* Add simple original xml serialization test
parent
aec5dc677d
commit
5c42143a7b
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@ -101,7 +101,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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}
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}
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private bool done = false;
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/// <summary>
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/// Called back by the asset cache when it has the asset
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/// </summary>
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@ -127,15 +126,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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if (m_foundAssetUuids.Count + m_notFoundAssetUuids.Count == m_repliesRequired)
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{
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if (done)
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throw new Exception("AArgh");
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m_log.DebugFormat(
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"[ARCHIVER]: Successfully added {0} assets ({1} assets missing)",
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"[ARCHIVER]: Successfully added {0} assets ({1} assets notified missing)",
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m_foundAssetUuids.Count, m_notFoundAssetUuids.Count);
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done = true;
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// We want to stop using the asset cache thread asap
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// as we now need to do the work of producing the rest of the archive
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Thread newThread = new Thread(PerformAssetsRequestCallback);
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@ -147,8 +147,7 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
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</SceneObjectPart>
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</RootPart>
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<OtherParts />
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</SceneObjectGroup>
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";
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</SceneObjectGroup>";
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private string xml2 = @"
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<SceneObjectGroup>
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@ -243,7 +242,7 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
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}
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[Test]
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public void TestSerializeXml()
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public void TestDeserializeXml()
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{
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TestHelper.InMethod();
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//log4net.Config.XmlConfigurator.Configure();
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@ -258,6 +257,77 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
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// TODO: Check other properties
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}
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[Test]
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public void TestSerializeXml()
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{
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TestHelper.InMethod();
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//log4net.Config.XmlConfigurator.Configure();
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string rpName = "My Little Donkey";
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UUID rpUuid = UUID.Parse("00000000-0000-0000-0000-000000000964");
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UUID rpCreatorId = UUID.Parse("00000000-0000-0000-0000-000000000915");
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PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
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// Vector3 groupPosition = new Vector3(10, 20, 30);
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// Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
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// Vector3 offsetPosition = new Vector3(5, 10, 15);
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SceneObjectPart rp = new SceneObjectPart();
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rp.UUID = rpUuid;
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rp.Name = rpName;
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rp.CreatorID = rpCreatorId;
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rp.Shape = shape;
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SceneObjectGroup so = new SceneObjectGroup(rp);
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// Need to add the object to the scene so that the request to get script state succeeds
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m_scene.AddSceneObject(so);
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string xml = SceneObjectSerializer.ToOriginalXmlFormat(so);
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XmlTextReader xtr = new XmlTextReader(new StringReader(xml));
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xtr.ReadStartElement("SceneObjectGroup");
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xtr.ReadStartElement("RootPart");
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xtr.ReadStartElement("SceneObjectPart");
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UUID uuid = UUID.Zero;
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string name = null;
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UUID creatorId = UUID.Zero;
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while (xtr.Read() && xtr.Name != "SceneObjectPart")
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{
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if (xtr.NodeType != XmlNodeType.Element)
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continue;
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switch (xtr.Name)
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{
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case "UUID":
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xtr.ReadStartElement("UUID");
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uuid = UUID.Parse(xtr.ReadElementString("Guid"));
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xtr.ReadEndElement();
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break;
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case "Name":
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name = xtr.ReadElementContentAsString();
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break;
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case "CreatorID":
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xtr.ReadStartElement("CreatorID");
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creatorId = UUID.Parse(xtr.ReadElementString("Guid"));
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xtr.ReadEndElement();
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break;
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}
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}
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xtr.ReadEndElement();
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xtr.ReadEndElement();
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xtr.ReadStartElement("OtherParts");
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xtr.ReadEndElement();
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xtr.Close();
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// TODO: More checks
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Assert.That(uuid, Is.EqualTo(rpUuid));
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Assert.That(name, Is.EqualTo(rpName));
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Assert.That(creatorId, Is.EqualTo(rpCreatorId));
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}
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[Test]
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public void TestDeserializeXml2()
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{
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