153 lines
6.2 KiB
C#
153 lines
6.2 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.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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using OpenSim.Services.Interfaces;
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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 a notecard asset with a random uuids and dummy text.
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/// </summary>
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/// <returns></returns>
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public static AssetBase CreateNotecardAsset()
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{
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return CreateNotecardAsset(UUID.Random());
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}
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/// <summary>
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/// Create a notecard asset with a random uuid and dummy text.
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/// </summary>
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/// <param name="creatorId">/param>
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/// <returns></returns>
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public static AssetBase CreateNotecardAsset(UUID id)
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{
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return CreateAsset(id, AssetType.Notecard, "hello", UUID.Random());
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}
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/// <summary>
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/// Create and store a notecard asset with a random uuid and dummy text.
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/// </summary>
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/// <param name="creatorId">/param>
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/// <returns></returns>
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public static AssetBase CreateNotecardAsset(Scene scene, UUID creatorId)
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{
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AssetBase asset = CreateAsset(UUID.Random(), AssetType.Notecard, "hello", creatorId);
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scene.AssetService.Store(asset);
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return asset;
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}
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/// <summary>
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/// Create an asset from the given object.
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/// </summary>
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/// <param name="assetUuidTail">
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/// The hexadecimal last part of the UUID for the asset created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
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/// will be used.
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/// </param>
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/// <param name="sog"></param>
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/// <returns></returns>
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public static AssetBase CreateAsset(int assetUuidTail, SceneObjectGroup sog)
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{
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return CreateAsset(new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", assetUuidTail)), sog);
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}
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/// <summary>
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/// Create an asset from the given 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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return CreateAsset(
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assetUuid,
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AssetType.Object,
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Encoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(sog)),
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sog.OwnerID);
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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="assetUuidTail">
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/// The hexadecimal last part of the UUID for the asset created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
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/// will be used.
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/// </param>
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/// <param name="coa"></param>
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/// <returns></returns>
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public static AssetBase CreateAsset(int assetUuidTail, CoalescedSceneObjects coa)
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{
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return CreateAsset(new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", assetUuidTail)), coa);
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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="coa"></param>
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/// <returns></returns>
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public static AssetBase CreateAsset(UUID assetUuid, CoalescedSceneObjects coa)
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{
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return CreateAsset(
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assetUuid,
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AssetType.Object,
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Encoding.ASCII.GetBytes(CoalescedSceneObjectsSerializer.ToXml(coa)),
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coa.CreatorId);
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}
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/// <summary>
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/// Create an asset from the given data.
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/// </summary>
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public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, string data, UUID creatorID)
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{
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return CreateAsset(assetUuid, assetType, Encoding.ASCII.GetBytes(data), creatorID);
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}
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/// <summary>
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/// Create an asset from the given data.
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/// </summary>
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public static AssetBase CreateAsset(UUID assetUuid, AssetType assetType, byte[] data, UUID creatorID)
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{
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AssetBase asset = new AssetBase(assetUuid, assetUuid.ToString(), (sbyte)assetType, creatorID.ToString());
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asset.Data = data;
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return asset;
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}
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public static string ReadAssetAsString(IAssetService assetService, UUID uuid)
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{
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byte[] assetData = assetService.GetData(uuid.ToString());
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return Encoding.ASCII.GetString(assetData);
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}
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}
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}
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