Add regression TestRezScriptedAttachmentsFromInventory() though this currently only checks for the presence of script items, not for started scripts

0.7.3-extended
Justin Clark-Casey (justincc) 2012-07-11 19:54:40 +01:00
parent 56d894ae24
commit 0cb1b0bb4a
3 changed files with 85 additions and 23 deletions

View File

@ -185,7 +185,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
} }
[Test] [Test]
public void TestAddAttachmentFromInventory() public void TestRezAttachmentFromInventory()
{ {
TestHelpers.InMethod(); TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure(); // log4net.Config.XmlConfigurator.Configure();
@ -217,6 +217,31 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
} }
/// <summary>
/// Test specific conditions associated with rezzing a scripted attachment from inventory.
/// </summary>
[Test]
public void TestRezScriptedAttachmentFromInventory()
{
TestHelpers.InMethod();
Scene scene = CreateDefaultTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10);
TaskInventoryHelpers.AddScript(scene, so.RootPart);
InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000);
scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest);
// TODO: Need to have a test that checks the script is actually started but this involves a lot more
// plumbing of the script engine and either pausing for events or more infrastructure to turn off various
// script engine delays/asychronicity that isn't helpful in an automated regression testing context.
SceneObjectGroup attSo = scene.GetSceneObjectGroup(so.Name);
Assert.That(attSo.ContainsScripts(), Is.True);
}
[Test] [Test]
public void TestDetachAttachmentToGround() public void TestDetachAttachmentToGround()
{ {

View File

@ -69,7 +69,7 @@ namespace OpenSim.Tests.Common
} }
/// <summary> /// <summary>
/// Add a blank script to the given part. /// Add a simple script to the given part.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these /// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these
@ -81,6 +81,7 @@ namespace OpenSim.Tests.Common
public static TaskInventoryItem AddScript(Scene scene, SceneObjectPart part) public static TaskInventoryItem AddScript(Scene scene, SceneObjectPart part)
{ {
AssetScriptText ast = new AssetScriptText(); AssetScriptText ast = new AssetScriptText();
ast.Source = "default { state_entry() {} }";
ast.Encode(); ast.Encode();
UUID assetUuid = new UUID("00000000-0000-0000-1000-000000000000"); UUID assetUuid = new UUID("00000000-0000-0000-1000-000000000000");

View File

@ -42,6 +42,57 @@ namespace OpenSim.Tests.Common
{ {
public static readonly string PATH_DELIMITER = "/"; public static readonly string PATH_DELIMITER = "/";
/// <summary>
/// Add an existing scene object as an item in the user's inventory.
/// </summary>
/// <param name='scene'></param>
/// <param name='so'></param>
/// <param name='inventoryIdTail'></param>
/// <param name='assetIdTail'></param>
/// <returns>The inventory item created.</returns>
public static InventoryItemBase AddInventoryItem(
Scene scene, SceneObjectGroup so, int inventoryIdTail, int assetIdTail)
{
return AddInventoryItem(
scene,
so.Name,
TestHelpers.ParseTail(inventoryIdTail),
InventoryType.Object,
AssetHelpers.CreateAsset(TestHelpers.ParseTail(assetIdTail), so),
so.OwnerID);
}
/// <summary>
/// Creates a notecard in the objects folder and specify an item id.
/// </summary>
/// <param name="scene"></param>
/// <param name="itemName"></param>
/// <param name="itemId"></param>
/// <param name="itemType"></param>
/// <param name="asset">The serialized asset for this item</param>
/// <param name="userId"></param>
/// <returns></returns>
private static InventoryItemBase AddInventoryItem(
Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId)
{
scene.AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase();
item.Name = itemName;
item.AssetID = asset.FullID;
item.ID = itemId;
item.Owner = userId;
item.AssetType = asset.Type;
item.InvType = (int)itemType;
InventoryFolderBase folder = scene.InventoryService.GetFolderForType(userId, (AssetType)asset.Type);
item.Folder = folder.ID;
scene.AddInventoryItem(item);
return item;
}
/// <summary> /// <summary>
/// Creates a notecard in the objects folder and specify an item id. /// Creates a notecard in the objects folder and specify an item id.
/// </summary> /// </summary>
@ -81,42 +132,27 @@ namespace OpenSim.Tests.Common
/// <param name="type">Type of item to create</param> /// <param name="type">Type of item to create</param>
/// <returns></returns> /// <returns></returns>
public static InventoryItemBase CreateInventoryItem( public static InventoryItemBase CreateInventoryItem(
Scene scene, string itemName, UUID itemId, UUID assetId, UUID userId, InventoryType type) Scene scene, string itemName, UUID itemId, UUID assetId, UUID userId, InventoryType itemType)
{ {
AssetBase asset = null; AssetBase asset = null;
if (type == InventoryType.Notecard) if (itemType == InventoryType.Notecard)
{ {
asset = AssetHelpers.CreateNotecardAsset(); asset = AssetHelpers.CreateNotecardAsset();
asset.CreatorID = userId.ToString(); asset.CreatorID = userId.ToString();
} }
else if (type == InventoryType.Object) else if (itemType == InventoryType.Object)
{ {
asset = AssetHelpers.CreateAsset(assetId, SceneHelpers.CreateSceneObject(1, userId)); asset = AssetHelpers.CreateAsset(assetId, SceneHelpers.CreateSceneObject(1, userId));
} }
else else
{ {
throw new Exception(string.Format("Inventory type {0} not supported", type)); throw new Exception(string.Format("Inventory type {0} not supported", itemType));
} }
scene.AssetService.Store(asset); return AddInventoryItem(scene, itemName, itemId, itemType, asset, userId);
InventoryItemBase item = new InventoryItemBase();
item.Name = itemName;
item.AssetID = asset.FullID;
item.ID = itemId;
item.Owner = userId;
item.AssetType = asset.Type;
item.InvType = (int)type;
InventoryFolderBase folder = scene.InventoryService.GetFolderForType(userId, AssetType.Notecard);
item.Folder = folder.ID;
scene.AddInventoryItem(item);
return item;
} }
/// <summary> /// <summary>
/// Create inventory folders starting from the user's root folder. /// Create inventory folders starting from the user's root folder.
/// </summary> /// </summary>