145 lines
6.7 KiB
C#
145 lines
6.7 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.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework.Communications;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Tests.Common.Setup
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{
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/// <summary>
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/// Utility functions for carrying out user profile related tests.
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/// </summary>
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public static class UserProfileTestUtils
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{
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// /// <summary>
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// /// Create a test user with a standard inventory
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// /// </summary>
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// /// <param name="commsManager"></param>
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// /// <param name="callback">
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// /// Callback to invoke when inventory has been loaded. This is required because
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// /// loading may be asynchronous, even on standalone
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// /// </param>
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// /// <returns></returns>
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// public static CachedUserInfo CreateUserWithInventory(
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// CommunicationsManager commsManager, OnInventoryReceivedDelegate callback)
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// {
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// UUID userId = UUID.Parse("00000000-0000-0000-0000-000000000099");
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// return CreateUserWithInventory(commsManager, userId, callback);
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// }
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//
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// /// <summary>
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// /// Create a test user with a standard inventory
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// /// </summary>
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// /// <param name="commsManager"></param>
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// /// <param name="userId">User ID</param>
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// /// <param name="callback">
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// /// Callback to invoke when inventory has been loaded. This is required because
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// /// loading may be asynchronous, even on standalone
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// /// </param>
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// /// <returns></returns>
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// public static CachedUserInfo CreateUserWithInventory(
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// CommunicationsManager commsManager, UUID userId, OnInventoryReceivedDelegate callback)
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// {
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// return CreateUserWithInventory(commsManager, "Bill", "Bailey", userId, callback);
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// }
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//
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// /// <summary>
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// /// Create a test user with a standard inventory
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// /// </summary>
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// /// <param name="commsManager"></param>
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// /// <param name="firstName">First name of user</param>
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// /// <param name="lastName">Last name of user</param>
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// /// <param name="userId">User ID</param>
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// /// <param name="callback">
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// /// Callback to invoke when inventory has been loaded. This is required because
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// /// loading may be asynchronous, even on standalone
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// /// </param>
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// /// <returns></returns>
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// public static CachedUserInfo CreateUserWithInventory(
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// CommunicationsManager commsManager, string firstName, string lastName,
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// UUID userId, OnInventoryReceivedDelegate callback)
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// {
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// return CreateUserWithInventory(commsManager, firstName, lastName, "troll", userId, callback);
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// }
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//
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// /// <summary>
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// /// Create a test user with a standard inventory
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// /// </summary>
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// /// <param name="commsManager"></param>
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// /// <param name="firstName">First name of user</param>
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// /// <param name="lastName">Last name of user</param>
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// /// <param name="password">Password</param>
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// /// <param name="userId">User ID</param>
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// /// <param name="callback">
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// /// Callback to invoke when inventory has been loaded. This is required because
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// /// loading may be asynchronous, even on standalone
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// /// </param>
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// /// <returns></returns>
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// public static CachedUserInfo CreateUserWithInventory(
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// CommunicationsManager commsManager, string firstName, string lastName, string password,
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// UUID userId, OnInventoryReceivedDelegate callback)
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// {
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// LocalUserServices lus = (LocalUserServices)commsManager.UserService;
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// lus.AddUser(firstName, lastName, password, "bill@bailey.com", 1000, 1000, userId);
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//
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// CachedUserInfo userInfo = commsManager.UserProfileCacheService.GetUserDetails(userId);
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// userInfo.OnInventoryReceived += callback;
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// userInfo.FetchInventory();
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//
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// return userInfo;
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// }
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public static UserAccount CreateUserWithInventory(Scene scene)
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{
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return CreateUserWithInventory(
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scene, "Bill", "Bailey", UUID.Parse("00000000-0000-0000-0000-000000000099"), "troll");
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}
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public static UserAccount CreateUserWithInventory(
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Scene scene, string firstName, string lastName, UUID userId, string pw)
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{
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UserAccount ua
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= new UserAccount(userId)
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{ FirstName = firstName, LastName = lastName };
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CreateUserWithInventory(scene, ua, pw);
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return ua;
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}
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public static void CreateUserWithInventory(Scene scene, UserAccount ua, string pw)
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{
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// FIXME: This should really be set up by UserAccount itself
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ua.ServiceURLs = new Dictionary<string, object>();
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scene.UserAccountService.StoreUserAccount(ua);
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scene.InventoryService.CreateUserInventory(ua.PrincipalID);
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scene.AuthenticationService.SetPassword(ua.PrincipalID, pw);
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}
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}
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} |