/* * 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.Text; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Services.Interfaces; namespace OpenSim.Tests.Common { public class AssetHelpers { /// /// Create a notecard asset with a random uuids and dummy text. /// /// public static AssetBase CreateNotecardAsset() { return CreateNotecardAsset(UUID.Random()); } /// /// Create a notecard asset with a random uuid and dummy text. /// /// /param> /// public static AssetBase CreateNotecardAsset(UUID id) { return CreateAsset(id, AssetType.Notecard, "hello", UUID.Random()); } /// /// Create and store a notecard asset with a random uuid and dummy text. /// /// /param> /// public static AssetBase CreateNotecardAsset(Scene scene, UUID creatorId) { AssetBase asset = CreateAsset(UUID.Random(), AssetType.Notecard, "hello", creatorId); scene.AssetService.Store(asset); return asset; } /// /// Create an asset from the given object. /// /// /// The hexadecimal last part of the UUID for the asset created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}" /// will be used. /// /// /// public static AssetBase CreateAsset(int assetUuidTail, SceneObjectGroup sog) { return CreateAsset(new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", assetUuidTail)), sog); } /// /// Create an asset from the given object. /// /// /// /// public static AssetBase CreateAsset(UUID assetUuid, SceneObjectGroup sog) { return CreateAsset( assetUuid, AssetType.Object, Encoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(sog)), sog.OwnerID); } /// /// Create an asset from the given scene object. /// /// /// The hexadecimal last part of the UUID for the asset created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}" /// will be used. /// /// /// public static AssetBase CreateAsset(int assetUuidTail, CoalescedSceneObjects coa) { return CreateAsset(new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", assetUuidTail)), coa); } /// /// Create an asset from the given scene object. /// /// /// /// public static AssetBase CreateAsset(UUID assetUuid, CoalescedSceneObjects coa) { return CreateAsset( assetUuid, AssetType.Object, Encoding.ASCII.GetBytes(CoalescedSceneObjectsSerializer.ToXml(coa)), coa.CreatorId); } /// /// Create an asset from the given data. /// public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, string data, UUID creatorID) { return CreateAsset(assetUuid, assetType, Encoding.ASCII.GetBytes(data), creatorID); } /// /// Create an asset from the given data. /// public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, byte[] data, UUID creatorID) { AssetBase asset = new AssetBase(assetUuid, assetUuid.ToString(), (sbyte)assetType, creatorID.ToString()); asset.Data = data; return asset; } public static string ReadAssetAsString(IAssetService assetService, UUID uuid) { byte[] assetData = assetService.GetData(uuid.ToString()); return Encoding.ASCII.GetString(assetData); } } }