opensim-development – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections; |
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30 | using System.Collections.Generic; |
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31 | using System.Linq.Expressions; |
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32 | using System.Reflection; |
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33 | using System.Text; |
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34 | using NUnit.Framework; |
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35 | using OpenMetaverse; |
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36 | using OpenSim.Framework; |
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37 | using OpenSim.Tests.Common; |
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38 | |||
39 | namespace OpenSim.Data.Tests |
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40 | { |
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41 | //This is generic so that the lambda expressions will work right in IDEs. |
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42 | public class PropertyScrambler<T> |
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43 | { |
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44 | readonly System.Collections.Generic.List<string> membersToNotScramble = new List<string>(); |
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45 | |||
46 | private void AddExpressionToNotScrableList(Expression expression) |
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47 | { |
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48 | UnaryExpression unaryExpression = expression as UnaryExpression; |
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49 | if (unaryExpression != null) |
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50 | { |
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51 | AddExpressionToNotScrableList(unaryExpression.Operand); |
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52 | return; |
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53 | } |
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54 | |||
55 | MemberExpression memberExpression = expression as MemberExpression; |
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56 | if (memberExpression != null) |
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57 | { |
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58 | if (!(memberExpression.Member is PropertyInfo)) |
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59 | { |
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60 | throw new NotImplementedException("I don't know how deal with a MemberExpression that is a " + expression.Type); |
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61 | } |
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62 | membersToNotScramble.Add(memberExpression.Member.Name); |
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63 | return; |
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64 | } |
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65 | |||
66 | throw new NotImplementedException("I don't know how to parse a " + expression.Type); |
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67 | } |
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68 | |||
69 | public PropertyScrambler<T> DontScramble(Expression<Func<T, object>> expression) |
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70 | { |
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71 | AddExpressionToNotScrableList(expression.Body); |
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72 | return this; |
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73 | } |
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74 | |||
75 | public void Scramble(T obj) |
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76 | { |
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77 | internalScramble(obj); |
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78 | } |
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79 | |||
80 | private void internalScramble(object obj) |
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81 | { |
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82 | PropertyInfo[] properties = obj.GetType().GetProperties(); |
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83 | foreach (var property in properties) |
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84 | { |
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85 | //Skip indexers of classes. We will assume that everything that has an indexer |
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86 | // is also IEnumberable. May not always be true, but should be true normally. |
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87 | if (property.GetIndexParameters().Length > 0) |
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88 | continue; |
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89 | |||
90 | RandomizeProperty(obj, property, null); |
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91 | } |
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92 | //Now if it implments IEnumberable, it's probably some kind of list, so we should randomize |
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93 | // everything inside of it. |
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94 | IEnumerable enumerable = obj as IEnumerable; |
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95 | if (enumerable != null) |
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96 | { |
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97 | foreach (object value in enumerable) |
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98 | { |
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99 | internalScramble(value); |
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100 | } |
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101 | } |
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102 | } |
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103 | |||
104 | private readonly Random random = new Random(); |
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105 | private void RandomizeProperty(object obj, PropertyInfo property, object[] index) |
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106 | {//I'd like a better way to compare, but I had lots of problems with InventoryFolderBase because the ID is inherited. |
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107 | if (membersToNotScramble.Contains(property.Name)) |
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108 | return; |
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109 | Type t = property.PropertyType; |
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110 | if (!property.CanWrite) |
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111 | return; |
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112 | object value = property.GetValue(obj, index); |
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113 | if (value == null) |
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114 | return; |
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115 | |||
116 | if (t == typeof(string)) |
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117 | property.SetValue(obj, RandomName(), index); |
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118 | else if (t == typeof(UUID)) |
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119 | property.SetValue(obj, UUID.Random(), index); |
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120 | else if (t == typeof(sbyte)) |
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121 | property.SetValue(obj, (sbyte)random.Next(sbyte.MinValue, sbyte.MaxValue), index); |
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122 | else if (t == typeof(short)) |
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123 | property.SetValue(obj, (short)random.Next(short.MinValue, short.MaxValue), index); |
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124 | else if (t == typeof(int)) |
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125 | property.SetValue(obj, random.Next(), index); |
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126 | else if (t == typeof(long)) |
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127 | property.SetValue(obj, random.Next() * int.MaxValue, index); |
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128 | else if (t == typeof(byte)) |
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129 | property.SetValue(obj, (byte)random.Next(byte.MinValue, byte.MaxValue), index); |
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130 | else if (t == typeof(ushort)) |
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131 | property.SetValue(obj, (ushort)random.Next(ushort.MinValue, ushort.MaxValue), index); |
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132 | else if (t == typeof(uint)) |
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133 | property.SetValue(obj, Convert.ToUInt32(random.Next()), index); |
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134 | else if (t == typeof(ulong)) |
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135 | property.SetValue(obj, Convert.ToUInt64(random.Next()) * Convert.ToUInt64(UInt32.MaxValue), index); |
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136 | else if (t == typeof(bool)) |
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137 | property.SetValue(obj, true, index); |
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138 | else if (t == typeof(byte[])) |
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139 | { |
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140 | byte[] bytes = new byte[30]; |
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141 | random.NextBytes(bytes); |
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142 | property.SetValue(obj, bytes, index); |
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143 | } |
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144 | else |
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145 | internalScramble(value); |
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146 | } |
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147 | |||
148 | private string RandomName() |
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149 | { |
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150 | StringBuilder name = new StringBuilder(); |
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151 | int size = random.Next(5, 12); |
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152 | for (int i = 0; i < size; i++) |
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153 | { |
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154 | char ch = Convert.ToChar(Convert.ToInt32(Math.Floor(26 * random.NextDouble() + 65))); |
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155 | name.Append(ch); |
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156 | } |
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157 | return name.ToString(); |
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158 | } |
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159 | } |
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160 | |||
161 | [TestFixture] |
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162 | public class PropertyScramblerTests : OpenSimTestCase |
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163 | { |
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164 | [Test] |
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165 | public void TestScramble() |
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166 | { |
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167 | AssetBase actual = new AssetBase(UUID.Random(), "asset one", (sbyte)AssetType.Texture, UUID.Zero.ToString()); |
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168 | new PropertyScrambler<AssetBase>().Scramble(actual); |
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169 | } |
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170 | |||
171 | [Test] |
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172 | public void DontScramble() |
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173 | { |
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174 | UUID uuid = UUID.Random(); |
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175 | AssetBase asset = new AssetBase(uuid, "asset", (sbyte)AssetType.Texture, UUID.Zero.ToString()); |
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176 | new PropertyScrambler<AssetBase>() |
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177 | .DontScramble(x => x.Metadata) |
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178 | .DontScramble(x => x.FullID) |
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179 | .DontScramble(x => x.ID) |
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180 | .Scramble(asset); |
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181 | Assert.That(asset.FullID, Is.EqualTo(uuid)); |
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182 | } |
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183 | } |
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184 | } |