refactor some test asset creation into a helper class
remove mono compiler warning0.6.8-post-fixes
parent
2f092d271e
commit
ed1089d892
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@ -29,7 +29,6 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.IO;
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using System.IO;
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using System.Reflection;
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using System.Reflection;
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using System.Text;
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using System.Threading;
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using System.Threading;
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using NUnit.Framework;
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using NUnit.Framework;
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using NUnit.Framework.SyntaxHelpers;
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using NUnit.Framework.SyntaxHelpers;
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@ -122,8 +121,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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}
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}
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UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060");
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UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060");
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AssetBase asset1 = new AssetBase(asset1Id, asset1Id.ToString(), (sbyte)AssetType.Object);
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AssetBase asset1 = AssetHelpers.CreateAsset(asset1Id, object1);
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asset1.Data = Encoding.ASCII.GetBytes(SceneObjectSerializer.ToXml2Format(object1));
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scene.AssetService.Store(asset1);
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scene.AssetService.Store(asset1);
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// Create item
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// Create item
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@ -338,8 +336,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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}
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}
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UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060");
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UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060");
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AssetBase asset1 = new AssetBase(asset1Id, String.Empty, (sbyte)AssetType.Object);
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AssetBase asset1 = AssetHelpers.CreateAsset(asset1Id, object1);
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asset1.Data = Encoding.ASCII.GetBytes(SceneObjectSerializer.ToXml2Format(object1));
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scene.AssetService.Store(asset1);
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scene.AssetService.Store(asset1);
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// Create item
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// Create item
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@ -366,9 +363,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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archiverModule.DearchiveInventory(userFirstName, userLastName, "Scripts", userPassword, archiveReadStream);
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archiverModule.DearchiveInventory(userFirstName, userLastName, "Scripts", userPassword, archiveReadStream);
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CachedUserInfo userInfo
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= scene.CommsManager.UserProfileCacheService.GetUserDetails(userFirstName, userLastName);
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InventoryItemBase foundItem1
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InventoryItemBase foundItem1
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= InventoryArchiveUtils.FindItemByPath(
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= InventoryArchiveUtils.FindItemByPath(
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scene.InventoryService, userId, "Scripts/Objects/" + humanEscapedItemName);
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scene.InventoryService, userId, "Scripts/Objects/" + humanEscapedItemName);
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@ -0,0 +1,51 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Text;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Scenes.Serialization;
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namespace OpenSim.Tests.Common
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{
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public class AssetHelpers
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{
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/// <summary>
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/// Create an asset from the given scene object
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/// </summary>
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/// <param name="assetUuid"></param>
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/// <param name="sog"></param>
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/// <returns></returns>
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public static AssetBase CreateAsset(UUID assetUuid, SceneObjectGroup sog)
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{
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AssetBase asset = new AssetBase(assetUuid, assetUuid.ToString(), (sbyte)AssetType.Object);
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asset.Data = Encoding.ASCII.GetBytes(SceneObjectSerializer.ToXml2Format(sog));
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return asset;
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}
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}
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}
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