/* * 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.Collections.Generic; using System.Text; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; using OpenSim.Tests.Common; namespace OpenSim.Region.Framework.Scenes.Tests { [TestFixture] public class UuidGathererTests : OpenSimTestCase { protected IAssetService m_assetService; protected UuidGatherer m_uuidGatherer; [SetUp] public void Init() { // FIXME: We don't need a full scene here - it would be enough to set up the asset service. Scene scene = new SceneHelpers().SetupScene(); m_assetService = scene.AssetService; m_uuidGatherer = new UuidGatherer(m_assetService); } [Test] public void TestCorruptAsset() { TestHelpers.InMethod(); UUID corruptAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666"); AssetBase corruptAsset = AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero); m_assetService.Store(corruptAsset); m_uuidGatherer.AddForInspection(corruptAssetUuid); m_uuidGatherer.GatherAll(); // We count the uuid as gathered even if the asset itself is corrupt. Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(1)); } /// /// Test requests made for non-existent assets while we're gathering /// [Test] public void TestMissingAsset() { TestHelpers.InMethod(); UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666"); m_uuidGatherer.AddForInspection(missingAssetUuid); m_uuidGatherer.GatherAll(); Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(0)); } [Test] public void TestNotecardAsset() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID ownerId = TestHelpers.ParseTail(0x10); UUID embeddedId = TestHelpers.ParseTail(0x20); UUID secondLevelEmbeddedId = TestHelpers.ParseTail(0x21); UUID missingEmbeddedId = TestHelpers.ParseTail(0x22); UUID ncAssetId = TestHelpers.ParseTail(0x30); AssetBase ncAsset = AssetHelpers.CreateNotecardAsset( ncAssetId, string.Format("Hello{0}World{1}", embeddedId, missingEmbeddedId)); m_assetService.Store(ncAsset); AssetBase embeddedAsset = AssetHelpers.CreateNotecardAsset(embeddedId, string.Format("{0} We'll meet again.", secondLevelEmbeddedId)); m_assetService.Store(embeddedAsset); AssetBase secondLevelEmbeddedAsset = AssetHelpers.CreateNotecardAsset(secondLevelEmbeddedId, "Don't know where, don't know when."); m_assetService.Store(secondLevelEmbeddedAsset); m_uuidGatherer.AddForInspection(ncAssetId); m_uuidGatherer.GatherAll(); // foreach (UUID key in m_uuidGatherer.GatheredUuids.Keys) // System.Console.WriteLine("key : {0}", key); Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(3)); Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(ncAssetId)); Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(embeddedId)); Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(secondLevelEmbeddedId)); } [Test] public void TestTaskItems() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID ownerId = TestHelpers.ParseTail(0x10); SceneObjectGroup soL0 = SceneHelpers.CreateSceneObject(1, ownerId, "l0", 0x20); SceneObjectGroup soL1 = SceneHelpers.CreateSceneObject(1, ownerId, "l1", 0x21); SceneObjectGroup soL2 = SceneHelpers.CreateSceneObject(1, ownerId, "l2", 0x22); TaskInventoryHelpers.AddScript( m_assetService, soL2.RootPart, TestHelpers.ParseTail(0x33), TestHelpers.ParseTail(0x43), "l3-script", "gibberish"); TaskInventoryHelpers.AddSceneObject( m_assetService, soL1.RootPart, "l2-item", TestHelpers.ParseTail(0x32), soL2, TestHelpers.ParseTail(0x42)); TaskInventoryHelpers.AddSceneObject( m_assetService, soL0.RootPart, "l1-item", TestHelpers.ParseTail(0x31), soL1, TestHelpers.ParseTail(0x41)); m_uuidGatherer.AddForInspection(soL0); m_uuidGatherer.GatherAll(); // foreach (UUID key in m_uuidGatherer.GatheredUuids.Keys) // System.Console.WriteLine("key : {0}", key); // We expect to see the default prim texture and the assets of the contained task items Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(4)); Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(new UUID(Constants.DefaultTexture))); Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(TestHelpers.ParseTail(0x41))); Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(TestHelpers.ParseTail(0x42))); Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(TestHelpers.ParseTail(0x43))); } } }