/*
* 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.Framework.Communications;
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, "Bill", "Bailey", UUID.Parse("00000000-0000-0000-0000-000000000099"), "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 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);
}
}
}