/* * 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 OpenMetaverse; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; namespace OpenSim.Tests.Common { /// /// Utility functions for carrying out user profile related tests. /// public static class UserAccountHelpers { // /// // /// Create a test user with a standard inventory // /// // /// // /// // /// Callback to invoke when inventory has been loaded. This is required because // /// loading may be asynchronous, even on standalone // /// // /// // public static CachedUserInfo CreateUserWithInventory( // CommunicationsManager commsManager, OnInventoryReceivedDelegate callback) // { // UUID userId = UUID.Parse("00000000-0000-0000-0000-000000000099"); // return CreateUserWithInventory(commsManager, userId, callback); // } // // /// // /// Create a test user with a standard inventory // /// // /// // /// User ID // /// // /// Callback to invoke when inventory has been loaded. This is required because // /// loading may be asynchronous, even on standalone // /// // /// // public static CachedUserInfo CreateUserWithInventory( // CommunicationsManager commsManager, UUID userId, OnInventoryReceivedDelegate callback) // { // return CreateUserWithInventory(commsManager, "Bill", "Bailey", userId, callback); // } // // /// // /// Create a test user with a standard inventory // /// // /// // /// First name of user // /// Last name of user // /// User ID // /// // /// Callback to invoke when inventory has been loaded. This is required because // /// loading may be asynchronous, even on standalone // /// // /// // public static CachedUserInfo CreateUserWithInventory( // CommunicationsManager commsManager, string firstName, string lastName, // UUID userId, OnInventoryReceivedDelegate callback) // { // return CreateUserWithInventory(commsManager, firstName, lastName, "troll", userId, callback); // } // // /// // /// Create a test user with a standard inventory // /// // /// // /// First name of user // /// Last name of user // /// Password // /// User ID // /// // /// Callback to invoke when inventory has been loaded. This is required because // /// loading may be asynchronous, even on standalone // /// // /// // public static CachedUserInfo CreateUserWithInventory( // CommunicationsManager commsManager, string firstName, string lastName, string password, // UUID userId, OnInventoryReceivedDelegate callback) // { // LocalUserServices lus = (LocalUserServices)commsManager.UserService; // lus.AddUser(firstName, lastName, password, "bill@bailey.com", 1000, 1000, userId); // // CachedUserInfo userInfo = commsManager.UserProfileCacheService.GetUserDetails(userId); // userInfo.OnInventoryReceived += callback; // userInfo.FetchInventory(); // // return userInfo; // } public static UserAccount CreateUserWithInventory(Scene scene) { return CreateUserWithInventory(scene, TestHelpers.ParseTail(99)); } public static UserAccount CreateUserWithInventory(Scene scene, UUID userId) { return CreateUserWithInventory(scene, "Bill", "Bailey", userId, "troll"); } public static UserAccount CreateUserWithInventory(Scene scene, int userId) { return CreateUserWithInventory(scene, "Bill", "Bailey", TestHelpers.ParseTail(userId), "troll"); } public static UserAccount CreateUserWithInventory( Scene scene, string firstName, string lastName, UUID userId, string pw) { UserAccount ua = new UserAccount(userId) { FirstName = firstName, LastName = lastName }; CreateUserWithInventory(scene, ua, pw); return ua; } public static UserAccount CreateUserWithInventory( Scene scene, string firstName, string lastName, int userId, string pw) { UserAccount ua = new UserAccount(TestHelpers.ParseTail(userId)) { FirstName = firstName, LastName = lastName }; CreateUserWithInventory(scene, ua, pw); return ua; } public static void CreateUserWithInventory(Scene scene, UserAccount ua, string pw) { // FIXME: This should really be set up by UserAccount itself ua.ServiceURLs = new Dictionary(); scene.UserAccountService.StoreUserAccount(ua); scene.InventoryService.CreateUserInventory(ua.PrincipalID); scene.AuthenticationService.SetPassword(ua.PrincipalID, pw); } } }