
510 /// When teleporting is restricted to a certain point, this is the rotation
511 /// that the user will be positioned
512 /// </summary>
401 public Vector3 UserLookAt { 513 public Vector3 UserLookAt {
402 get { 514 get {
403 return _userLookAt; 515 return _userLookAt;
@@ -407,6 +519,9 @@ namespace OpenSim.Framework
407 } 519 }
408 } 520 }
409 521
522 /// <summary>
523 /// Depreciated idea. Number of visitors ~= free money
524 /// </summary>
410 public int Dwell { 525 public int Dwell {
411 get { 526 get {
412 return _dwell; 527 return _dwell;
@@ -416,6 +531,10 @@ namespace OpenSim.Framework
416 } 531 }
417 } 532 }
418 533
534 /// <summary>
535 /// Number of minutes to return SceneObjectGroup that are owned by someone who doesn't own
536 /// the parcel and isn't set to the same 'group' as the parcel.
537 /// </summary>
419 public int OtherCleanTime { 538 public int OtherCleanTime {
420 get { 539 get {
421 return _otherCleanTime; 540 return _otherCleanTime;
@@ -425,11 +544,16 @@ namespace OpenSim.Framework
425 } 544 }
426 } 545 }
427 546
547
428 public LandData() 548 public LandData()
429 { 549 {
430 _globalID = UUID.Random(); 550 _globalID = UUID.Random();
431 } 551 }
432 552
553 /// <summary>
554 /// Make a new copy of the land data
555 /// </summary>
556 /// <returns></returns>
433 public LandData Copy() 557 public LandData Copy()
434 { 558 {
435 LandData landData = new LandData(); 559 LandData landData = new LandData();
diff --git a/OpenSim/Framework/Tests/AgentCircuitDataTest.cs b/OpenSim/Framework/Tests/AgentCircuitDataTest.cs
new file mode 100644
index 0000000..0bf8f64
--- /dev/null
+++ b/OpenSim/Framework/Tests/AgentCircuitDataTest.cs
@@ -0,0 +1,339 @@
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 */
27using System.Collections.Generic;
28using OpenMetaverse;
29using OpenMetaverse.StructuredData;
30using NUnit.Framework;
31
32
33namespace OpenSim.Framework.Tests
34{
35 [TestFixture]
36 public class AgentCircuitDataTest
37 {
38 private UUID AgentId;
39 private AvatarAppearance AvAppearance;
40 private byte[] VisualParams;
41 private UUID BaseFolder;
42 private string CapsPath;
43 private Dictionary<ulong, string> ChildrenCapsPaths;
44 private uint circuitcode = 0949030;
45 private string firstname;
46 private string lastname;
47 private UUID SecureSessionId;
48 private UUID SessionId;
49 private Vector3 StartPos;
50
51
52 [SetUp]
53 public void setup()
54 {
55 AgentId = UUID.Random();
56 BaseFolder = UUID.Random();
57 CapsPath = "http://www.opensimulator.org/Caps/Foo";
58 ChildrenCapsPaths = new Dictionary<ulong, string>();
59 ChildrenCapsPaths.Add(ulong.MaxValue, "http://www.opensimulator.org/Caps/Foo2");
60 firstname = "CoolAvatarTest";
61 lastname = "test";
62 StartPos = new Vector3(5,23,125);
63
64 SecureSessionId = UUID.Random();
65 SessionId = UUID.Random();
66
67 AvAppearance = new AvatarAppearance(AgentId);
68 AvAppearance.SetDefaultWearables();
69 VisualParams = new byte[218];
70 AvAppearance.SetDefaultParams(VisualParams);
71
72 //body
73 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_HEIGHT] = 155;
74 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_THICKNESS] = 00;
75 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_BODY_FAT] = 0;
76
77 //Torso
78 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_TORSO_MUSCLES] = 48;
79 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_NECK_THICKNESS] = 43;
80 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_NECK_LENGTH] = 255;
81 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_SHOULDERS] = 94;
82 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_CHEST_MALE_NO_PECS] = 199;
83 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_ARM_LENGTH] = 255;
84 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_HAND_SIZE] = 33;
85 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_TORSO_LENGTH] = 240;
86 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_LOVE_HANDLES] = 0;
87 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_BELLY_SIZE] = 0;
88
89 // legs
90 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_LEG_MUSCLES] = 82;
91 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_LEG_LENGTH] = 255;
92 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_HIP_WIDTH] = 84;
93 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_HIP_LENGTH] = 166;
94 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_BUTT_SIZE] = 64;
95 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_SADDLEBAGS] = 89;
96 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_BOWED_LEGS] = 127;
97 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_FOOT_SIZE] = 45;
98
99
100 // head
101 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_HEAD_SIZE] = 255;
102 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_SQUASH_STRETCH_HEAD] = 0; // head stretch
103 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_HEAD_SHAPE] = 155;
104 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_EGG_HEAD] = 127;
105 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_POINTY_EARS] = 255;
106 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_HEAD_LENGTH] = 45;
107 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_FACE_SHEAR] = 127;
108 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_FOREHEAD_ANGLE] = 104;
109 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_BIG_BROW] = 94;
110 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_PUFFY_UPPER_CHEEKS] = 0; // upper cheeks
111 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_DOUBLE_CHIN] = 122; // lower cheeks
112 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_HIGH_CHEEK_BONES] = 130;
113
114
115
116 // eyes
117 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_EYE_SIZE] = 105;
118 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_WIDE_EYES] = 135;
119 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_EYE_SPACING] = 184;
120 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_EYELID_CORNER_UP] = 230;
121 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_EYELID_INNER_CORNER_UP] = 120;
122 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_EYE_DEPTH] = 158;
123 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_UPPER_EYELID_FOLD] = 69;
124 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_BAGGY_EYES] = 38;
125 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_EYELASHES_LONG] = 127;
126 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_POP_EYE] = 127;
127
128 VisualParams[(int)AvatarAppearance.VPElement.EYES_EYE_COLOR] = 25;
129 VisualParams[(int)AvatarAppearance.VPElement.EYES_EYE_LIGHTNESS] = 127;
130
131 // ears
132 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_BIG_EARS] = 255;
133 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_EARS_OUT] = 127;
134 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_ATTACHED_EARLOBES] = 127;
135 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_POINTY_EARS] = 255;
136
137 // nose
138 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_NOSE_BIG_OUT] = 79;
139 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_WIDE_NOSE] = 35;
140 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_BROAD_NOSTRILS] = 86;
141 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_LOW_SEPTUM_NOSE] = 112; // nostril division
142 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_BULBOUS_NOSE] = 25;
143 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_NOBLE_NOSE_BRIDGE] = 25; // upper bridge
144 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_LOWER_BRIDGE_NOSE] = 25; // lower bridge
145 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_WIDE_NOSE_BRIDGE] = 25;
146 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_UPTURNED_NOSE_TIP] = 107;
147 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_BULBOUS_NOSE_TIP] = 25;
148 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_CROOKED_NOSE] = 127;
149
150
151 // Mouth
152 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_LIP_WIDTH] = 122;
153 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_TALL_LIPS] = 10; // lip fullness
154 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_LIP_THICKNESS] = 112;
155 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_LIP_RATIO] = 137;
156 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MOUTH_HEIGHT] = 176;
157 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MOUTH_CORNER] = 140; // Sad --> happy
158 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_LIP_CLEFT_DEEP] = 84;
159 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_WIDE_LIP_CLEFT] = 84;
160 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_SHIFT_MOUTH] = 127;
161
162
163 // chin
164 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_WEAK_CHIN] = 119;
165 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_SQUARE_JAW] = 5;
166 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_DEEP_CHIN] = 132;
167 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_JAW_ANGLE] = 153;
168 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_JAW_JUT] = 100;
169 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_JOWLS] = 38;
170 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_CLEFT_CHIN] = 89;
171 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_CLEFT_CHIN_UPPER] = 89;
172 VisualParams[(int)AvatarAppearance.VPElement.SHAPE_DOUBLE_CHIN] = 0;
173
174
175 // hair color
176 VisualParams[(int)AvatarAppearance.VPElement.HAIR_WHITE_HAIR] = 0;
177 VisualParams[(int)AvatarAppearance.VPElement.HAIR_RAINBOW_COLOR_39] = 0;
178 VisualParams[(int)AvatarAppearance.VPElement.HAIR_BLONDE_HAIR] = 24;
179 VisualParams[(int)AvatarAppearance.VPElement.HAIR_RED_HAIR] = 0;
180
181 // hair style
182 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_VOLUME] = 160;
183 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_FRONT] = 153;
184 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_SIDES] = 153;
185 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_BACK] = 170;
186 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_BIG_FRONT] = 0;
187 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_BIG_TOP] = 117;
188 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_BIG_BACK] = 170;
189 VisualParams[(int)AvatarAppearance.VPElement.HAIR_FRONT_FRINGE] = 0;
190 VisualParams[(int)AvatarAppearance.VPElement.HAIR_SIDE_FRINGE] = 142;
191 VisualParams[(int)AvatarAppearance.VPElement.HAIR_BACK_FRINGE] = 0;
192 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_SIDES_FULL] = 146;
193 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_SWEEP] = 0;
194 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_SHEAR_FRONT] = 0;
195 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_SHEAR_BACK] = 0;
196 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_TAPER_FRONT] = 0;
197 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_TAPER_BACK] = 0;
198 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_RUMPLED] = 0;
199 VisualParams[(int)AvatarAppearance.VPElement.HAIR_PIGTAILS] = 0;
200 VisualParams[(int)AvatarAppearance.VPElement.HAIR_PONYTAIL] = 0;
201 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_SPIKED] = 0;
202 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_TILT] = 0;
203 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_PART_MIDDLE] = 0;
204 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_PART_RIGHT] = 0;
205 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_PART_LEFT] = 0;
206 VisualParams[(int)AvatarAppearance.VPElement.HAIR_BANGS_PART_MIDDLE] = 155;
207
208 //Eyebrows
209 VisualParams[(int)AvatarAppearance.VPElement.HAIR_EYEBROW_SIZE] = 20;
210 VisualParams[(int)AvatarAppearance.VPElement.HAIR_EYEBROW_DENSITY] = 140;
211 VisualParams[(int)AvatarAppearance.VPElement.HAIR_LOWER_EYEBROWS] = 200; // eyebrow height
212 VisualParams[(int)AvatarAppearance.VPElement.HAIR_ARCED_EYEBROWS] = 124;
213 VisualParams[(int)AvatarAppearance.VPElement.HAIR_POINTY_EYEBROWS] = 65;
214
215 //Facial hair
216 VisualParams[(int)AvatarAppearance.VPElement.HAIR_HAIR_THICKNESS] = 65;
217 VisualParams[(int)AvatarAppearance.VPElement.HAIR_SIDEBURNS] = 235;
218 VisualParams[(int)AvatarAppearance.VPElement.HAIR_MOUSTACHE] = 75;
219 VisualParams[(int)AvatarAppearance.VPElement.HAIR_CHIN_CURTAINS] = 140;
220 VisualParams[(int)AvatarAppearance.VPElement.HAIR_SOULPATCH] = 0;
221
222 AvAppearance.VisualParams = VisualParams;
223
224 List<byte> wearbyte = new List<byte>();
225 for (int i = 0; i < VisualParams.Length; i++)
226 {
227 wearbyte.Add(VisualParams[i]);
228 }
229
230
231 AvAppearance.SetAppearance(AvAppearance.Texture.GetBytes(), wearbyte);
232 }
233
234 /// <summary>
235 /// Test to ensure that the serialization format is the same and the underlying types don't change without notice
236 /// oldSerialization is just a json serialization of the OSDMap packed for the AgentCircuitData.
237 /// The idea is that if the current json serializer cannot parse the old serialization, then the underlying types
238 /// have changed and are incompatible.
239 /// </summary>
240 [Test]
241 public void HistoricalAgentCircuitDataOSDConversion()
242 {
243 string oldSerialization = "{\"agent_id\":\"522675bd-8214-40c1-b3ca-9c7f7fd170be\",\"base_folder\":\"c40b5f5f-476f-496b-bd69-b5a539c434d8\",\"caps_path\":\"http://www.opensimulator.org/Caps/Foo\",\"children_seeds\":[{\"handle\":\"18446744073709551615\",\"seed\":\"http://www.opensimulator.org/Caps/Foo2\"}],\"child\":false,\"circuit_code\":\"949030\",\"first_name\":\"CoolAvatarTest\",\"last_name\":\"test\",\"inventory_folder\":\"c40b5f5f-476f-496b-bd69-b5a539c434d8\",\"secure_session_id\":\"1e608e2b-0ddb-41f6-be0f-926f61cd3e0a\",\"session_id\":\"aa06f798-9d70-4bdb-9bbf-012a02ee2baf\",\"start_pos\":\"<5, 23, 125>\"}";
244 AgentCircuitData Agent1Data = new AgentCircuitData();
245 Agent1Data.AgentID = new UUID("522675bd-8214-40c1-b3ca-9c7f7fd170be");
246 Agent1Data.Appearance = AvAppearance;
247 Agent1Data.BaseFolder = new UUID("c40b5f5f-476f-496b-bd69-b5a539c434d8");
248 Agent1Data.CapsPath = CapsPath;
249 Agent1Data.child = false;
250 Agent1Data.ChildrenCapSeeds = ChildrenCapsPaths;
251 Agent1Data.circuitcode = circuitcode;
252 Agent1Data.firstname = firstname;
253 Agent1Data.InventoryFolder = new UUID("c40b5f5f-476f-496b-bd69-b5a539c434d8");
254 Agent1Data.lastname = lastname;
255 Agent1Data.SecureSessionID = new UUID("1e608e2b-0ddb-41f6-be0f-926f61cd3e0a");
256 Agent1Data.SessionID = new UUID("aa06f798-9d70-4bdb-9bbf-012a02ee2baf");
257 Agent1Data.startpos = StartPos;
258
259 OSDMap map2 = (OSDMap)OSDParser.DeserializeJson(oldSerialization);
260
261
262 AgentCircuitData Agent2Data = new AgentCircuitData();
263 Agent2Data.UnpackAgentCircuitData(map2);
264
265 Assert.That((Agent1Data.AgentID == Agent2Data.AgentID));
266 Assert.That((Agent1Data.BaseFolder == Agent2Data.BaseFolder));
267
268 Assert.That((Agent1Data.CapsPath == Agent2Data.CapsPath));
269 Assert.That((Agent1Data.child == Agent2Data.child));
270 Assert.That((Agent1Data.ChildrenCapSeeds.Count == Agent2Data.ChildrenCapSeeds.Count));
271 Assert.That((Agent1Data.circuitcode == Agent2Data.circuitcode));
272 Assert.That((Agent1Data.firstname == Agent2Data.firstname));
273 Assert.That((Agent1Data.InventoryFolder == Agent2Data.InventoryFolder));
274 Assert.That((Agent1Data.lastname == Agent2Data.lastname));
275 Assert.That((Agent1Data.SecureSessionID == Agent2Data.SecureSessionID));
276 Assert.That((Agent1Data.SessionID == Agent2Data.SessionID));
277 Assert.That((Agent1Data.startpos == Agent2Data.startpos));
278 /*
279 Enable this once VisualParams go in the packing method
280 for (int i=0;i<208;i++)
281 Assert.That((Agent1Data.Appearance.VisualParams[i] == Agent2Data.Appearance.VisualParams[i]));
282 */
283 }
284
285 /// <summary>
286 /// Test to ensure that the packing and unpacking methods work.
287 /// </summary>
288 [Test]
289 public void TestAgentCircuitDataOSDConversion()
290 {
291 AgentCircuitData Agent1Data = new AgentCircuitData();
292 Agent1Data.AgentID = AgentId;
293 Agent1Data.Appearance = AvAppearance;
294 Agent1Data.BaseFolder = BaseFolder;
295 Agent1Data.CapsPath = CapsPath;
296 Agent1Data.child = false;
297 Agent1Data.ChildrenCapSeeds = ChildrenCapsPaths;
298 Agent1Data.circuitcode = circuitcode;
299 Agent1Data.firstname = firstname;
300 Agent1Data.InventoryFolder = BaseFolder;
301 Agent1Data.lastname = lastname;
302 Agent1Data.SecureSessionID = SecureSessionId;
303 Agent1Data.SessionID = SessionId;
304 Agent1Data.startpos = StartPos;
305
306
307 OSDMap map = Agent1Data.PackAgentCircuitData();
308 string str = OSDParser.SerializeJsonString(map);
309 //System.Console.WriteLine(str);
310 OSDMap map2 = (OSDMap)OSDParser.DeserializeJson(str);
311
312
313 AgentCircuitData Agent2Data = new AgentCircuitData();
314 Agent2Data.UnpackAgentCircuitData(map2);
315
316 Assert.That((Agent1Data.AgentID == Agent2Data.AgentID));
317 Assert.That((Agent1Data.BaseFolder == Agent2Data.BaseFolder));
318
319 Assert.That((Agent1Data.CapsPath == Agent2Data.CapsPath));
320 Assert.That((Agent1Data.child == Agent2Data.child));
321 Assert.That((Agent1Data.ChildrenCapSeeds.Count == Agent2Data.ChildrenCapSeeds.Count));
322 Assert.That((Agent1Data.circuitcode == Agent2Data.circuitcode));
323 Assert.That((Agent1Data.firstname == Agent2Data.firstname));
324 Assert.That((Agent1Data.InventoryFolder == Agent2Data.InventoryFolder));
325 Assert.That((Agent1Data.lastname == Agent2Data.lastname));
326 Assert.That((Agent1Data.SecureSessionID == Agent2Data.SecureSessionID));
327 Assert.That((Agent1Data.SessionID == Agent2Data.SessionID));
328 Assert.That((Agent1Data.startpos == Agent2Data.startpos));
329
330 /*
331 Enable this once VisualParams go in the packing method
332 for (int i = 0; i < 208; i++)
333 Assert.That((Agent1Data.Appearance.VisualParams[i] == Agent2Data.Appearance.VisualParams[i]));
334 */
335
336
337 }
338 }
339}