BasicAssetTest.cs replaced by AssetTests.cs

AssetTests: The name has changed to reflect the fact it is no longer a base class,
but the complete asset test for all supported databases.

The test can also check storing of CreatorID, but the feature is
disabled at this commit!
soprefactor
AlexRa 2010-05-06 21:10:01 +02:00
parent 749cf0f6eb
commit b1e6e99506
1 changed files with 161 additions and 0 deletions

View File

@ -0,0 +1,161 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using log4net.Config;
using NUnit.Framework;
using NUnit.Framework.Constraints;
using OpenMetaverse;
using OpenSim.Framework;
using System.Data.Common;
using log4net;
// DBMS-specific:
using MySql.Data.MySqlClient;
using OpenSim.Data.MySQL;
using System.Data.SqlClient;
using OpenSim.Data.MSSQL;
using Mono.Data.Sqlite;
using OpenSim.Data.SQLite;
namespace OpenSim.Data.Tests
{
[TestFixture(typeof(MySqlConnection), typeof(MySQLAssetData), Description="Basic Asset store tests (MySQL)")]
[TestFixture(typeof(SqlConnection), typeof(MSSQLAssetData), Description = "Basic Asset store tests (MS SQL Server)")]
[TestFixture(typeof(SqliteConnection), typeof(SQLiteAssetData), Description = "Basic Asset store tests (SQLite)")]
public class AssetTests<TConn, TAssetData> : BasicDataServiceTest<TConn, TAssetData>
where TConn : DbConnection, new()
where TAssetData : AssetDataBase, new()
{
TAssetData m_db;
const bool COMPARE_CREATOR = false;
public UUID uuid1 = UUID.Random();
public UUID uuid2 = UUID.Random();
public UUID uuid3 = UUID.Random();
public UUID critter1 = COMPARE_CREATOR ? UUID.Random() : UUID.Zero;
public UUID critter2 = COMPARE_CREATOR ? UUID.Random() : UUID.Zero;
public UUID critter3 = COMPARE_CREATOR ? UUID.Random() : UUID.Zero;
public byte[] data1 = new byte[100];
PropertyScrambler<AssetBase> scrambler = new PropertyScrambler<AssetBase>()
.DontScramble(x => x.ID)
.DontScramble(x => x.Type)
.DontScramble(x => x.FullID)
.DontScramble(x => x.Metadata.ID)
.DontScramble(x => x.Metadata.CreatorID)
.DontScramble(x => x.Metadata.ContentType)
.DontScramble(x => x.Metadata.FullID)
.DontScramble(x => x.Data);
protected override void InitService(object service)
{
m_db = (TAssetData)service;
m_db.Initialise(m_connStr);
}
[Test]
public void T001_LoadEmpty()
{
Assert.That(m_db.ExistsAsset(uuid1), Is.False);
Assert.That(m_db.ExistsAsset(uuid2), Is.False);
Assert.That(m_db.ExistsAsset(uuid3), Is.False);
}
[Test]
public void T010_StoreReadVerifyAssets()
{
AssetBase a1 = new AssetBase(uuid1, "asset one", (sbyte)AssetType.Texture, critter1.ToString());
AssetBase a2 = new AssetBase(uuid2, "asset two", (sbyte)AssetType.Texture, critter2.ToString());
AssetBase a3 = new AssetBase(uuid3, "asset three", (sbyte)AssetType.Texture, critter3.ToString());
a1.Data = data1;
a2.Data = data1;
a3.Data = data1;
scrambler.Scramble(a1);
scrambler.Scramble(a2);
scrambler.Scramble(a3);
m_db.StoreAsset(a1);
m_db.StoreAsset(a2);
m_db.StoreAsset(a3);
AssetBase a1a = m_db.GetAsset(uuid1);
Assert.That(a1a, Constraints.PropertyCompareConstraint(a1));
AssetBase a2a = m_db.GetAsset(uuid2);
Assert.That(a2a, Constraints.PropertyCompareConstraint(a2));
AssetBase a3a = m_db.GetAsset(uuid3);
Assert.That(a3a, Constraints.PropertyCompareConstraint(a3));
scrambler.Scramble(a1a);
scrambler.Scramble(a2a);
scrambler.Scramble(a3a);
m_db.StoreAsset(a1a);
m_db.StoreAsset(a2a);
m_db.StoreAsset(a3a);
AssetBase a1b = m_db.GetAsset(uuid1);
Assert.That(a1b, Constraints.PropertyCompareConstraint(a1a));
AssetBase a2b = m_db.GetAsset(uuid2);
Assert.That(a2b, Constraints.PropertyCompareConstraint(a2a));
AssetBase a3b = m_db.GetAsset(uuid3);
Assert.That(a3b, Constraints.PropertyCompareConstraint(a3a));
Assert.That(m_db.ExistsAsset(uuid1), Is.True);
Assert.That(m_db.ExistsAsset(uuid2), Is.True);
Assert.That(m_db.ExistsAsset(uuid3), Is.True);
List<AssetMetadata> metadatas = m_db.FetchAssetMetadataSet(0, 1000);
Assert.That(metadatas.Count >= 3, "FetchAssetMetadataSet() should have returned at least 3 assets!");
// It is possible that the Asset table is filled with data, in which case we don't try to find "our"
// assets there:
if (metadatas.Count < 1000)
{
AssetMetadata metadata = metadatas.Find(x => x.FullID == uuid1);
Assert.That(metadata.Name, Is.EqualTo(a1b.Name));
Assert.That(metadata.Description, Is.EqualTo(a1b.Description));
Assert.That(metadata.Type, Is.EqualTo(a1b.Type));
Assert.That(metadata.Temporary, Is.EqualTo(a1b.Temporary));
Assert.That(metadata.FullID, Is.EqualTo(a1b.FullID));
}
}
}
}