Add scratch AvatarFactoryModuleTests with one test to do a partial check on AvatarFactoryModule.SetAppearance()
Baked texture set not yet checked, nor persistence of data in avatar service This is a foundation for later npc related tests.bulletsim
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@ -116,16 +116,20 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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#endregion
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#endregion
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/// <summary>
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/// <summary>
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/// Check for the existence of the baked texture assets. Request a rebake
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/// Check for the existence of the baked texture assets.
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/// unless checkonly is true.
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/// </summary>
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/// </summary>
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/// <param name="client"></param>
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/// <param name="client"></param>
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/// <param name="checkonly"></param>
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public bool ValidateBakedTextureCache(IClientAPI client)
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public bool ValidateBakedTextureCache(IClientAPI client)
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{
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{
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return ValidateBakedTextureCache(client, true);
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return ValidateBakedTextureCache(client, true);
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}
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}
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/// <summary>
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/// Check for the existence of the baked texture assets. Request a rebake
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/// unless checkonly is true.
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/// </summary>
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/// <param name="client"></param>
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/// <param name="checkonly"></param>
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private bool ValidateBakedTextureCache(IClientAPI client, bool checkonly)
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private bool ValidateBakedTextureCache(IClientAPI client, bool checkonly)
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{
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{
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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@ -156,13 +160,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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defonly = false; // found a non-default texture reference
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defonly = false; // found a non-default texture reference
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if (! CheckBakedTextureAsset(client,face.TextureID,idx))
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if (!CheckBakedTextureAsset(client, face.TextureID, idx))
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{
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{
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// the asset didn't exist if we are only checking, then we found a bad
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// the asset didn't exist if we are only checking, then we found a bad
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// one and we're done otherwise, ask for a rebake
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// one and we're done otherwise, ask for a rebake
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if (checkonly) return false;
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if (checkonly)
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return false;
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m_log.InfoFormat("[AVFACTORY]: missing baked texture {0}, requesting rebake", face.TextureID);
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m_log.InfoFormat("[AVFACTORY]: missing baked texture {0}, requesting rebake", face.TextureID);
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client.SendRebakeAvatarTextures(face.TextureID);
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client.SendRebakeAvatarTextures(face.TextureID);
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}
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}
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}
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}
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@ -183,7 +189,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp == null)
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if (sp == null)
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{
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{
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m_log.WarnFormat("[AVFACTORY]: SetAppearance unable to find presence for {0}",client.AgentId);
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m_log.WarnFormat("[AVFACTORY]: SetAppearance unable to find presence for {0}", client.AgentId);
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return;
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return;
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}
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}
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@ -211,7 +217,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
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changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
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m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", client.AgentId);
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m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", client.AgentId);
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Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(client,false); });
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Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(client, false); });
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// This appears to be set only in the final stage of the appearance
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// This appears to be set only in the final stage of the appearance
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// update transaction. In theory, we should be able to do an immediate
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// update transaction. In theory, we should be able to do an immediate
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@ -220,9 +226,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// save only if there were changes, send no matter what (doesn't hurt to send twice)
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// save only if there were changes, send no matter what (doesn't hurt to send twice)
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if (changed)
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if (changed)
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QueueAppearanceSave(client.AgentId);
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QueueAppearanceSave(client.AgentId);
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QueueAppearanceSend(client.AgentId);
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QueueAppearanceSend(client.AgentId);
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}
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}
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}
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}
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// m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
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// m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
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@ -0,0 +1,72 @@
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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;
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using NUnit.Framework;
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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.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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{
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[TestFixture]
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public class AvatarFactoryModuleTests
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{
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/// <summary>
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/// Only partial right now since we don't yet test that it's ended up in the avatar appearance service.
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/// </summary>
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[Test]
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public void TestSetAppearance()
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{
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TestHelper.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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UUID userId = TestHelper.ParseTail(0x1);
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AvatarFactoryModule afm = new AvatarFactoryModule();
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TestScene scene = SceneSetupHelpers.SetupScene();
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SceneSetupHelpers.SetupSceneModules(scene, afm);
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AgentCircuitData acd = new AgentCircuitData();
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acd.AgentID = userId;
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TestClient tc = SceneSetupHelpers.AddRootAgent(scene, acd);
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byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT];
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for (byte i = 0; i < visualParams.Length; i++)
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visualParams[i] = i;
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afm.SetAppearance(tc, new Primitive.TextureEntry(TestHelper.ParseTail(0x10)), visualParams);
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ScenePresence sp = scene.GetScenePresence(userId);
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// TODO: Check baked texture
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Assert.AreEqual(visualParams, sp.Appearance.VisualParams);
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}
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}
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}
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@ -2954,6 +2954,7 @@
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<!-- SADLY the way this works means you need to keep adding these paths -->
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<!-- SADLY the way this works means you need to keep adding these paths -->
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<Match path="Agent/TextureSender/Tests" pattern="*.cs" recurse="true"/>
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<Match path="Agent/TextureSender/Tests" pattern="*.cs" recurse="true"/>
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<Match path="Asset/Tests" pattern="*.cs" recurse="true"/>
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<Match path="Asset/Tests" pattern="*.cs" recurse="true"/>
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<Match path="Avatar/AvatarFactory/Tests" pattern="*.cs" recurse="true"/>
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<Match path="Avatar/Inventory/Archiver/Tests" pattern="*.cs" recurse="true"/>
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<Match path="Avatar/Inventory/Archiver/Tests" pattern="*.cs" recurse="true"/>
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<Match path="Framework/InventoryAccess/Tests" pattern="*.cs" recurse="true"/>
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<Match path="Framework/InventoryAccess/Tests" pattern="*.cs" recurse="true"/>
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<Match path="World/Archiver/Tests" pattern="*.cs" recurse="true"/>
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<Match path="World/Archiver/Tests" pattern="*.cs" recurse="true"/>
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