Fix bug where the uuid gatherer was not inspecting UUIDs for items in an embedded object's inventory.
Added regression test for this case.
Likely a regression since 08606ae4
(Thu Jan 8 2015)
Relates to Mantises 7439, 7450 and possibly others.
inv-download
parent
b1b72d7c2f
commit
a03d893f2c
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@ -122,40 +122,37 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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}
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}
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[Test]
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[Test]
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public void TestTaskItem()
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public void TestTaskItems()
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{
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{
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TestHelpers.InMethod();
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TestHelpers.InMethod();
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TestHelpers.EnableLogging();
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// TestHelpers.EnableLogging();
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UUID ownerId = TestHelpers.ParseTail(0x10);
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UUID ownerId = TestHelpers.ParseTail(0x10);
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UUID embeddedId = TestHelpers.ParseTail(0x20);
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UUID secondLevelEmbeddedId = TestHelpers.ParseTail(0x21);
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UUID missingEmbeddedId = TestHelpers.ParseTail(0x22);
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UUID ncAssetId = TestHelpers.ParseTail(0x30);
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AssetBase ncAsset
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SceneObjectGroup soL0 = SceneHelpers.CreateSceneObject(1, ownerId, "l0", 0x20);
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= AssetHelpers.CreateNotecardAsset(
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SceneObjectGroup soL1 = SceneHelpers.CreateSceneObject(1, ownerId, "l1", 0x21);
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ncAssetId, string.Format("Hello{0}World{1}", embeddedId, missingEmbeddedId));
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SceneObjectGroup soL2 = SceneHelpers.CreateSceneObject(1, ownerId, "l2", 0x22);
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m_assetService.Store(ncAsset);
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AssetBase embeddedAsset
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TaskInventoryHelpers.AddScript(
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= AssetHelpers.CreateNotecardAsset(embeddedId, string.Format("{0} We'll meet again.", secondLevelEmbeddedId));
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m_assetService, soL2.RootPart, TestHelpers.ParseTail(0x33), TestHelpers.ParseTail(0x43), "l3-script", "gibberish");
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m_assetService.Store(embeddedAsset);
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AssetBase secondLevelEmbeddedAsset
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TaskInventoryHelpers.AddSceneObject(
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= AssetHelpers.CreateNotecardAsset(secondLevelEmbeddedId, "Don't know where, don't know when.");
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m_assetService, soL1.RootPart, "l2-item", TestHelpers.ParseTail(0x32), soL2, TestHelpers.ParseTail(0x42));
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m_assetService.Store(secondLevelEmbeddedAsset);
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TaskInventoryHelpers.AddSceneObject(
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m_assetService, soL0.RootPart, "l1-item", TestHelpers.ParseTail(0x31), soL1, TestHelpers.ParseTail(0x41));
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m_uuidGatherer.AddForInspection(ncAssetId);
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m_uuidGatherer.AddForInspection(soL0);
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m_uuidGatherer.GatherAll();
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m_uuidGatherer.GatherAll();
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// foreach (UUID key in m_uuidGatherer.GatheredUuids.Keys)
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// foreach (UUID key in m_uuidGatherer.GatheredUuids.Keys)
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// System.Console.WriteLine("key : {0}", key);
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// System.Console.WriteLine("key : {0}", key);
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Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(3));
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// We expect to see the default prim texture and the assets of the contained task items
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Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(ncAssetId));
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Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(4));
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Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(embeddedId));
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Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(new UUID(Constants.DefaultTexture)));
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Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(secondLevelEmbeddedId));
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Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(TestHelpers.ParseTail(0x41)));
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Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(TestHelpers.ParseTail(0x42)));
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Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(TestHelpers.ParseTail(0x43)));
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}
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}
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}
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}
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}
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}
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@ -123,6 +123,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_assetUuidsToInspect.Contains(uuid))
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if (m_assetUuidsToInspect.Contains(uuid))
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return false;
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return false;
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// m_log.DebugFormat("[UUID GATHERER]: Adding asset {0} for inspection", uuid);
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m_assetUuidsToInspect.Enqueue(uuid);
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m_assetUuidsToInspect.Enqueue(uuid);
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return true;
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return true;
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@ -238,7 +240,11 @@ namespace OpenSim.Region.Framework.Scenes
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if (Complete)
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if (Complete)
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return false;
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return false;
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GetAssetUuids(m_assetUuidsToInspect.Dequeue());
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UUID nextToInspect = m_assetUuidsToInspect.Dequeue();
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// m_log.DebugFormat("[UUID GATHERER]: Inspecting asset {0}", nextToInspect);
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GetAssetUuids(nextToInspect);
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return true;
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return true;
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}
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}
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@ -322,8 +328,6 @@ namespace OpenSim.Region.Framework.Scenes
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// Here, we want to collect uuids which require further asset fetches but mark the others as gathered
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// Here, we want to collect uuids which require further asset fetches but mark the others as gathered
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try
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try
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{
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{
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GatheredUuids[assetUuid] = assetType;
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if ((sbyte)AssetType.Bodypart == assetType
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if ((sbyte)AssetType.Bodypart == assetType
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|| (sbyte)AssetType.Clothing == assetType
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|| (sbyte)AssetType.Clothing == assetType
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|| (sbyte)AssetType.Gesture == assetType
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|| (sbyte)AssetType.Gesture == assetType
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@ -334,11 +338,15 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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AddForInspection(assetUuid);
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AddForInspection(assetUuid);
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}
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}
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else
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{
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GatheredUuids[assetUuid] = assetType;
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}
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}
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}
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catch (Exception)
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catch (Exception)
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{
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{
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m_log.ErrorFormat(
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m_log.ErrorFormat(
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"[ITERATABLE UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
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"[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
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assetUuid, assetType);
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assetUuid, assetType);
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throw;
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throw;
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}
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}
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@ -153,6 +153,37 @@ namespace OpenSim.Tests.Common
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return item;
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return item;
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}
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}
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/// <summary>
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/// Add a scene object item to the given part.
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/// </summary>
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/// <remarks>
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/// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these
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/// functions more than once in a test.
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/// </remarks>
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///
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/// <param name="assetService"></param>
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/// <param name="sop"></param>
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/// <param name="itemName"></param>
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/// <param name="itemId"></param>
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/// <param name="soToAdd"></param>
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/// <param name="soAssetId"></param>
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public static TaskInventoryItem AddSceneObject(
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IAssetService assetService, SceneObjectPart sop, string itemName, UUID itemId, SceneObjectGroup soToAdd, UUID soAssetId)
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{
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AssetBase taskSceneObjectAsset = AssetHelpers.CreateAsset(soAssetId, soToAdd);
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assetService.Store(taskSceneObjectAsset);
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TaskInventoryItem taskSceneObjectItem
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= new TaskInventoryItem
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{ Name = itemName,
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AssetID = taskSceneObjectAsset.FullID,
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ItemID = itemId,
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OwnerID = soToAdd.OwnerID,
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Type = (int)AssetType.Object,
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InvType = (int)InventoryType.Object };
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sop.Inventory.AddInventoryItem(taskSceneObjectItem, true);
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return taskSceneObjectItem;
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}
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/// <summary>
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/// <summary>
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/// Add a scene object item to the given part.
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/// Add a scene object item to the given part.
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@ -168,22 +199,12 @@ namespace OpenSim.Tests.Common
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/// <param name="id"></param>
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/// <param name="id"></param>
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/// <param name="userId"></param>
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/// <param name="userId"></param>
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public static TaskInventoryItem AddSceneObject(
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public static TaskInventoryItem AddSceneObject(
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IAssetService assetService, SceneObjectPart sop, string itemName, UUID id, UUID userId)
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IAssetService assetService, SceneObjectPart sop, string itemName, UUID itemId, UUID userId)
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{
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{
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SceneObjectGroup taskSceneObject = SceneHelpers.CreateSceneObject(1, UUID.Zero);
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SceneObjectGroup taskSceneObject = SceneHelpers.CreateSceneObject(1, userId);
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AssetBase taskSceneObjectAsset = AssetHelpers.CreateAsset(0x10, taskSceneObject);
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assetService.Store(taskSceneObjectAsset);
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TaskInventoryItem taskSceneObjectItem
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= new TaskInventoryItem
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{ Name = itemName,
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AssetID = taskSceneObjectAsset.FullID,
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ItemID = id,
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OwnerID = userId,
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Type = (int)AssetType.Object,
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InvType = (int)InventoryType.Object };
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sop.Inventory.AddInventoryItem(taskSceneObjectItem, true);
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return taskSceneObjectItem;
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return TaskInventoryHelpers.AddSceneObject(
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assetService, sop, itemName, itemId, taskSceneObject, TestHelpers.ParseTail(0x10));
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}
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}
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}
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}
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}
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}
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