clockwerk-opensim-stable – 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.Text;
29 using OpenMetaverse;
30 using OpenMetaverse.Assets;
31 using OpenSim.Framework;
32 using OpenSim.Region.Framework.Scenes;
33 using OpenSim.Region.Framework.Scenes.Serialization;
34 using OpenSim.Services.Interfaces;
35  
36 namespace OpenSim.Tests.Common
37 {
38 public class AssetHelpers
39 {
40 /// <summary>
41 /// Create a notecard asset with a random uuids and dummy text.
42 /// </summary>
43 /// <returns></returns>
44 public static AssetBase CreateNotecardAsset()
45 {
46 return CreateNotecardAsset(UUID.Random());
47 }
48  
49 /// <summary>
50 /// Create a notecard asset with dummy text and a random owner.
51 /// </summary>
52 /// <param name="assetId">/param>
53 /// <returns></returns>
54 public static AssetBase CreateNotecardAsset(UUID assetId)
55 {
56 return CreateNotecardAsset(assetId, "hello");
57 }
58  
59 /// <summary>
60 /// Create a notecard asset with a random owner.
61 /// </summary>
62 /// <param name="assetId">/param>
63 /// <param name="text"></param>
64 /// <returns></returns>
65 public static AssetBase CreateNotecardAsset(UUID assetId, string text)
66 {
67 return CreateAsset(assetId, AssetType.Notecard, text, UUID.Random());
68 }
69  
70 // /// <summary>
71 // /// Create and store a notecard asset with a random uuid and dummy text.
72 // /// </summary>
73 // /// <param name="creatorId">/param>
74 // /// <returns></returns>
75 // public static AssetBase CreateNotecardAsset(Scene scene, UUID creatorId)
76 // {
77 // AssetBase asset = CreateAsset(UUID.Random(), AssetType.Notecard, "hello", creatorId);
78 // scene.AssetService.Store(asset);
79 // return asset;
80 // }
81  
82 /// <summary>
83 /// Create an asset from the given object.
84 /// </summary>
85 /// <param name="assetUuidTail">
86 /// The hexadecimal last part of the UUID for the asset created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
87 /// will be used.
88 /// </param>
89 /// <param name="sog"></param>
90 /// <returns></returns>
91 public static AssetBase CreateAsset(int assetUuidTail, SceneObjectGroup sog)
92 {
93 return CreateAsset(new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", assetUuidTail)), sog);
94 }
95  
96 /// <summary>
97 /// Create an asset from the given object.
98 /// </summary>
99 /// <param name="assetUuid"></param>
100 /// <param name="sog"></param>
101 /// <returns></returns>
102 public static AssetBase CreateAsset(UUID assetUuid, SceneObjectGroup sog)
103 {
104 return CreateAsset(
105 assetUuid,
106 AssetType.Object,
107 Encoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(sog)),
108 sog.OwnerID);
109 }
110  
111 /// <summary>
112 /// Create an asset from the given scene object.
113 /// </summary>
114 /// <param name="assetUuidTail">
115 /// The hexadecimal last part of the UUID for the asset created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
116 /// will be used.
117 /// </param>
118 /// <param name="coa"></param>
119 /// <returns></returns>
120 public static AssetBase CreateAsset(int assetUuidTail, CoalescedSceneObjects coa)
121 {
122 return CreateAsset(new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", assetUuidTail)), coa);
123 }
124  
125 /// <summary>
126 /// Create an asset from the given scene object.
127 /// </summary>
128 /// <param name="assetUuid"></param>
129 /// <param name="coa"></param>
130 /// <returns></returns>
131 public static AssetBase CreateAsset(UUID assetUuid, CoalescedSceneObjects coa)
132 {
133 return CreateAsset(
134 assetUuid,
135 AssetType.Object,
136 Encoding.ASCII.GetBytes(CoalescedSceneObjectsSerializer.ToXml(coa)),
137 coa.CreatorId);
138 }
139  
140 /// <summary>
141 /// Create an asset from the given data.
142 /// </summary>
143 public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, string text, UUID creatorID)
144 {
145 AssetNotecard anc = new AssetNotecard();
146 anc.BodyText = text;
147 anc.Encode();
148  
149 return CreateAsset(assetUuid, assetType, anc.AssetData, creatorID);
150 }
151  
152 /// <summary>
153 /// Create an asset from the given data.
154 /// </summary>
155 public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, byte[] data, UUID creatorID)
156 {
157 AssetBase asset = new AssetBase(assetUuid, assetUuid.ToString(), (sbyte)assetType, creatorID.ToString());
158 asset.Data = data;
159 return asset;
160 }
161  
162 public static string ReadAssetAsString(IAssetService assetService, UUID uuid)
163 {
164 byte[] assetData = assetService.GetData(uuid.ToString());
165 return Encoding.ASCII.GetString(assetData);
166 }
167 }
168 }