Add first part of test for checking restore of task inventory items on oar load
Passes but not yet completemysql-performance
parent
a0e4665077
commit
1df69be9a6
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@ -215,7 +215,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
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// Also check that direct entries which will also have a file entry containing that directory doesn't
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// Also check that direct entries which will also have a file entry containing that directory doesn't
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// upset load
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// upset load
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tar.WriteDir(ArchiveConstants.TERRAINS_PATH);
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tar.WriteDir(ArchiveConstants.TERRAINS_PATH);
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tar.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, ArchiveWriteRequestExecution.Create0p2ControlFile());
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tar.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, ArchiveWriteRequestExecution.Create0p2ControlFile());
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string part1Name = "object1";
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string part1Name = "object1";
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@ -235,6 +235,45 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
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UUID.Zero, shape, groupPosition, rotationOffset, offsetPosition);
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UUID.Zero, shape, groupPosition, rotationOffset, offsetPosition);
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part1.Name = part1Name;
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part1.Name = part1Name;
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SceneObjectGroup object1 = new SceneObjectGroup(part1);
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SceneObjectGroup object1 = new SceneObjectGroup(part1);
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// Let's put some inventory items into our object
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UUID soundItemUuid = UUID.Parse("00000000-0000-0000-0000-000000000002");
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Type type = GetType();
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Assembly assembly = type.Assembly;
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string soundDataResourceName = null;
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string[] names = assembly.GetManifestResourceNames();
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foreach (string name in names)
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{
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if (name.EndsWith(".Resources.test-sound.wav"))
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soundDataResourceName = name;
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}
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Assert.That(soundDataResourceName, Is.Not.Null);
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byte[] soundData;
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Console.WriteLine("Loading " + soundDataResourceName);
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using (Stream resource = assembly.GetManifestResourceStream(soundDataResourceName))
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{
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using (BinaryReader br = new BinaryReader(resource))
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{
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// FIXME: Use the inspector insteadthere are so many forums and lists already, though admittedly none of them are suitable for cross virtual-enivornemnt discussion
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soundData = br.ReadBytes(99999999);
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UUID soundUuid = UUID.Parse("00000000-0000-0000-0000-000000000001");
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string soundAssetFileName
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= ArchiveConstants.ASSETS_PATH + soundUuid
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+ ArchiveConstants.ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV];
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tar.WriteFile(soundAssetFileName, soundData);
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/*
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AssetBase soundAsset = AssetHelpers.CreateAsset(soundUuid, soundData);
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scene.AssetService.Store(soundAsset);
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asset1FileName = ArchiveConstants.ASSETS_PATH + soundUuid + ".wav";
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*/
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TaskInventoryItem item1 = new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid };
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part1.Inventory.AddInventoryItem(item1, true);
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}
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}
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scene.AddNewSceneObject(object1, false);
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scene.AddNewSceneObject(object1, false);
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string object1FileName = string.Format(
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string object1FileName = string.Format(
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@ -266,6 +305,15 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
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Assert.That(
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Assert.That(
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object1PartLoaded.OffsetPosition, Is.EqualTo(offsetPosition), "object1 offset position not equal");
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object1PartLoaded.OffsetPosition, Is.EqualTo(offsetPosition), "object1 offset position not equal");
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// Need to implement a method to get the task inventory item by name (since the uuid will have changed on load)
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/*
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TaskInventoryItem loadedSoundItem = object1PartLoaded.Inventory.GetInventoryItem(soundItemUuid);
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Assert.That(loadedSoundItem, Is.Not.Null, "loaded sound item was null");
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AssetBase loadedSoundAsset = scene.AssetService.Get(loadedSoundItem.AssetID.ToString());
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Assert.That(loadedSoundAsset, Is.Not.Null, "loaded sound asset was null");
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Assert.That(loadedSoundAsset.Data, Is.EqualTo(soundData), "saved and loaded sound data do not match");
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*/
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// Temporary
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// Temporary
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Console.WriteLine("Successfully completed {0}", MethodBase.GetCurrentMethod());
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Console.WriteLine("Successfully completed {0}", MethodBase.GetCurrentMethod());
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}
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}
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Binary file not shown.
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@ -3271,6 +3271,7 @@
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<Match path="Agent/TextureSender/Tests" pattern="*.cs" recurse="true" />
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<Match path="Agent/TextureSender/Tests" pattern="*.cs" recurse="true" />
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<Match path="Avatar/Inventory/Archiver/Tests" pattern="*.cs" recurse="true" />
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<Match path="Avatar/Inventory/Archiver/Tests" pattern="*.cs" recurse="true" />
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<Match path="World/Archiver/Tests" pattern="*.cs" recurse="true" />
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<Match path="World/Archiver/Tests" pattern="*.cs" recurse="true" />
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<Match path="World/Archiver/Tests/Resources" pattern="*" buildAction="EmbeddedResource"/>
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<Match path="World/Serialiser/Tests" pattern="*.cs" recurse="true" />
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<Match path="World/Serialiser/Tests" pattern="*.cs" recurse="true" />
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<Match path="World/Terrain/Tests" pattern="*.cs" recurse="true" />
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<Match path="World/Terrain/Tests" pattern="*.cs" recurse="true" />
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<Match path="ServiceConnectorsOut/Grid/Tests" pattern="*.cs" recurse="true" />
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<Match path="ServiceConnectorsOut/Grid/Tests" pattern="*.cs" recurse="true" />
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