create inactive test for iar folders/items merged with existing paths
add various helper functions for simplifying test readabilitysoprefactor
parent
c98b10fc8c
commit
1a16a92a62
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@ -219,40 +219,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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CreateFoldersForPath(destFolder, archivePathSectionToCreate, resolvedFolders, loadedNodes);
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return destFolder;
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/*
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string[] rawFolders = filePath.Split(new char[] { '/' });
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// Find the folders that do exist along the path given
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int i = 0;
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bool noFolder = false;
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InventoryFolderImpl foundFolder = rootDestinationFolder;
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while (!noFolder && i < rawFolders.Length)
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{
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InventoryFolderImpl folder = foundFolder.FindFolderByPath(rawFolders[i]);
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if (null != folder)
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{
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m_log.DebugFormat("[INVENTORY ARCHIVER]: Found folder {0}", folder.Name);
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foundFolder = folder;
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i++;
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}
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else
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{
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noFolder = true;
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}
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}
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// Create any folders that did not previously exist
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while (i < rawFolders.Length)
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{
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m_log.DebugFormat("[INVENTORY ARCHIVER]: Creating folder {0}", rawFolders[i]);
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UUID newFolderId = UUID.Random();
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m_userInfo.CreateFolder(
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rawFolders[i++], newFolderId, (ushort)AssetType.Folder, foundFolder.ID);
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foundFolder = foundFolder.GetChildFolder(newFolderId);
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}
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*/
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}
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/// <summary>
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@ -279,7 +279,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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public void TestIarV0_1WithEscapedChars()
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{
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TestHelper.InMethod();
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log4net.Config.XmlConfigurator.Configure();
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// log4net.Config.XmlConfigurator.Configure();
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string itemName = "You & you are a mean/man/";
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string humanEscapedItemName = @"You & you are a mean\/man\/";
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@ -505,7 +505,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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/// Test replication of an archive path to the user's inventory.
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/// </summary>
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[Test]
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public void TestReplicateArchivePathToUserInventory()
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public void TestNewIarPath()
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{
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TestHelper.InMethod();
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//log4net.Config.XmlConfigurator.Configure();
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@ -540,5 +540,51 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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InventoryFolderBase folder2 = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, folder1, "b");
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Assert.That(folder2, Is.Not.Null, "Could not find folder b");
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}
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/// <summary>
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/// Test replication of a partly existing archive path to the user's inventory.
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/// </summary>
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[Test]
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public void TestPartExistingIarPath()
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{
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TestHelper.InMethod();
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//log4net.Config.XmlConfigurator.Configure();
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Scene scene = SceneSetupHelpers.SetupScene("inventory");
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UserAccount ua1 = UserProfileTestUtils.CreateUserWithInventory(scene);
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string folder1ExistingName = "a";
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string folder2Name = "b";
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string itemName = "c.lsl";
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InventoryFolderBase folder1
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= UserInventoryTestUtils.CreateInventoryFolder(
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scene.InventoryService, ua1.PrincipalID, folder1ExistingName);
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string folder1ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder1ExistingName, UUID.Random());
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string folder2ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder2Name, UUID.Random());
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string itemArchiveName = InventoryArchiveWriteRequest.CreateArchiveItemName(itemName, UUID.Random());
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string itemArchivePath
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= string.Format(
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"{0}{1}{2}{3}",
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ArchiveConstants.INVENTORY_PATH, folder1ArchiveName, folder2ArchiveName, itemArchiveName);
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new InventoryArchiveReadRequest(scene, ua1, null, (Stream)null)
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.ReplicateArchivePathToUserInventory(
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itemArchivePath, scene.InventoryService.GetRootFolder(ua1.PrincipalID),
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new Dictionary<string, InventoryFolderBase>(), new List<InventoryNodeBase>());
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InventoryFolderBase folder1Post
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= InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, ua1.PrincipalID, folder1ExistingName);
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Assert.That(folder1Post.ID, Is.EqualTo(folder1.ID));
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/*
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InventoryFolderBase folder2
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= InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, folder1Post, "b");
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Assert.That(folder2, Is.Not.Null);
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InventoryItemBase item = InventoryArchiveUtils.FindItemByPath(scene.InventoryService, folder2, itemName);
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Assert.That(item, Is.Not.Null);
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*/
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}
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}
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}
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@ -36,25 +36,29 @@ namespace OpenSim.Tests.Common
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public class AssetHelpers
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{
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/// <summary>
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/// Create an asset from the given data
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/// Create a notecard asset with a random uuid and dummy text.
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/// </summary>
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public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, byte[] data, UUID creatorID)
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/// <param name="creatorId">/param>
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/// <returns></returns>
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public static AssetBase CreateAsset(UUID creatorId)
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{
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AssetBase asset = new AssetBase(assetUuid, assetUuid.ToString(), (sbyte)assetType, creatorID.ToString());
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asset.Data = data;
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return CreateAsset(UUID.Random(), AssetType.Notecard, "hello", creatorId);
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}
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/// <summary>
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/// Create and store a notecard asset with a random uuid and dummy text.
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/// </summary>
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/// <param name="creatorId">/param>
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/// <returns></returns>
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public static AssetBase CreateAsset(Scene scene, UUID creatorId)
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{
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AssetBase asset = CreateAsset(UUID.Random(), AssetType.Notecard, "hello", creatorId);
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scene.AssetService.Store(asset);
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return asset;
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}
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/// <summary>
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/// Create an asset from the given data
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/// </summary>
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public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, string data, UUID creatorID)
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{
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return CreateAsset(assetUuid, assetType, Encoding.ASCII.GetBytes(data), creatorID);
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}
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/// <summary>
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/// Create an asset from the given scene object
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/// Create an asset from the given scene object.
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/// </summary>
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/// <param name="assetUuid"></param>
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/// <param name="sog"></param>
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@ -67,5 +71,23 @@ namespace OpenSim.Tests.Common
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Encoding.ASCII.GetBytes(SceneObjectSerializer.ToXml2Format(sog)),
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sog.OwnerID);
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}
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/// <summary>
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/// Create an asset from the given data.
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/// </summary>
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public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, string data, UUID creatorID)
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{
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return CreateAsset(assetUuid, assetType, Encoding.ASCII.GetBytes(data), creatorID);
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}
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/// <summary>
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/// Create an asset from the given data.
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/// </summary>
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public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, byte[] data, UUID creatorID)
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{
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AssetBase asset = new AssetBase(assetUuid, assetUuid.ToString(), (sbyte)assetType, creatorID.ToString());
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asset.Data = data;
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return asset;
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}
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}
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}
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@ -28,6 +28,7 @@
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using System;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Tests.Common
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@ -39,6 +40,23 @@ namespace OpenSim.Tests.Common
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{
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public static readonly string PATH_DELIMITER = "/";
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public static InventoryItemBase CreateInventoryItem(
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Scene scene, string itemName, UUID itemId, string folderPath, UUID userId)
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{
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InventoryItemBase item = new InventoryItemBase();
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item.Name = itemName;
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item.AssetID = AssetHelpers.CreateAsset(scene, userId).FullID;
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item.ID = itemId;
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// Really quite bad since the objs folder could be moved in the future and confuse the tests
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InventoryFolderBase objsFolder = scene.InventoryService.GetFolderForType(userId, AssetType.Object);
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item.Folder = objsFolder.ID;
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scene.AddInventoryItem(userId, item);
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return item;
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}
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/// <summary>
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/// Create inventory folders starting from the user's root folder.
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/// </summary>
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