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
Justin Clark-Casey (justincc) 2015-02-25 21:12:46 +00:00
parent b1b72d7c2f
commit a03d893f2c
3 changed files with 67 additions and 41 deletions

View File

@ -122,40 +122,37 @@ namespace OpenSim.Region.Framework.Scenes.Tests
}
[Test]
public void TestTaskItem()
public void TestTaskItems()
{
TestHelpers.InMethod();
TestHelpers.EnableLogging();
// TestHelpers.EnableLogging();
UUID ownerId = TestHelpers.ParseTail(0x10);
UUID embeddedId = TestHelpers.ParseTail(0x20);
UUID secondLevelEmbeddedId = TestHelpers.ParseTail(0x21);
UUID missingEmbeddedId = TestHelpers.ParseTail(0x22);
UUID ncAssetId = TestHelpers.ParseTail(0x30);
AssetBase ncAsset
= AssetHelpers.CreateNotecardAsset(
ncAssetId, string.Format("Hello{0}World{1}", embeddedId, missingEmbeddedId));
m_assetService.Store(ncAsset);
SceneObjectGroup soL0 = SceneHelpers.CreateSceneObject(1, ownerId, "l0", 0x20);
SceneObjectGroup soL1 = SceneHelpers.CreateSceneObject(1, ownerId, "l1", 0x21);
SceneObjectGroup soL2 = SceneHelpers.CreateSceneObject(1, ownerId, "l2", 0x22);
AssetBase embeddedAsset
= AssetHelpers.CreateNotecardAsset(embeddedId, string.Format("{0} We'll meet again.", secondLevelEmbeddedId));
m_assetService.Store(embeddedAsset);
TaskInventoryHelpers.AddScript(
m_assetService, soL2.RootPart, TestHelpers.ParseTail(0x33), TestHelpers.ParseTail(0x43), "l3-script", "gibberish");
AssetBase secondLevelEmbeddedAsset
= AssetHelpers.CreateNotecardAsset(secondLevelEmbeddedId, "Don't know where, don't know when.");
m_assetService.Store(secondLevelEmbeddedAsset);
TaskInventoryHelpers.AddSceneObject(
m_assetService, soL1.RootPart, "l2-item", TestHelpers.ParseTail(0x32), soL2, TestHelpers.ParseTail(0x42));
TaskInventoryHelpers.AddSceneObject(
m_assetService, soL0.RootPart, "l1-item", TestHelpers.ParseTail(0x31), soL1, TestHelpers.ParseTail(0x41));
m_uuidGatherer.AddForInspection(ncAssetId);
m_uuidGatherer.AddForInspection(soL0);
m_uuidGatherer.GatherAll();
// foreach (UUID key in m_uuidGatherer.GatheredUuids.Keys)
// System.Console.WriteLine("key : {0}", key);
// foreach (UUID key in m_uuidGatherer.GatheredUuids.Keys)
// System.Console.WriteLine("key : {0}", key);
Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(3));
Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(ncAssetId));
Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(embeddedId));
Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(secondLevelEmbeddedId));
// We expect to see the default prim texture and the assets of the contained task items
Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(4));
Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(new UUID(Constants.DefaultTexture)));
Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(TestHelpers.ParseTail(0x41)));
Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(TestHelpers.ParseTail(0x42)));
Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(TestHelpers.ParseTail(0x43)));
}
}
}

View File

@ -123,6 +123,8 @@ namespace OpenSim.Region.Framework.Scenes
if (m_assetUuidsToInspect.Contains(uuid))
return false;
// m_log.DebugFormat("[UUID GATHERER]: Adding asset {0} for inspection", uuid);
m_assetUuidsToInspect.Enqueue(uuid);
return true;
@ -238,7 +240,11 @@ namespace OpenSim.Region.Framework.Scenes
if (Complete)
return false;
GetAssetUuids(m_assetUuidsToInspect.Dequeue());
UUID nextToInspect = m_assetUuidsToInspect.Dequeue();
// m_log.DebugFormat("[UUID GATHERER]: Inspecting asset {0}", nextToInspect);
GetAssetUuids(nextToInspect);
return true;
}
@ -322,8 +328,6 @@ namespace OpenSim.Region.Framework.Scenes
// Here, we want to collect uuids which require further asset fetches but mark the others as gathered
try
{
GatheredUuids[assetUuid] = assetType;
if ((sbyte)AssetType.Bodypart == assetType
|| (sbyte)AssetType.Clothing == assetType
|| (sbyte)AssetType.Gesture == assetType
@ -334,11 +338,15 @@ namespace OpenSim.Region.Framework.Scenes
{
AddForInspection(assetUuid);
}
else
{
GatheredUuids[assetUuid] = assetType;
}
}
catch (Exception)
{
m_log.ErrorFormat(
"[ITERATABLE UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
"[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
assetUuid, assetType);
throw;
}

View File

@ -153,6 +153,37 @@ namespace OpenSim.Tests.Common
return item;
}
/// <summary>
/// Add a scene object item to the given part.
/// </summary>
/// <remarks>
/// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these
/// functions more than once in a test.
/// </remarks>
///
/// <param name="assetService"></param>
/// <param name="sop"></param>
/// <param name="itemName"></param>
/// <param name="itemId"></param>
/// <param name="soToAdd"></param>
/// <param name="soAssetId"></param>
public static TaskInventoryItem AddSceneObject(
IAssetService assetService, SceneObjectPart sop, string itemName, UUID itemId, SceneObjectGroup soToAdd, UUID soAssetId)
{
AssetBase taskSceneObjectAsset = AssetHelpers.CreateAsset(soAssetId, soToAdd);
assetService.Store(taskSceneObjectAsset);
TaskInventoryItem taskSceneObjectItem
= new TaskInventoryItem
{ Name = itemName,
AssetID = taskSceneObjectAsset.FullID,
ItemID = itemId,
OwnerID = soToAdd.OwnerID,
Type = (int)AssetType.Object,
InvType = (int)InventoryType.Object };
sop.Inventory.AddInventoryItem(taskSceneObjectItem, true);
return taskSceneObjectItem;
}
/// <summary>
/// Add a scene object item to the given part.
@ -168,22 +199,12 @@ namespace OpenSim.Tests.Common
/// <param name="id"></param>
/// <param name="userId"></param>
public static TaskInventoryItem AddSceneObject(
IAssetService assetService, SceneObjectPart sop, string itemName, UUID id, UUID userId)
IAssetService assetService, SceneObjectPart sop, string itemName, UUID itemId, UUID userId)
{
SceneObjectGroup taskSceneObject = SceneHelpers.CreateSceneObject(1, UUID.Zero);
AssetBase taskSceneObjectAsset = AssetHelpers.CreateAsset(0x10, taskSceneObject);
assetService.Store(taskSceneObjectAsset);
TaskInventoryItem taskSceneObjectItem
= new TaskInventoryItem
{ Name = itemName,
AssetID = taskSceneObjectAsset.FullID,
ItemID = id,
OwnerID = userId,
Type = (int)AssetType.Object,
InvType = (int)InventoryType.Object };
sop.Inventory.AddInventoryItem(taskSceneObjectItem, true);
SceneObjectGroup taskSceneObject = SceneHelpers.CreateSceneObject(1, userId);
return taskSceneObjectItem;
return TaskInventoryHelpers.AddSceneObject(
assetService, sop, itemName, itemId, taskSceneObject, TestHelpers.ParseTail(0x10));
}
}
}