OpenSimMirror/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs

197 lines
9.5 KiB
C#

/*
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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);
}
}
}