Fix script state not being preserved in objects sent via Hypergrid.

This was because attributes were not being included in the transformation, hence losing the script state identity.
Symptoms are messages like "[SCENE OBJECT GROUP]: SavedScriptState element had no UUID in object test box"
Regression since the conference code merge.  Regression test extended for this case.
Relates to http://opensimulator.org/mantis/view.php?id=7439
inv-download
Justin Clark-Casey (justincc) 2015-03-13 20:09:29 +00:00
parent 3a7d42378f
commit 0aeea89258
2 changed files with 79 additions and 9 deletions

View File

@ -199,11 +199,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
while (reader.Read())
{
//Console.WriteLine("Depth: {0}", reader.Depth);
// Console.WriteLine("Depth: {0}, name {1}", reader.Depth, reader.Name);
switch (reader.NodeType)
{
case XmlNodeType.Attribute:
// Console.WriteLine("FOUND ATTRIBUTE {0}", reader.Name);
writer.WriteAttributeString(reader.Prefix, reader.Name, reader.NamespaceURI, reader.Value);
break;
@ -224,6 +225,14 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
writer.WriteStartElement(reader.Prefix, reader.LocalName, reader.NamespaceURI);
if (reader.HasAttributes)
{
while (reader.MoveToNextAttribute())
writer.WriteAttributeString(reader.Prefix, reader.Name, reader.NamespaceURI, reader.Value);
reader.MoveToElement();
}
if (reader.LocalName == "SceneObjectPart")
{
if (sopDepth < 0)

View File

@ -26,12 +26,15 @@
*/
using System;
using System.Threading;
using System.Xml;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Framework.InventoryAccess;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.ScriptEngine.XEngine;
using OpenSim.Services.Interfaces;
using OpenSim.Tests.Common;
@ -46,30 +49,54 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
XEngine xengine = new OpenSim.Region.ScriptEngine.XEngine.XEngine();
xengine.DebugLevel = 1;
IniConfigSource configSource = new IniConfigSource();
IConfig startupConfig = configSource.AddConfig("Startup");
startupConfig.Set("DefaultScriptEngine", "XEngine");
IConfig xEngineConfig = configSource.AddConfig("XEngine");
xEngineConfig.Set("Enabled", "true");
xEngineConfig.Set("StartDelay", "0");
xEngineConfig.Set("AppDomainLoading", "false");
string homeUrl = "http://hg.HomeTestPostAssetRewriteGrid.com";
string foreignUrl = "http://hg.ForeignTestPostAssetRewriteGrid.com";
UUID assetId = TestHelpers.ParseTail(0x1);
UUID userId = TestHelpers.ParseTail(0x10);
int soIdTail = 0x1;
UUID assetId = TestHelpers.ParseTail(0x10);
UUID userId = TestHelpers.ParseTail(0x100);
UUID sceneId = TestHelpers.ParseTail(0x1000);
string userFirstName = "TestPostAsset";
string userLastName = "Rewrite";
int soPartsCount = 3;
Scene scene = new SceneHelpers().SetupScene();
Scene scene = new SceneHelpers().SetupScene("TestPostAssetRewriteScene", sceneId, 1000, 1000, configSource);
SceneHelpers.SetupSceneModules(scene, configSource, xengine);
scene.StartScripts();
HGAssetMapper hgam = new HGAssetMapper(scene, homeUrl);
UserAccount ua
= UserAccountHelpers.CreateUserWithInventory(scene, userFirstName, userLastName, userId, "password");
//AssetBase ncAssetSet = AssetHelpers.CreateNotecardAsset(assetId, "TestPostAssetRewriteNotecard");
SceneObjectGroup so = SceneHelpers.CreateSceneObject(soPartsCount, ua.PrincipalID);
AssetBase ncAssetSet = AssetHelpers.CreateAsset(assetId, so);
ncAssetSet.CreatorID = foreignUrl;
hgam.PostAsset(foreignUrl, ncAssetSet);
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, soPartsCount, ua.PrincipalID, "part", soIdTail);
RezScript(
scene, so.UUID, "default { state_entry() { llSay(0, \"Hello World\"); } }", "item1", ua.PrincipalID);
AssetBase asset = AssetHelpers.CreateAsset(assetId, so);
asset.CreatorID = foreignUrl;
hgam.PostAsset(foreignUrl, asset);
// Check transformed asset.
AssetBase ncAssetGet = scene.AssetService.Get(assetId.ToString());
Assert.AreEqual(foreignUrl, ncAssetGet.CreatorID);
string xmlData = Utils.BytesToString(ncAssetGet.Data);
XmlDocument ncAssetGetXmlDoc = new XmlDocument();
ncAssetGetXmlDoc.LoadXml(xmlData);
// Console.WriteLine(ncAssetGetXmlDoc.OuterXml);
XmlNodeList creatorDataNodes = ncAssetGetXmlDoc.GetElementsByTagName("CreatorData");
Assert.AreEqual(soPartsCount, creatorDataNodes.Count);
@ -80,6 +107,40 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
Assert.AreEqual(
string.Format("{0};{1} {2}", homeUrl, ua.FirstName, ua.LastName), creatorDataNode.InnerText);
}
// Check that saved script nodes have attributes
XmlNodeList savedScriptStateNodes = ncAssetGetXmlDoc.GetElementsByTagName("SavedScriptState");
Assert.AreEqual(1, savedScriptStateNodes.Count);
Assert.AreEqual(1, savedScriptStateNodes[0].Attributes.Count);
XmlNode uuidAttribute = savedScriptStateNodes[0].Attributes.GetNamedItem("UUID");
Assert.NotNull(uuidAttribute);
// XXX: To check the actual UUID attribute we would have to do some work to retreive the UUID of the task
// item created earlier.
}
private void RezScript(Scene scene, UUID soId, string script, string itemName, UUID userId)
{
InventoryItemBase itemTemplate = new InventoryItemBase();
// itemTemplate.ID = itemId;
itemTemplate.Name = itemName;
itemTemplate.Folder = soId;
itemTemplate.InvType = (int)InventoryType.LSL;
// XXX: Ultimately it would be better to be able to directly manipulate the script engine to rez a script
// immediately for tests rather than chunter through it's threaded mechanisms.
AutoResetEvent chatEvent = new AutoResetEvent(false);
scene.EventManager.OnChatFromWorld += (s, c) =>
{
// Console.WriteLine("Got chat [{0}]", c.Message);
chatEvent.Set();
};
scene.RezNewScript(userId, itemTemplate, script);
// Console.WriteLine("HERE");
Assert.IsTrue(chatEvent.WaitOne(60000), "Chat event in HGAssetMapperTests.RezScript not received");
}
}
}