171 lines
7.4 KiB
C#
171 lines
7.4 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 OpenMetaverse;
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using OpenMetaverse.Assets;
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using OpenSim.Framework;
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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
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{
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/// <summary>
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/// Utility functions for carrying out task inventory tests.
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/// </summary>
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///
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public static class TaskInventoryHelpers
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{
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/// <summary>
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/// Add a notecard item to the given part.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="part"></param>
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/// <param name="itemName"></param>
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/// <param name="itemIDFrag">UUID or UUID stem</param>
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/// <param name="assetIDFrag">UUID or UUID stem</param>
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/// <param name="text">The tex to put in the notecard.</param>
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/// <returns>The item that was added</returns>
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public static TaskInventoryItem AddNotecard(
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Scene scene, SceneObjectPart part, string itemName, string itemIDStem, string assetIDStem, string text)
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{
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return AddNotecard(
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scene, part, itemName, TestHelpers.ParseStem(itemIDStem), TestHelpers.ParseStem(assetIDStem), text);
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}
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/// <summary>
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/// Add a notecard item to the given part.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="part"></param>
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/// <param name="itemName"></param>
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/// <param name="itemID"></param>
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/// <param name="assetID"></param>
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/// <param name="text">The tex to put in the notecard.</param>
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/// <returns>The item that was added</returns>
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public static TaskInventoryItem AddNotecard(
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Scene scene, SceneObjectPart part, string itemName, UUID itemID, UUID assetID, string text)
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{
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AssetNotecard nc = new AssetNotecard();
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nc.BodyText = text;
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nc.Encode();
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AssetBase ncAsset
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= AssetHelpers.CreateAsset(assetID, AssetType.Notecard, nc.AssetData, UUID.Zero);
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scene.AssetService.Store(ncAsset);
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TaskInventoryItem ncItem
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= new TaskInventoryItem
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{ Name = itemName, AssetID = assetID, ItemID = itemID,
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Type = (int)AssetType.Notecard, InvType = (int)InventoryType.Notecard };
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part.Inventory.AddInventoryItem(ncItem, true);
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return ncItem;
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}
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/// <summary>
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/// Add a simple script to the given part.
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/// </summary>
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/// <remarks>
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/// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these
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/// functions more than once in a test.
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/// </remarks>
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/// <param name="scene"></param>
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/// <param name="part"></param>
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/// <returns>The item that was added</returns>
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public static TaskInventoryItem AddScript(Scene scene, SceneObjectPart part)
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{
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return AddScript(scene, part, "scriptItem", "default { state_entry() { llSay(0, \"Hello World\"); } }");
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}
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/// <summary>
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/// Add a simple script to the given part.
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/// </summary>
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/// <remarks>
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/// TODO: Accept input for item and asset IDs so that we have completely replicatable regression tests rather
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/// than a random component.
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/// </remarks>
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/// <param name="scene"></param>
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/// <param name="part"></param>
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/// <param name="scriptName">Name of the script to add</param>
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/// <param name="scriptSource">LSL script source</param>
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/// <returns>The item that was added</returns>
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public static TaskInventoryItem AddScript(
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Scene scene, SceneObjectPart part, string scriptName, string scriptSource)
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{
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AssetScriptText ast = new AssetScriptText();
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ast.Source = scriptSource;
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ast.Encode();
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UUID assetUuid = UUID.Random();
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UUID itemUuid = UUID.Random();
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AssetBase asset
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= AssetHelpers.CreateAsset(assetUuid, AssetType.LSLText, ast.AssetData, UUID.Zero);
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scene.AssetService.Store(asset);
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TaskInventoryItem item
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= new TaskInventoryItem
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{ Name = scriptName, AssetID = assetUuid, ItemID = itemUuid,
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Type = (int)AssetType.LSLText, InvType = (int)InventoryType.LSL };
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part.Inventory.AddInventoryItem(item, true);
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return item;
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}
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/// <summary>
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/// Add a scene object item to the given part.
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/// </summary>
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/// <remarks>
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/// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these
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/// functions more than once in a test.
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/// </remarks>
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///
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/// <param name="scene"></param>
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/// <param name="sop"></param>
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/// <param name="itemName"></param>
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/// <param name="id"></param>
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/// <param name="userId"></param>
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public static TaskInventoryItem AddSceneObject(
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Scene scene, SceneObjectPart sop, string itemName, UUID id, UUID userId)
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{
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SceneObjectGroup taskSceneObject = SceneHelpers.CreateSceneObject(1, UUID.Zero);
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AssetBase taskSceneObjectAsset = AssetHelpers.CreateAsset(0x10, taskSceneObject);
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scene.AssetService.Store(taskSceneObjectAsset);
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TaskInventoryItem taskSceneObjectItem
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= new TaskInventoryItem
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{ Name = itemName,
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AssetID = taskSceneObjectAsset.FullID,
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ItemID = id,
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OwnerID = userId,
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Type = (int)AssetType.Object,
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InvType = (int)InventoryType.Object };
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sop.Inventory.AddInventoryItem(taskSceneObjectItem, true);
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return taskSceneObjectItem;
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}
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}
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} |