120 lines
5.5 KiB
C#
120 lines
5.5 KiB
C#
/*
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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 System.Collections.Generic;
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using Nini.Config;
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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.CoreModules.Asset;
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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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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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UUID userId = TestHelpers.ParseTail(0x1);
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AvatarFactoryModule afm = new AvatarFactoryModule();
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TestScene scene = SceneHelpers.SetupScene();
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SceneHelpers.SetupSceneModules(scene, afm);
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IClientAPI tc = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
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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.SetAppearanceFromClient(tc, new Primitive.TextureEntry(TestHelpers.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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[Test]
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public void TestSaveBakedTextures()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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UUID userId = TestHelpers.ParseTail(0x1);
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UUID eyesTextureId = TestHelpers.ParseTail(0x2);
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// We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
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// to the AssetService, which will then store temporary and local assets permanently
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CoreAssetCache assetCache = new CoreAssetCache();
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AvatarFactoryModule afm = new AvatarFactoryModule();
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TestScene scene = SceneHelpers.SetupScene(assetCache);
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SceneHelpers.SetupSceneModules(scene, afm);
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IClientAPI tc = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
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// TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules
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AssetBase uploadedAsset;
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uploadedAsset = new AssetBase(eyesTextureId, "Baked Texture", (sbyte)AssetType.Texture, userId.ToString());
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uploadedAsset.Data = new byte[] { 2 };
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uploadedAsset.Temporary = true;
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uploadedAsset.Local = true; // Local assets aren't persisted, non-local are
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scene.AssetService.Store(uploadedAsset);
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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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Primitive.TextureEntry bakedTextureEntry = new Primitive.TextureEntry(TestHelpers.ParseTail(0x10));
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uint eyesFaceIndex = (uint)AppearanceManager.BakeTypeToAgentTextureIndex(BakeType.Eyes);
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Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
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eyesFace.TextureID = eyesTextureId;
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afm.SetAppearanceFromClient(tc, bakedTextureEntry, visualParams);
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afm.SaveBakedTextures(userId);
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// Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = afm.GetBakedTextureFaces(userId);
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// We should also inpsect the asset data store layer directly, but this is difficult to get at right now.
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assetCache.Clear();
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AssetBase eyesBake = scene.AssetService.Get(eyesTextureId.ToString());
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Assert.That(eyesBake, Is.Not.Null);
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Assert.That(eyesBake.Temporary, Is.False);
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Assert.That(eyesBake.Local, Is.False);
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}
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}
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} |