clockwerk-opensim – Blame information for rev 1

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1 vero 1 /*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27  
28 using System;
29 using System.Collections.Generic;
30 using Nini.Config;
31 using NUnit.Framework;
32 using OpenMetaverse;
33 using OpenSim.Framework;
34 using OpenSim.Region.CoreModules.Asset;
35 using OpenSim.Region.Framework.Scenes;
36 using OpenSim.Tests.Common;
37 using OpenSim.Tests.Common.Mock;
38  
39 namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
40 {
41 [TestFixture]
42 public class AvatarFactoryModuleTests : OpenSimTestCase
43 {
44 /// <summary>
45 /// Only partial right now since we don't yet test that it's ended up in the avatar appearance service.
46 /// </summary>
47 [Test]
48 public void TestSetAppearance()
49 {
50 TestHelpers.InMethod();
51 // TestHelpers.EnableLogging();
52  
53 UUID userId = TestHelpers.ParseTail(0x1);
54 UUID bakedTextureID = TestHelpers.ParseTail(0x2);
55  
56 // We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
57 // to the AssetService, which will then store temporary and local assets permanently
58 CoreAssetCache assetCache = new CoreAssetCache();
59  
60 AvatarFactoryModule afm = new AvatarFactoryModule();
61 TestScene scene = new SceneHelpers(assetCache).SetupScene();
62 SceneHelpers.SetupSceneModules(scene, afm);
63 ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
64  
65 // TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules
66 AssetBase bakedTextureAsset;
67 bakedTextureAsset
68 = new AssetBase(
69 bakedTextureID, "Test Baked Texture", (sbyte)AssetType.Texture, userId.ToString());
70 bakedTextureAsset.Data = new byte[] { 2 }; // Not necessary to have a genuine JPEG2000 asset here yet
71 bakedTextureAsset.Temporary = true;
72 bakedTextureAsset.Local = true;
73 scene.AssetService.Store(bakedTextureAsset);
74  
75 byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT];
76 for (byte i = 0; i < visualParams.Length; i++)
77 visualParams[i] = i;
78  
79 Primitive.TextureEntry bakedTextureEntry = new Primitive.TextureEntry(TestHelpers.ParseTail(0x10));
80 uint eyesFaceIndex = (uint)AppearanceManager.BakeTypeToAgentTextureIndex(BakeType.Eyes);
81 Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
82  
83 int rebakeRequestsReceived = 0;
84 ((TestClient)sp.ControllingClient).OnReceivedSendRebakeAvatarTextures += id => rebakeRequestsReceived++;
85  
86 // This is the alpha texture
87 eyesFace.TextureID = bakedTextureID;
88 afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
89  
90 Assert.That(rebakeRequestsReceived, Is.EqualTo(0));
91  
92 AssetBase eyesBake = scene.AssetService.Get(bakedTextureID.ToString());
93 Assert.That(eyesBake, Is.Not.Null);
94 Assert.That(eyesBake.Temporary, Is.True);
95 Assert.That(eyesBake.Local, Is.True);
96 }
97  
98 /// <summary>
99 /// Test appearance setting where the baked texture UUID are library alpha textures.
100 /// </summary>
101 /// <remarks>
102 /// For a mesh avatar, it appears these 'baked textures' are used. So these should not trigger a request to
103 /// rebake.
104 /// </remarks>
105 [Test]
106 public void TestSetAppearanceAlphaBakedTextures()
107 {
108 TestHelpers.InMethod();
109 // TestHelpers.EnableLogging();
110  
111 UUID userId = TestHelpers.ParseTail(0x1);
112 UUID alphaTextureID = new UUID("3a367d1c-bef1-6d43-7595-e88c1e3aadb3");
113  
114 // We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
115 // to the AssetService, which will then store temporary and local assets permanently
116 CoreAssetCache assetCache = new CoreAssetCache();
117  
118 AvatarFactoryModule afm = new AvatarFactoryModule();
119 TestScene scene = new SceneHelpers(assetCache).SetupScene();
120 SceneHelpers.SetupSceneModules(scene, afm);
121 ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
122  
123 AssetBase libraryAsset;
124 libraryAsset
125 = new AssetBase(
126 alphaTextureID, "Default Alpha Layer Texture", (sbyte)AssetType.Texture, userId.ToString());
127 libraryAsset.Data = new byte[] { 2 }; // Not necessary to have a genuine JPEG2000 asset here yet
128 libraryAsset.Temporary = false;
129 libraryAsset.Local = false;
130 scene.AssetService.Store(libraryAsset);
131  
132 byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT];
133 for (byte i = 0; i < visualParams.Length; i++)
134 visualParams[i] = i;
135  
136 Primitive.TextureEntry bakedTextureEntry = new Primitive.TextureEntry(TestHelpers.ParseTail(0x10));
137 uint eyesFaceIndex = (uint)AppearanceManager.BakeTypeToAgentTextureIndex(BakeType.Eyes);
138 Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
139  
140 int rebakeRequestsReceived = 0;
141 ((TestClient)sp.ControllingClient).OnReceivedSendRebakeAvatarTextures += id => rebakeRequestsReceived++;
142  
143 // This is the alpha texture
144 eyesFace.TextureID = alphaTextureID;
145 afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
146  
147 Assert.That(rebakeRequestsReceived, Is.EqualTo(0));
148 }
149  
150 [Test]
151 public void TestSaveBakedTextures()
152 {
153 TestHelpers.InMethod();
154 // log4net.Config.XmlConfigurator.Configure();
155  
156 UUID userId = TestHelpers.ParseTail(0x1);
157 UUID eyesTextureId = TestHelpers.ParseTail(0x2);
158  
159 // We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
160 // to the AssetService, which will then store temporary and local assets permanently
161 CoreAssetCache assetCache = new CoreAssetCache();
162  
163 AvatarFactoryModule afm = new AvatarFactoryModule();
164 TestScene scene = new SceneHelpers(assetCache).SetupScene();
165 SceneHelpers.SetupSceneModules(scene, afm);
166 ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
167  
168 // TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules
169 AssetBase uploadedAsset;
170 uploadedAsset = new AssetBase(eyesTextureId, "Baked Texture", (sbyte)AssetType.Texture, userId.ToString());
171 uploadedAsset.Data = new byte[] { 2 };
172 uploadedAsset.Temporary = true;
173 uploadedAsset.Local = true; // Local assets aren't persisted, non-local are
174 scene.AssetService.Store(uploadedAsset);
175  
176 byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT];
177 for (byte i = 0; i < visualParams.Length; i++)
178 visualParams[i] = i;
179  
180 Primitive.TextureEntry bakedTextureEntry = new Primitive.TextureEntry(TestHelpers.ParseTail(0x10));
181 uint eyesFaceIndex = (uint)AppearanceManager.BakeTypeToAgentTextureIndex(BakeType.Eyes);
182 Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
183 eyesFace.TextureID = eyesTextureId;
184  
185 afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
186 afm.SaveBakedTextures(userId);
187 // Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = afm.GetBakedTextureFaces(userId);
188  
189 // We should also inpsect the asset data store layer directly, but this is difficult to get at right now.
190 assetCache.Clear();
191  
192 AssetBase eyesBake = scene.AssetService.Get(eyesTextureId.ToString());
193 Assert.That(eyesBake, Is.Not.Null);
194 Assert.That(eyesBake.Temporary, Is.False);
195 Assert.That(eyesBake.Local, Is.False);
196 }
197 }
198 }