197 lines
9.5 KiB
C#
197 lines
9.5 KiB
C#
/*
|
|
* Copyright (c) Contributors, http://opensimulator.org/
|
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of the OpenSimulator Project nor the
|
|
* names of its contributors may be used to endorse or promote products
|
|
* derived from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using Nini.Config;
|
|
using NUnit.Framework;
|
|
using OpenMetaverse;
|
|
using OpenSim.Framework;
|
|
using OpenSim.Region.CoreModules.Asset;
|
|
using OpenSim.Region.Framework.Scenes;
|
|
using OpenSim.Tests.Common;
|
|
|
|
namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|
{
|
|
[TestFixture]
|
|
public class AvatarFactoryModuleTests : OpenSimTestCase
|
|
{
|
|
/// <summary>
|
|
/// Only partial right now since we don't yet test that it's ended up in the avatar appearance service.
|
|
/// </summary>
|
|
[Test]
|
|
public void TestSetAppearance()
|
|
{
|
|
TestHelpers.InMethod();
|
|
// TestHelpers.EnableLogging();
|
|
|
|
UUID userId = TestHelpers.ParseTail(0x1);
|
|
UUID bakedTextureID = TestHelpers.ParseTail(0x2);
|
|
|
|
// We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
|
|
// to the AssetService, which will then store temporary and local assets permanently
|
|
CoreAssetCache assetCache = new CoreAssetCache();
|
|
|
|
AvatarFactoryModule afm = new AvatarFactoryModule();
|
|
TestScene scene = new SceneHelpers(assetCache).SetupScene();
|
|
SceneHelpers.SetupSceneModules(scene, afm);
|
|
ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
|
|
|
|
// TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules
|
|
AssetBase bakedTextureAsset;
|
|
bakedTextureAsset
|
|
= new AssetBase(
|
|
bakedTextureID, "Test Baked Texture", (sbyte)AssetType.Texture, userId.ToString());
|
|
bakedTextureAsset.Data = new byte[] { 2 }; // Not necessary to have a genuine JPEG2000 asset here yet
|
|
bakedTextureAsset.Temporary = true;
|
|
bakedTextureAsset.Local = true;
|
|
scene.AssetService.Store(bakedTextureAsset);
|
|
|
|
byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT];
|
|
for (byte i = 0; i < visualParams.Length; i++)
|
|
visualParams[i] = i;
|
|
|
|
Primitive.TextureEntry bakedTextureEntry = new Primitive.TextureEntry(TestHelpers.ParseTail(0x10));
|
|
uint eyesFaceIndex = (uint)AppearanceManager.BakeTypeToAgentTextureIndex(BakeType.Eyes);
|
|
Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
|
|
|
|
int rebakeRequestsReceived = 0;
|
|
((TestClient)sp.ControllingClient).OnReceivedSendRebakeAvatarTextures += id => rebakeRequestsReceived++;
|
|
|
|
// This is the alpha texture
|
|
eyesFace.TextureID = bakedTextureID;
|
|
afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
|
|
|
|
Assert.That(rebakeRequestsReceived, Is.EqualTo(0));
|
|
|
|
AssetBase eyesBake = scene.AssetService.Get(bakedTextureID.ToString());
|
|
Assert.That(eyesBake, Is.Not.Null);
|
|
Assert.That(eyesBake.Temporary, Is.True);
|
|
Assert.That(eyesBake.Local, Is.True);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Test appearance setting where the baked texture UUID are library alpha textures.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// For a mesh avatar, it appears these 'baked textures' are used. So these should not trigger a request to
|
|
/// rebake.
|
|
/// </remarks>
|
|
[Test]
|
|
public void TestSetAppearanceAlphaBakedTextures()
|
|
{
|
|
TestHelpers.InMethod();
|
|
// TestHelpers.EnableLogging();
|
|
|
|
UUID userId = TestHelpers.ParseTail(0x1);
|
|
UUID alphaTextureID = new UUID("3a367d1c-bef1-6d43-7595-e88c1e3aadb3");
|
|
|
|
// We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
|
|
// to the AssetService, which will then store temporary and local assets permanently
|
|
CoreAssetCache assetCache = new CoreAssetCache();
|
|
|
|
AvatarFactoryModule afm = new AvatarFactoryModule();
|
|
TestScene scene = new SceneHelpers(assetCache).SetupScene();
|
|
SceneHelpers.SetupSceneModules(scene, afm);
|
|
ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
|
|
|
|
AssetBase libraryAsset;
|
|
libraryAsset
|
|
= new AssetBase(
|
|
alphaTextureID, "Default Alpha Layer Texture", (sbyte)AssetType.Texture, userId.ToString());
|
|
libraryAsset.Data = new byte[] { 2 }; // Not necessary to have a genuine JPEG2000 asset here yet
|
|
libraryAsset.Temporary = false;
|
|
libraryAsset.Local = false;
|
|
scene.AssetService.Store(libraryAsset);
|
|
|
|
byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT];
|
|
for (byte i = 0; i < visualParams.Length; i++)
|
|
visualParams[i] = i;
|
|
|
|
Primitive.TextureEntry bakedTextureEntry = new Primitive.TextureEntry(TestHelpers.ParseTail(0x10));
|
|
uint eyesFaceIndex = (uint)AppearanceManager.BakeTypeToAgentTextureIndex(BakeType.Eyes);
|
|
Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
|
|
|
|
int rebakeRequestsReceived = 0;
|
|
((TestClient)sp.ControllingClient).OnReceivedSendRebakeAvatarTextures += id => rebakeRequestsReceived++;
|
|
|
|
// This is the alpha texture
|
|
eyesFace.TextureID = alphaTextureID;
|
|
afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
|
|
|
|
Assert.That(rebakeRequestsReceived, Is.EqualTo(0));
|
|
}
|
|
|
|
[Test]
|
|
public void TestSaveBakedTextures()
|
|
{
|
|
TestHelpers.InMethod();
|
|
// log4net.Config.XmlConfigurator.Configure();
|
|
|
|
UUID userId = TestHelpers.ParseTail(0x1);
|
|
UUID eyesTextureId = TestHelpers.ParseTail(0x2);
|
|
|
|
// We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
|
|
// to the AssetService, which will then store temporary and local assets permanently
|
|
CoreAssetCache assetCache = new CoreAssetCache();
|
|
|
|
AvatarFactoryModule afm = new AvatarFactoryModule();
|
|
TestScene scene = new SceneHelpers(assetCache).SetupScene();
|
|
SceneHelpers.SetupSceneModules(scene, afm);
|
|
ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
|
|
|
|
// TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules
|
|
AssetBase uploadedAsset;
|
|
uploadedAsset = new AssetBase(eyesTextureId, "Baked Texture", (sbyte)AssetType.Texture, userId.ToString());
|
|
uploadedAsset.Data = new byte[] { 2 };
|
|
uploadedAsset.Temporary = true;
|
|
uploadedAsset.Local = true; // Local assets aren't persisted, non-local are
|
|
scene.AssetService.Store(uploadedAsset);
|
|
|
|
byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT];
|
|
for (byte i = 0; i < visualParams.Length; i++)
|
|
visualParams[i] = i;
|
|
|
|
Primitive.TextureEntry bakedTextureEntry = new Primitive.TextureEntry(TestHelpers.ParseTail(0x10));
|
|
uint eyesFaceIndex = (uint)AppearanceManager.BakeTypeToAgentTextureIndex(BakeType.Eyes);
|
|
Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
|
|
eyesFace.TextureID = eyesTextureId;
|
|
|
|
afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
|
|
afm.SaveBakedTextures(userId);
|
|
// Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = afm.GetBakedTextureFaces(userId);
|
|
|
|
// We should also inpsect the asset data store layer directly, but this is difficult to get at right now.
|
|
assetCache.Clear();
|
|
|
|
AssetBase eyesBake = scene.AssetService.Get(eyesTextureId.ToString());
|
|
Assert.That(eyesBake, Is.Not.Null);
|
|
Assert.That(eyesBake.Temporary, Is.False);
|
|
Assert.That(eyesBake.Local, Is.False);
|
|
}
|
|
}
|
|
} |