clockwerk-opensim-stable – Blame information for rev 1
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1 | vero | 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 OpenMetaverse; |
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30 | using OpenMetaverse.Assets; |
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31 | using OpenSim.Framework; |
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32 | using OpenSim.Region.Framework.Scenes; |
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33 | using OpenSim.Services.Interfaces; |
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34 | |||
35 | namespace OpenSim.Tests.Common |
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36 | { |
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37 | /// <summary> |
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38 | /// Utility functions for carrying out task inventory tests. |
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39 | /// </summary> |
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40 | /// |
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41 | public static class TaskInventoryHelpers |
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42 | { |
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43 | /// <summary> |
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44 | /// Add a notecard item to the given part. |
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45 | /// </summary> |
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46 | /// <param name="scene"></param> |
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47 | /// <param name="part"></param> |
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48 | /// <param name="itemName"></param> |
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49 | /// <param name="itemIDFrag">UUID or UUID stem</param> |
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50 | /// <param name="assetIDFrag">UUID or UUID stem</param> |
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51 | /// <param name="text">The tex to put in the notecard.</param> |
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52 | /// <returns>The item that was added</returns> |
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53 | public static TaskInventoryItem AddNotecard( |
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54 | Scene scene, SceneObjectPart part, string itemName, string itemIDStem, string assetIDStem, string text) |
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55 | { |
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56 | return AddNotecard( |
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57 | scene, part, itemName, TestHelpers.ParseStem(itemIDStem), TestHelpers.ParseStem(assetIDStem), text); |
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58 | } |
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59 | |||
60 | /// <summary> |
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61 | /// Add a notecard item to the given part. |
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62 | /// </summary> |
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63 | /// <param name="scene"></param> |
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64 | /// <param name="part"></param> |
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65 | /// <param name="itemName"></param> |
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66 | /// <param name="itemID"></param> |
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67 | /// <param name="assetID"></param> |
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68 | /// <param name="text">The tex to put in the notecard.</param> |
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69 | /// <returns>The item that was added</returns> |
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70 | public static TaskInventoryItem AddNotecard( |
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71 | Scene scene, SceneObjectPart part, string itemName, UUID itemID, UUID assetID, string text) |
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72 | { |
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73 | AssetNotecard nc = new AssetNotecard(); |
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74 | nc.BodyText = text; |
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75 | nc.Encode(); |
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76 | |||
77 | AssetBase ncAsset |
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78 | = AssetHelpers.CreateAsset(assetID, AssetType.Notecard, nc.AssetData, UUID.Zero); |
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79 | scene.AssetService.Store(ncAsset); |
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80 | |||
81 | TaskInventoryItem ncItem |
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82 | = new TaskInventoryItem |
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83 | { Name = itemName, AssetID = assetID, ItemID = itemID, |
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84 | Type = (int)AssetType.Notecard, InvType = (int)InventoryType.Notecard }; |
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85 | part.Inventory.AddInventoryItem(ncItem, true); |
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86 | |||
87 | return ncItem; |
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88 | } |
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89 | |||
90 | /// <summary> |
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91 | /// Add a simple script to the given part. |
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92 | /// </summary> |
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93 | /// <remarks> |
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94 | /// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these |
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95 | /// functions more than once in a test. |
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96 | /// </remarks> |
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97 | /// <param name="scene"></param> |
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98 | /// <param name="part"></param> |
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99 | /// <returns>The item that was added</returns> |
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100 | public static TaskInventoryItem AddScript(Scene scene, SceneObjectPart part) |
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101 | { |
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102 | return AddScript(scene, part, "scriptItem", "default { state_entry() { llSay(0, \"Hello World\"); } }"); |
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103 | } |
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104 | |||
105 | /// <summary> |
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106 | /// Add a simple script to the given part. |
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107 | /// </summary> |
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108 | /// <remarks> |
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109 | /// TODO: Accept input for item and asset IDs so that we have completely replicatable regression tests rather |
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110 | /// than a random component. |
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111 | /// </remarks> |
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112 | /// <param name="scene"></param> |
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113 | /// <param name="part"></param> |
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114 | /// <param name="scriptName">Name of the script to add</param> |
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115 | /// <param name="scriptSource">LSL script source</param> |
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116 | /// <returns>The item that was added</returns> |
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117 | public static TaskInventoryItem AddScript( |
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118 | Scene scene, SceneObjectPart part, string scriptName, string scriptSource) |
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119 | { |
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120 | AssetScriptText ast = new AssetScriptText(); |
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121 | ast.Source = scriptSource; |
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122 | ast.Encode(); |
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123 | |||
124 | UUID assetUuid = UUID.Random(); |
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125 | UUID itemUuid = UUID.Random(); |
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126 | |||
127 | AssetBase asset |
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128 | = AssetHelpers.CreateAsset(assetUuid, AssetType.LSLText, ast.AssetData, UUID.Zero); |
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129 | scene.AssetService.Store(asset); |
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130 | TaskInventoryItem item |
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131 | = new TaskInventoryItem |
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132 | { Name = scriptName, AssetID = assetUuid, ItemID = itemUuid, |
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133 | Type = (int)AssetType.LSLText, InvType = (int)InventoryType.LSL }; |
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134 | part.Inventory.AddInventoryItem(item, true); |
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135 | |||
136 | return item; |
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137 | } |
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138 | |||
139 | /// <summary> |
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140 | /// Add a scene object item to the given part. |
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141 | /// </summary> |
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142 | /// <remarks> |
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143 | /// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these |
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144 | /// functions more than once in a test. |
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145 | /// </remarks> |
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146 | /// |
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147 | /// <param name="scene"></param> |
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148 | /// <param name="sop"></param> |
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149 | /// <param name="itemName"></param> |
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150 | /// <param name="id"></param> |
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151 | /// <param name="userId"></param> |
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152 | public static TaskInventoryItem AddSceneObject( |
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153 | Scene scene, SceneObjectPart sop, string itemName, UUID id, UUID userId) |
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154 | { |
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155 | SceneObjectGroup taskSceneObject = SceneHelpers.CreateSceneObject(1, UUID.Zero); |
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156 | AssetBase taskSceneObjectAsset = AssetHelpers.CreateAsset(0x10, taskSceneObject); |
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157 | scene.AssetService.Store(taskSceneObjectAsset); |
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158 | TaskInventoryItem taskSceneObjectItem |
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159 | = new TaskInventoryItem |
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160 | { Name = itemName, |
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161 | AssetID = taskSceneObjectAsset.FullID, |
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162 | ItemID = id, |
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163 | OwnerID = userId, |
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164 | Type = (int)AssetType.Object, |
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165 | InvType = (int)InventoryType.Object }; |
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166 | sop.Inventory.AddInventoryItem(taskSceneObjectItem, true); |
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167 | |||
168 | return taskSceneObjectItem; |
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169 | } |
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170 | } |
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171 | } |