Merge branch 'master' into careminster-presence-refactor

avinationmerge
Melanie 2011-03-14 14:48:00 +00:00
commit 3dc877c59f
8 changed files with 284 additions and 210 deletions

View File

@ -41,6 +41,7 @@ using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Region.CoreModules.World.Archiver;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Services.Interfaces;
@ -76,6 +77,36 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
/// </value>
private Stream m_loadStream;
protected bool m_controlFileLoaded;
protected bool m_assetsLoaded;
protected bool m_inventoryNodesLoaded;
protected int m_successfulAssetRestores;
protected int m_failedAssetRestores;
protected int m_successfulItemRestores;
/// <summary>
/// Root destination folder for the IAR load.
/// </summary>
protected InventoryFolderBase m_rootDestinationFolder;
/// <summary>
/// Inventory nodes loaded from the iar.
/// </summary>
protected HashSet<InventoryNodeBase> m_loadedNodes = new HashSet<InventoryNodeBase>();
/// <summary>
/// In order to load identically named folders, we need to keep track of the folders that we have already
/// resolved.
/// </summary>
Dictionary <string, InventoryFolderBase> m_resolvedFolders = new Dictionary<string, InventoryFolderBase>();
/// <summary>
/// Record the creator id that should be associated with an asset. This is used to adjust asset creator ids
/// after OSP resolution (since OSP creators are only stored in the item
/// </summary>
protected Dictionary<UUID, UUID> m_creatorIdForAssetId = new Dictionary<UUID, UUID>();
public InventoryArchiveReadRequest(
Scene scene, UserAccount userInfo, string invPath, string loadPath, bool merge)
: this(
@ -100,20 +131,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
/// <summary>
/// Execute the request
/// </summary>
/// <remarks>
/// Only call this once. To load another IAR, construct another request object.
/// </remarks>
/// <returns>
/// A list of the inventory nodes loaded. If folders were loaded then only the root folders are
/// returned
/// </returns>
/// <exception cref="System.Exception">Thrown if load fails.</exception>
public HashSet<InventoryNodeBase> Execute()
{
try
{
string filePath = "ERROR";
int successfulAssetRestores = 0;
int failedAssetRestores = 0;
int successfulItemRestores = 0;
HashSet<InventoryNodeBase> loadedNodes = new HashSet<InventoryNodeBase>();
List<InventoryFolderBase> folderCandidates
= InventoryArchiveUtils.FindFolderByPath(
@ -124,16 +154,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
// Possibly provide an option later on to automatically create this folder if it does not exist
m_log.ErrorFormat("[INVENTORY ARCHIVER]: Inventory path {0} does not exist", m_invPath);
return loadedNodes;
return m_loadedNodes;
}
InventoryFolderBase rootDestinationFolder = folderCandidates[0];
m_rootDestinationFolder = folderCandidates[0];
archive = new TarArchiveReader(m_loadStream);
// In order to load identically named folders, we need to keep track of the folders that we have already
// resolved
Dictionary <string, InventoryFolderBase> resolvedFolders = new Dictionary<string, InventoryFolderBase>();
byte[] data;
TarArchiveReader.TarEntryType entryType;
@ -145,42 +170,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
}
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
{
if (LoadAsset(filePath, data))
successfulAssetRestores++;
else
failedAssetRestores++;
if ((successfulAssetRestores) % 50 == 0)
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Loaded {0} assets...",
successfulAssetRestores);
LoadAssetFile(filePath, data);
}
else if (filePath.StartsWith(ArchiveConstants.INVENTORY_PATH))
{
filePath = filePath.Substring(ArchiveConstants.INVENTORY_PATH.Length);
// Trim off the file portion if we aren't already dealing with a directory path
if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY != entryType)
filePath = filePath.Remove(filePath.LastIndexOf("/") + 1);
InventoryFolderBase foundFolder
= ReplicateArchivePathToUserInventory(
filePath, rootDestinationFolder, resolvedFolders, loadedNodes);
if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY != entryType)
{
InventoryItemBase item = LoadItem(data, foundFolder);
if (item != null)
{
successfulItemRestores++;
// If we aren't loading the folder containing the item then well need to update the
// viewer separately for that item.
if (!loadedNodes.Contains(foundFolder))
loadedNodes.Add(item);
}
}
LoadInventoryFile(filePath, entryType, data);
}
}
@ -188,10 +182,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Successfully loaded {0} assets with {1} failures",
successfulAssetRestores, failedAssetRestores);
m_log.InfoFormat("[INVENTORY ARCHIVER]: Successfully loaded {0} items", successfulItemRestores);
m_successfulAssetRestores, m_failedAssetRestores);
m_log.InfoFormat("[INVENTORY ARCHIVER]: Successfully loaded {0} items", m_successfulItemRestores);
return loadedNodes;
return m_loadedNodes;
}
finally
{
@ -404,7 +398,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
item.CreatorIdAsUuid = ospResolvedId;
// XXX: For now, don't preserve the OSPA in the creator id (which actually gets persisted to the
// Don't preserve the OSPA in the creator id (which actually gets persisted to the
// database). Instead, replace with the UUID that we found.
item.CreatorId = ospResolvedId.ToString();
@ -412,7 +406,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
}
else if (item.CreatorData == null || item.CreatorData == String.Empty)
{
item.CreatorIdAsUuid = m_userInfo.PrincipalID;
item.CreatorId = m_userInfo.PrincipalID.ToString();
item.CreatorIdAsUuid = new UUID(item.CreatorId);
}
item.Owner = m_userInfo.PrincipalID;
@ -420,6 +415,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
// Reset folder ID to the one in which we want to load it
item.Folder = loadFolder.ID;
// Record the creator id for the item's asset so that we can use it later, if necessary, when the asset
// is loaded.
// FIXME: This relies on the items coming before the assets in the TAR file. Need to create stronger
// checks for this, and maybe even an external tool for creating OARs which enforces this, rather than
// relying on native tar tools.
m_creatorIdForAssetId[item.AssetID] = item.CreatorIdAsUuid;
m_scene.AddInventoryItem(item);
return item;
@ -448,18 +450,38 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
}
string extension = filename.Substring(i);
string uuid = filename.Remove(filename.Length - extension.Length);
string rawUuid = filename.Remove(filename.Length - extension.Length);
UUID assetId = new UUID(rawUuid);
if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
{
sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
if (assetType == (sbyte)AssetType.Unknown)
m_log.WarnFormat("[INVENTORY ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, uuid);
{
m_log.WarnFormat("[INVENTORY ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, assetId);
}
else if (assetType == (sbyte)AssetType.Object)
{
if (m_creatorIdForAssetId.ContainsKey(assetId))
{
string xmlData = Utils.BytesToString(data);
SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
foreach (SceneObjectPart sop in sog.Parts)
{
if (sop.CreatorData == null || sop.CreatorData == "")
{
sop.CreatorID = m_creatorIdForAssetId[assetId];
}
}
data = Utils.StringToBytes(SceneObjectSerializer.ToOriginalXmlFormat(sog));
}
}
//m_log.DebugFormat("[INVENTORY ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
AssetBase asset = new AssetBase(new UUID(uuid), "RandomName", assetType, UUID.Zero.ToString());
AssetBase asset = new AssetBase(assetId, "From IAR", assetType, UUID.Zero.ToString());
asset.Data = data;
m_scene.AssetService.Store(asset);
@ -497,7 +519,88 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
majorVersion, MAX_MAJOR_VERSION));
}
m_controlFileLoaded = true;
m_log.InfoFormat("[INVENTORY ARCHIVER]: Loading IAR with version {0}", version);
}
/// <summary>
/// Load inventory file
/// </summary>
/// <param name="path"></param>
/// <param name="entryType"></param>
/// <param name="data"></param>
protected void LoadInventoryFile(string path, TarArchiveReader.TarEntryType entryType, byte[] data)
{
if (!m_controlFileLoaded)
throw new Exception(
string.Format(
"The IAR you are trying to load does not list {0} before {1}. Aborting load",
ArchiveConstants.CONTROL_FILE_PATH, ArchiveConstants.INVENTORY_PATH));
if (m_assetsLoaded)
throw new Exception(
string.Format(
"The IAR you are trying to load does not list all {0} before {1}. Aborting load",
ArchiveConstants.INVENTORY_PATH, ArchiveConstants.ASSETS_PATH));
path = path.Substring(ArchiveConstants.INVENTORY_PATH.Length);
// Trim off the file portion if we aren't already dealing with a directory path
if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY != entryType)
path = path.Remove(path.LastIndexOf("/") + 1);
InventoryFolderBase foundFolder
= ReplicateArchivePathToUserInventory(
path, m_rootDestinationFolder, m_resolvedFolders, m_loadedNodes);
if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY != entryType)
{
InventoryItemBase item = LoadItem(data, foundFolder);
if (item != null)
{
m_successfulItemRestores++;
// If we aren't loading the folder containing the item then well need to update the
// viewer separately for that item.
if (!m_loadedNodes.Contains(foundFolder))
m_loadedNodes.Add(item);
}
}
m_inventoryNodesLoaded = true;
}
/// <summary>
/// Load asset file
/// </summary>
/// <param name="path"></param>
/// <param name="data"></param>
protected void LoadAssetFile(string path, byte[] data)
{
if (!m_controlFileLoaded)
throw new Exception(
string.Format(
"The IAR you are trying to load does not list {0} before {1}. Aborting load",
ArchiveConstants.CONTROL_FILE_PATH, ArchiveConstants.ASSETS_PATH));
if (!m_inventoryNodesLoaded)
throw new Exception(
string.Format(
"The IAR you are trying to load does not list all {0} before {1}. Aborting load",
ArchiveConstants.INVENTORY_PATH, ArchiveConstants.ASSETS_PATH));
if (LoadAsset(path, data))
m_successfulAssetRestores++;
else
m_failedAssetRestores++;
if ((m_successfulAssetRestores) % 50 == 0)
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Loaded {0} assets...",
m_successfulAssetRestores);
m_assetsLoaded = true;
}
}
}

View File

@ -63,17 +63,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
/// </summary>
protected MemoryStream m_iarStream;
protected UserAccount m_ua1
protected UserAccount m_uaMT
= new UserAccount {
PrincipalID = UUID.Parse("00000000-0000-0000-0000-000000000555"),
FirstName = "Mr",
LastName = "Tiddles" };
protected UserAccount m_ua2
protected UserAccount m_uaLL1
= new UserAccount {
PrincipalID = UUID.Parse("00000000-0000-0000-0000-000000000666"),
FirstName = "Lord",
LastName = "Lucan" };
protected UserAccount m_ua3
protected UserAccount m_uaLL2
= new UserAccount {
PrincipalID = UUID.Parse("00000000-0000-0000-0000-000000000777"),
FirstName = "Lord",
@ -81,7 +81,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
protected string m_item1Name = "Ray Gun Item";
[SetUp]
public void SetUp()
public virtual void SetUp()
{
m_iarStream = new MemoryStream(m_iarStreamBytes);
}
@ -96,11 +96,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
{
// log4net.Config.XmlConfigurator.Configure();
InventoryArchiverModule archiverModule = new InventoryArchiverModule();
Scene scene = SceneSetupHelpers.SetupScene("Inventory");
UserProfileTestUtils.CreateUserWithInventory(scene, m_ua2, "hampshire");
SceneSetupHelpers.SetupSceneModules(scene, archiverModule);
UserProfileTestUtils.CreateUserWithInventory(scene, m_uaLL1, "hampshire");
MemoryStream archiveWriteStream = new MemoryStream();
TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream);
// Create asset
SceneObjectGroup object1;
@ -129,18 +131,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
// Create item
InventoryItemBase item1 = new InventoryItemBase();
item1.Name = m_item1Name;
item1.ID = UUID.Parse("00000000-0000-0000-0000-000000000020");
item1.AssetID = asset1.FullID;
item1.GroupID = UUID.Random();
item1.CreatorIdAsUuid = m_ua2.PrincipalID;
item1.Owner = UUID.Zero;
item1.CreatorIdAsUuid = m_uaLL1.PrincipalID;
item1.Owner = m_uaLL1.PrincipalID;
item1.Folder = scene.InventoryService.GetRootFolder(m_uaLL1.PrincipalID).ID;
scene.AddInventoryItem(item1);
string archiveItem1Name = InventoryArchiveWriteRequest.CreateArchiveItemName(m_item1Name, UUID.Random());
string archiveItem1Path = string.Format("{0}{1}", ArchiveConstants.INVENTORY_PATH, archiveItem1Name);
tar.WriteFile(
archiveItem1Path,
UserInventoryItemSerializer.Serialize(
item1, new Dictionary<string, object>(), scene.UserAccountService));
tar.Close();
archiverModule.ArchiveInventory(
Guid.NewGuid(), m_uaLL1.FirstName, m_uaLL1.LastName, m_item1Name, "hampshire", archiveWriteStream);
m_iarStreamBytes = archiveWriteStream.ToArray();
}

View File

@ -51,6 +51,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
[TestFixture]
public class InventoryArchiverTests : InventoryArchiveTestCase
{
protected TestScene m_scene;
protected InventoryArchiverModule m_archiverModule;
[SetUp]
public override void SetUp()
{
base.SetUp();
SerialiserModule serialiserModule = new SerialiserModule();
m_archiverModule = new InventoryArchiverModule();
m_scene = SceneSetupHelpers.SetupScene("Inventory");
SceneSetupHelpers.SetupSceneModules(m_scene, serialiserModule, m_archiverModule);
}
/// <summary>
/// Test saving a single inventory item to a V0.1 OpenSim Inventory Archive
/// (subject to change since there is no fixed format yet).
@ -61,17 +76,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
TestHelper.InMethod();
// log4net.Config.XmlConfigurator.Configure();
InventoryArchiverModule archiverModule = new InventoryArchiverModule();
Scene scene = SceneSetupHelpers.SetupScene("Inventory");
SceneSetupHelpers.SetupSceneModules(scene, archiverModule);
// Create user
string userFirstName = "Jock";
string userLastName = "Stirrup";
string userPassword = "troll";
UUID userId = UUID.Parse("00000000-0000-0000-0000-000000000020");
UserProfileTestUtils.CreateUserWithInventory(scene, userFirstName, userLastName, userId, userPassword);
UserProfileTestUtils.CreateUserWithInventory(m_scene, userFirstName, userLastName, userId, userPassword);
// Create asset
SceneObjectGroup object1;
@ -90,12 +100,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
part1.Name = partName;
object1 = new SceneObjectGroup(part1);
scene.AddNewSceneObject(object1, false);
m_scene.AddNewSceneObject(object1, false);
}
UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060");
AssetBase asset1 = AssetHelpers.CreateAsset(asset1Id, object1);
scene.AssetService.Store(asset1);
m_scene.AssetService.Store(asset1);
// Create item
UUID item1Id = UUID.Parse("00000000-0000-0000-0000-000000000080");
@ -105,15 +115,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
item1.AssetID = asset1.FullID;
item1.ID = item1Id;
InventoryFolderBase objsFolder
= InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, userId, "Objects")[0];
= InventoryArchiveUtils.FindFolderByPath(m_scene.InventoryService, userId, "Objects")[0];
item1.Folder = objsFolder.ID;
scene.AddInventoryItem(item1);
m_scene.AddInventoryItem(item1);
MemoryStream archiveWriteStream = new MemoryStream();
archiverModule.OnInventoryArchiveSaved += SaveCompleted;
m_archiverModule.OnInventoryArchiveSaved += SaveCompleted;
mre.Reset();
archiverModule.ArchiveInventory(
m_archiverModule.ArchiveInventory(
Guid.NewGuid(), userFirstName, userLastName, "Objects/" + item1Name, userPassword, archiveWriteStream);
mre.WaitOne(60000, false);
@ -168,6 +178,38 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
// TODO: Test presence of more files and contents of files.
}
/// <summary>
/// Test case where a creator account exists for the creator UUID embedded in item metadata and serialized
/// objects.
/// </summary>
[Test]
public void TestLoadIarCreatorAccountPresent()
{
TestHelper.InMethod();
// log4net.Config.XmlConfigurator.Configure();
UserProfileTestUtils.CreateUserWithInventory(m_scene, m_uaLL1, "meowfood");
m_archiverModule.DearchiveInventory(m_uaLL1.FirstName, m_uaLL1.LastName, "/", "meowfood", m_iarStream);
InventoryItemBase foundItem1
= InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaLL1.PrincipalID, m_item1Name);
Assert.That(
foundItem1.CreatorId, Is.EqualTo(m_uaLL1.PrincipalID.ToString()),
"Loaded item non-uuid creator doesn't match original");
Assert.That(
foundItem1.CreatorIdAsUuid, Is.EqualTo(m_uaLL1.PrincipalID),
"Loaded item uuid creator doesn't match original");
Assert.That(foundItem1.Owner, Is.EqualTo(m_uaLL1.PrincipalID),
"Loaded item owner doesn't match inventory reciever");
AssetBase asset1 = m_scene.AssetService.Get(foundItem1.AssetID.ToString());
string xmlData = Utils.BytesToString(asset1.Data);
SceneObjectGroup sog1 = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
Assert.That(sog1.RootPart.CreatorID, Is.EqualTo(m_uaLL1.PrincipalID));
}
/// <summary>
/// Test loading a V0.1 OpenSim Inventory Archive (subject to change since there is no fixed format yet) where
/// an account exists with the same name as the creator, though not the same id.
@ -178,34 +220,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
TestHelper.InMethod();
// log4net.Config.XmlConfigurator.Configure();
SerialiserModule serialiserModule = new SerialiserModule();
InventoryArchiverModule archiverModule = new InventoryArchiverModule();
UserProfileTestUtils.CreateUserWithInventory(m_scene, m_uaMT, "meowfood");
UserProfileTestUtils.CreateUserWithInventory(m_scene, m_uaLL2, "hampshire");
// Annoyingly, we have to set up a scene even though inventory loading has nothing to do with a scene
Scene scene = SceneSetupHelpers.SetupScene("inventory");
SceneSetupHelpers.SetupSceneModules(scene, serialiserModule, archiverModule);
UserProfileTestUtils.CreateUserWithInventory(scene, m_ua1, "meowfood");
UserProfileTestUtils.CreateUserWithInventory(scene, m_ua3, "hampshire");
archiverModule.DearchiveInventory(m_ua1.FirstName, m_ua1.LastName, "/", "meowfood", m_iarStream);
m_archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "/", "meowfood", m_iarStream);
InventoryItemBase foundItem1
= InventoryArchiveUtils.FindItemByPath(scene.InventoryService, m_ua1.PrincipalID, m_item1Name);
= InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaMT.PrincipalID, m_item1Name);
// We have to disable this check since loaded items that did find users via OSPA resolution are now only storing the
// UUID, not the OSPA itself.
// Assert.That(
// foundItem1.CreatorId, Is.EqualTo(item1.CreatorId),
// "Loaded item non-uuid creator doesn't match original");
Assert.That(
foundItem1.CreatorId, Is.EqualTo(m_ua3.PrincipalID.ToString()),
foundItem1.CreatorId, Is.EqualTo(m_uaLL2.PrincipalID.ToString()),
"Loaded item non-uuid creator doesn't match original");
Assert.That(
foundItem1.CreatorIdAsUuid, Is.EqualTo(m_ua3.PrincipalID),
foundItem1.CreatorIdAsUuid, Is.EqualTo(m_uaLL2.PrincipalID),
"Loaded item uuid creator doesn't match original");
Assert.That(foundItem1.Owner, Is.EqualTo(m_ua1.PrincipalID),
Assert.That(foundItem1.Owner, Is.EqualTo(m_uaMT.PrincipalID),
"Loaded item owner doesn't match inventory reciever");
AssetBase asset1 = m_scene.AssetService.Get(foundItem1.AssetID.ToString());
string xmlData = Utils.BytesToString(asset1.Data);
SceneObjectGroup sog1 = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
Assert.That(sog1.RootPart.CreatorID, Is.EqualTo(m_uaLL2.PrincipalID));
}
/// <summary>
@ -218,24 +253,25 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
TestHelper.InMethod();
// log4net.Config.XmlConfigurator.Configure();
SerialiserModule serialiserModule = new SerialiserModule();
InventoryArchiverModule archiverModule = new InventoryArchiverModule();
Scene scene = SceneSetupHelpers.SetupScene("inventory");
SceneSetupHelpers.SetupSceneModules(scene, serialiserModule, archiverModule);
UserProfileTestUtils.CreateUserWithInventory(scene, m_ua1, "password");
archiverModule.DearchiveInventory(m_ua1.FirstName, m_ua1.LastName, "/", "password", m_iarStream);
UserProfileTestUtils.CreateUserWithInventory(m_scene, m_uaMT, "password");
m_archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "/", "password", m_iarStream);
InventoryItemBase foundItem1
= InventoryArchiveUtils.FindItemByPath(scene.InventoryService, m_ua1.PrincipalID, m_item1Name);
= InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaMT.PrincipalID, m_item1Name);
Assert.That(foundItem1, Is.Not.Null, "Didn't find loaded item 1");
// Assert.That(
// foundItem1.CreatorId, Is.EqualTo(userUuid),
// "Loaded item non-uuid creator doesn't match that of the loading user");
Assert.That(
foundItem1.CreatorIdAsUuid, Is.EqualTo(m_ua1.PrincipalID),
foundItem1.CreatorId, Is.EqualTo(m_uaMT.PrincipalID.ToString()),
"Loaded item non-uuid creator doesn't match that of the loading user");
Assert.That(
foundItem1.CreatorIdAsUuid, Is.EqualTo(m_uaMT.PrincipalID),
"Loaded item uuid creator doesn't match that of the loading user");
AssetBase asset1 = m_scene.AssetService.Get(foundItem1.AssetID.ToString());
string xmlData = Utils.BytesToString(asset1.Data);
SceneObjectGroup sog1 = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
Assert.That(sog1.RootPart.CreatorID, Is.EqualTo(m_uaMT.PrincipalID));
}
}
}

View File

@ -84,9 +84,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
Vector3 offsetPosition = new Vector3(5, 10, 15);
part1
= new SceneObjectPart(
ownerId, shape, groupPosition, rotationOffset, offsetPosition);
part1 = new SceneObjectPart(ownerId, shape, groupPosition, rotationOffset, offsetPosition);
part1.Name = partName;
object1 = new SceneObjectGroup(part1);
@ -186,31 +184,31 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
SceneSetupHelpers.SetupSceneModules(scene, serialiserModule, archiverModule);
UserProfileTestUtils.CreateUserWithInventory(scene, m_ua1, "meowfood");
UserProfileTestUtils.CreateUserWithInventory(scene, m_ua2, "hampshire");
UserProfileTestUtils.CreateUserWithInventory(scene, m_uaMT, "meowfood");
UserProfileTestUtils.CreateUserWithInventory(scene, m_uaLL1, "hampshire");
archiverModule.DearchiveInventory(m_ua1.FirstName, m_ua1.LastName, "/", "meowfood", m_iarStream);
archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "/", "meowfood", m_iarStream);
InventoryItemBase foundItem1
= InventoryArchiveUtils.FindItemByPath(scene.InventoryService, m_ua1.PrincipalID, m_item1Name);
= InventoryArchiveUtils.FindItemByPath(scene.InventoryService, m_uaMT.PrincipalID, m_item1Name);
Assert.That(foundItem1, Is.Not.Null, "Didn't find loaded item 1");
// Now try loading to a root child folder
UserInventoryTestUtils.CreateInventoryFolder(scene.InventoryService, m_ua1.PrincipalID, "xA");
UserInventoryTestUtils.CreateInventoryFolder(scene.InventoryService, m_uaMT.PrincipalID, "xA");
MemoryStream archiveReadStream = new MemoryStream(m_iarStream.ToArray());
archiverModule.DearchiveInventory(m_ua1.FirstName, m_ua1.LastName, "xA", "meowfood", archiveReadStream);
archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "xA", "meowfood", archiveReadStream);
InventoryItemBase foundItem2
= InventoryArchiveUtils.FindItemByPath(scene.InventoryService, m_ua1.PrincipalID, "xA/" + m_item1Name);
= InventoryArchiveUtils.FindItemByPath(scene.InventoryService, m_uaMT.PrincipalID, "xA/" + m_item1Name);
Assert.That(foundItem2, Is.Not.Null, "Didn't find loaded item 2");
// Now try loading to a more deeply nested folder
UserInventoryTestUtils.CreateInventoryFolder(scene.InventoryService, m_ua1.PrincipalID, "xB/xC");
UserInventoryTestUtils.CreateInventoryFolder(scene.InventoryService, m_uaMT.PrincipalID, "xB/xC");
archiveReadStream = new MemoryStream(archiveReadStream.ToArray());
archiverModule.DearchiveInventory(m_ua1.FirstName, m_ua1.LastName, "xB/xC", "meowfood", archiveReadStream);
archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "xB/xC", "meowfood", archiveReadStream);
InventoryItemBase foundItem3
= InventoryArchiveUtils.FindItemByPath(scene.InventoryService, m_ua1.PrincipalID, "xB/xC/" + m_item1Name);
= InventoryArchiveUtils.FindItemByPath(scene.InventoryService, m_uaMT.PrincipalID, "xB/xC/" + m_item1Name);
Assert.That(foundItem3, Is.Not.Null, "Didn't find loaded item 3");
}
@ -228,12 +226,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
Scene scene = SceneSetupHelpers.SetupScene("inventory");
SceneSetupHelpers.SetupSceneModules(scene, serialiserModule, archiverModule);
UserProfileTestUtils.CreateUserWithInventory(scene, m_ua1, "password");
archiverModule.DearchiveInventory(m_ua1.FirstName, m_ua1.LastName, "/Objects", "password", m_iarStream);
UserProfileTestUtils.CreateUserWithInventory(scene, m_uaMT, "password");
archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "/Objects", "password", m_iarStream);
InventoryItemBase foundItem1
= InventoryArchiveUtils.FindItemByPath(
scene.InventoryService, m_ua1.PrincipalID, "/Objects/" + m_item1Name);
scene.InventoryService, m_uaMT.PrincipalID, "/Objects/" + m_item1Name);
Assert.That(foundItem1, Is.Not.Null, "Didn't find loaded item 1 in TestLoadIarFolderStartsWithSlash()");
}

View File

@ -113,7 +113,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
data = new MapBlockData();
data.Agents = 0;
data.Access = info.Access;
data.MapImageId = info.TerrainImage;
data.MapImageId = UUID.Zero; // could use info.TerrainImage but it seems to break viewer2
data.Name = info.RegionName;
data.RegionFlags = 0; // TODO not used?
data.WaterHeight = 0; // not used

View File

@ -1287,9 +1287,13 @@ namespace OpenSim.Region.Framework.Scenes
public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
{
Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
if (m_part.ParentGroup.Scene == null) // Group not in a scene
return ret;
IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
if (engines == null) // No engine at all
return ret;

View File

@ -68,7 +68,7 @@ namespace OpenSim.Tests.Common
return CreateAsset(
assetUuid,
AssetType.Object,
Encoding.ASCII.GetBytes(SceneObjectSerializer.ToXml2Format(sog)),
Encoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(sog)),
sog.OwnerID);
}

View File

@ -2,23 +2,14 @@
== Running Tests ==
On Linux:
On Linux you will need to have NUnit installed (http://www.nunit.org).
This is commonly available in distribution package repositories.
When this is installed, run the command
> nant test
This will print out to the console the test state.
On Windows: Please see the TESTING ON WINDOWS section below.
Also, every checkin will run tests that are kicked off by bamboo.
Results are posted here: http://www.opensimulator.org:8085/ as well as
to #opensim-dev IRC channel.
== Writing Tests ==
Tests are written to run under NUnit. For more information on NUnit
please see: http://www.nunit.org/index.php
Please see the TESTING ON WINDOWS section below for Windows instructions.
== Adding Tests ==
@ -32,70 +23,15 @@ that if you are writing tests they end up in a "Tests" sub-directory
of the directory where the code you are testing resides.
If you have added a new test assembly that hasn't existed before you
must list it in both ".nant/local.include" and ".nant/bamboo.build"
must list it in both ".nant/local.include"
for it to be accessible to Linux users and to the continuous
integration system.
=== The Gory Details ===
The following is the original document which started off this
document. It should probably be better integrated with the new info.
==UPDATE==
The text immediately following is an update to the testing documentation. The
update is written on 2008.08.30 and is copied from an email to the opensim-dev
mailing list[1]. The information below the update, beginning with the section
titled TESTING, is still relevant, so please read this document in its
entirety.
Mike Mazur
[1] https://lists.berlios.de/pipermail/opensim-dev/2008-August/002695.html
"""
The tests are contained in certain DLLs. At the time of writing, these DLLs
have tests in them:
OpenSim.Region.ScriptEngine.Common.Tests.dll
OpenSim.Region.ScriptEngine.Shared.CodeTools.Tests.dll
OpenSim.Region.ScriptEngine.Shared.Tests.dll
OpenSim.Framework.Tests.dll OpenSim.Region.CoreModules.dll
OpenSim.Region.Physics.OdePlugin.dll[2]
The console command used to run the tests is `nunit-console` (or
`nunit-console2` on some systems). This command takes a listing of DLLs to
inspect for tests.
Currently Bamboo's[3] build file (.nant/bamboo.build) lists only those DLLs
for nunit-console to use. However it would be equally correct to simply pass
in all DLLs in bin/; those without tests are just skipped.
The nunit-console command generates a file TestResults.txt by default. This is
an XML file containing a listing of all DLLs inspected, tests executed,
successes, failures, etc. If nunit-console is passed in all DLLs in bin/, this
file bloats with lots of entries like this:
<test-suite name="/home/mike/source/workspace/bin/OpenSim.Grid.Communications.OGS1.dll" success="True" time="0.000" asserts="0">
<results />
</test-suite>
<test-suite name="/home/mike/source/workspace/bin/OpenSim.Region.ClientStack.dll" success="True" time="0.000" asserts="0">
<results />
</test-suite>
Therefore it makes more sense to me to specify the DLLs when running
nunit-console.
[2] Note that OpenSim.Region.Physics.OdePlugin.dll is in bin/Physics/ and
needs to be first copied to bin/ before nunit-console is executed.
[3] http://opensimulator.org:8085/
"""
==TESTING ON WINDOWS==
To use nunit testing on opensim code, you have a variety of methods. The
easiast methods involve using IDE capabilities to test code. Using
VS2005/2008 I recommend using the testing capabilities of Resarper(commercial)
VS2005/2008 I recommend using the testing capabilities of Resharper(commercial)
or TestDriven.Net(free). Both will recognize nunit tests within your
application and allow you to test them individually, or all at once, etc. You
will also be able to step into debug mode into a test through these add-ins
@ -133,6 +69,3 @@ Example
nunit-console2 OpenSim.Framework.Tests.dll (on linux)
nunit-console OpenSim.Framework.Tests.dll (on windows)
For more information on testing contact the autor of this testing readme: Daedius Moskvitch ( daedius @@@@ daedius com)