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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 OpenSimulator 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 Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Asset;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;

namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
    [TestFixture]
    public class AvatarFactoryModuleTests : OpenSimTestCase
    {
        /// <summary>
        /// Only partial right now since we don't yet test that it's ended up in the avatar appearance service.
        /// </summary>
        [Test]
        public void TestSetAppearance()
        {
            TestHelpers.InMethod();
//            log4net.Config.XmlConfigurator.Configure();

            UUID userId = TestHelpers.ParseTail(0x1);

            AvatarFactoryModule afm = new AvatarFactoryModule();
            TestScene scene = new SceneHelpers().SetupScene();
            SceneHelpers.SetupSceneModules(scene, afm);
            ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);

            byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT];
            for (byte i = 0; i < visualParams.Length; i++)
                visualParams[i] = i;

//            afm.SetAppearance(sp, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams);

            // TODO: Check baked texture
//            Assert.AreEqual(visualParams, sp.Appearance.VisualParams);
        }

        [Test]
        public void TestSaveBakedTextures()
        {
            TestHelpers.InMethod();
//            log4net.Config.XmlConfigurator.Configure();

            UUID userId = TestHelpers.ParseTail(0x1);
            UUID eyesTextureId = TestHelpers.ParseTail(0x2);

            // We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
            // to the AssetService, which will then store temporary and local assets permanently
            CoreAssetCache assetCache = new CoreAssetCache();
            
            AvatarFactoryModule afm = new AvatarFactoryModule();
            TestScene scene = new SceneHelpers(assetCache).SetupScene();
            SceneHelpers.SetupSceneModules(scene, afm);
            ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);

            // TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules
            AssetBase uploadedAsset;
            uploadedAsset = new AssetBase(eyesTextureId, "Baked Texture", (sbyte)AssetType.Texture, userId.ToString());
            uploadedAsset.Data = new byte[] { 2 };
            uploadedAsset.Temporary = true;
            uploadedAsset.Local = true; // Local assets aren't persisted, non-local are
            scene.AssetService.Store(uploadedAsset);

            byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT];
            for (byte i = 0; i < visualParams.Length; i++)
                visualParams[i] = i;

            Primitive.TextureEntry bakedTextureEntry = new Primitive.TextureEntry(TestHelpers.ParseTail(0x10));
            uint eyesFaceIndex = (uint)AppearanceManager.BakeTypeToAgentTextureIndex(BakeType.Eyes);
            Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
            eyesFace.TextureID = eyesTextureId;

/*
            afm.SetAppearance(sp, bakedTextureEntry, visualParams);
            afm.SaveBakedTextures(userId);
//            Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = afm.GetBakedTextureFaces(userId);

            // We should also inpsect the asset data store layer directly, but this is difficult to get at right now.
            assetCache.Clear();

            AssetBase eyesBake = scene.AssetService.Get(eyesTextureId.ToString());
            Assert.That(eyesBake, Is.Not.Null);
            Assert.That(eyesBake.Temporary, Is.False);
            Assert.That(eyesBake.Local, Is.False);
*/
        }
    }
}