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/*
* 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 OpenSim 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;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Tests.Infra
{
/// <summary>
/// In memory user data provider. Might be quite useful as a proper user data plugin, though getting mono addins
/// to load any plugins when running unit tests has proven impossible so far. Currently no locking since unit
/// tests are single threaded.
/// </summary>
public class TestUserDataPlugin : IUserDataPlugin
{
public string Version { get { return "0"; } }
public string Name { get { return "TestUserDataPlugin"; } }
/// <summary>
/// User profiles keyed by name
/// </summary>
private Dictionary<string, UserProfileData> m_userProfilesByName = new Dictionary<string, UserProfileData>();
/// <summary>
/// User profiles keyed by uuid
/// </summary>
private Dictionary<UUID, UserProfileData> m_userProfilesByUuid = new Dictionary<UUID, UserProfileData>();
public void Initialise() {}
public void Dispose() {}
public void AddNewUserProfile(UserProfileData user)
{
UpdateUserProfile(user);
}
public UserProfileData GetUserByUUID(UUID user)
{
UserProfileData userProfile = null;
m_userProfilesByUuid.TryGetValue(user, out userProfile);
return userProfile;
}
public UserProfileData GetUserByName(string fname, string lname)
{
UserProfileData userProfile = null;
m_userProfilesByName.TryGetValue(fname + " " + lname, out userProfile);
return userProfile;
}
public bool UpdateUserProfile(UserProfileData user)
{
m_userProfilesByUuid[user.ID] = user;
m_userProfilesByName[user.FirstName + " " + user.SurName] = user;
return true;
}
public List<AvatarPickerAvatar> GeneratePickerResults(UUID queryID, string query) { return null; }
public UserAgentData GetAgentByUUID(UUID user) { return null; }
public UserAgentData GetAgentByName(string name) { return null; }
public UserAgentData GetAgentByName(string fname, string lname) { return null; }
public void StoreWebLoginKey(UUID agentID, UUID webLoginKey) {}
public void AddNewUserAgent(UserAgentData agent) {}
public void AddNewUserFriend(UUID friendlistowner, UUID friend, uint perms) {}
public void RemoveUserFriend(UUID friendlistowner, UUID friend) {}
public void UpdateUserFriendPerms(UUID friendlistowner, UUID friend, uint perms) {}
public List<FriendListItem> GetUserFriendList(UUID friendlistowner) { return null; }
public Dictionary<UUID, FriendRegionInfo> GetFriendRegionInfos(List<UUID> uuids) { return null; }
public bool MoneyTransferRequest(UUID from, UUID to, uint amount) { return false; }
public bool InventoryTransferRequest(UUID from, UUID to, UUID inventory) { return false; }
public void Initialise(string connect) { return; }
public AvatarAppearance GetUserAppearance(UUID user) { return null; }
public void UpdateUserAppearance(UUID user, AvatarAppearance appearance) {}
public void ResetAttachments(UUID userID) {}
public void LogoutUsers(UUID regionID) {}
}
}
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