Merge branch 'master' into careminster

This commit is contained in:
Melanie
2013-02-16 05:37:12 +00:00
12 changed files with 534 additions and 299 deletions

View File

@@ -45,6 +45,9 @@ namespace OpenSim.Tests.Common
/// <summary>
/// Add an existing scene object as an item in the user's inventory.
/// </summary>
/// <remarks>
/// Will be added to the system Objects folder.
/// </remarks>
/// <param name='scene'></param>
/// <param name='so'></param>
/// <param name='inventoryIdTail'></param>
@@ -63,7 +66,29 @@ namespace OpenSim.Tests.Common
}
/// <summary>
/// Creates a notecard in the objects folder and specify an item id.
/// Add an existing scene object as an item in the user's inventory at the given path.
/// </summary>
/// <param name='scene'></param>
/// <param name='so'></param>
/// <param name='inventoryIdTail'></param>
/// <param name='assetIdTail'></param>
/// <returns>The inventory item created.</returns>
public static InventoryItemBase AddInventoryItem(
Scene scene, SceneObjectGroup so, int inventoryIdTail, int assetIdTail, string path)
{
return AddInventoryItem(
scene,
so.Name,
TestHelpers.ParseTail(inventoryIdTail),
InventoryType.Object,
AssetHelpers.CreateAsset(TestHelpers.ParseTail(assetIdTail), so),
so.OwnerID,
path);
}
/// <summary>
/// Adds the given item to the existing system folder for its type (e.g. an object will go in the "Objects"
/// folder).
/// </summary>
/// <param name="scene"></param>
/// <param name="itemName"></param>
@@ -74,6 +99,25 @@ namespace OpenSim.Tests.Common
/// <returns></returns>
private static InventoryItemBase AddInventoryItem(
Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId)
{
return AddInventoryItem(
scene, itemName, itemId, itemType, asset, userId,
scene.InventoryService.GetFolderForType(userId, (AssetType)asset.Type).Name);
}
/// <summary>
/// Adds the given item to an inventory folder
/// </summary>
/// <param name="scene"></param>
/// <param name="itemName"></param>
/// <param name="itemId"></param>
/// <param name="itemType"></param>
/// <param name="asset">The serialized asset for this item</param>
/// <param name="userId"></param>
/// <param name="path">Existing inventory path at which to add.</param>
/// <returns></returns>
private static InventoryItemBase AddInventoryItem(
Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId, string path)
{
scene.AssetService.Store(asset);
@@ -85,7 +129,7 @@ namespace OpenSim.Tests.Common
item.AssetType = asset.Type;
item.InvType = (int)itemType;
InventoryFolderBase folder = scene.InventoryService.GetFolderForType(userId, (AssetType)asset.Type);
InventoryFolderBase folder = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, userId, path)[0];
item.Folder = folder.ID;
scene.AddInventoryItem(item);
@@ -156,58 +200,83 @@ namespace OpenSim.Tests.Common
/// <summary>
/// Create inventory folders starting from the user's root folder.
/// </summary>
///
/// Ignores any existing folders with the same name
///
/// <param name="inventoryService"></param>
/// <param name="userId"></param>
/// <param name="path">
/// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER
/// </param>
/// <param name="useExistingFolders">
/// If true, then folders in the path which already the same name are
/// used. This applies to the terminal folder as well.
/// If false, then all folders in the path are created, even if there is already a folder at a particular
/// level with the same name.
/// </param>
/// <returns>
/// The folder created. If the path contains multiple folders then the last one created is returned.
/// Will return null if the root folder could not be found.
/// </returns>
public static InventoryFolderBase CreateInventoryFolder(
IInventoryService inventoryService, UUID userId, string path)
IInventoryService inventoryService, UUID userId, string path, bool useExistingFolders)
{
InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId);
if (null == rootFolder)
return null;
return CreateInventoryFolder(inventoryService, rootFolder, path);
return CreateInventoryFolder(inventoryService, rootFolder, path, useExistingFolders);
}
/// <summary>
/// Create inventory folders starting from a given parent folder
/// </summary>
///
/// Ignores any existing folders with the same name
///
/// <remarks>
/// If any stem of the path names folders that already exist then these are not recreated. This includes the
/// final folder.
/// TODO: May need to make it an option to create duplicate folders.
/// </remarks>
/// <param name="inventoryService"></param>
/// <param name="parentFolder"></param>
/// <param name="path">
/// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER
/// The folder to create.
/// </param>
/// <param name="useExistingFolders">
/// If true, then folders in the path which already the same name are
/// used. This applies to the terminal folder as well.
/// If false, then all folders in the path are created, even if there is already a folder at a particular
/// level with the same name.
/// </param>
/// <returns>
/// The folder created. If the path contains multiple folders then the last one created is returned.
/// </returns>
public static InventoryFolderBase CreateInventoryFolder(
IInventoryService inventoryService, InventoryFolderBase parentFolder, string path)
IInventoryService inventoryService, InventoryFolderBase parentFolder, string path, bool useExistingFolders)
{
string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
InventoryFolderBase newFolder
= new InventoryFolderBase(
UUID.Random(), components[0], parentFolder.Owner, (short)AssetType.Unknown, parentFolder.ID, 0);
inventoryService.AddFolder(newFolder);
InventoryFolderBase folder = null;
if (useExistingFolders)
folder = InventoryArchiveUtils.FindFolderByPath(inventoryService, parentFolder, components[0]);
if (folder == null)
{
// Console.WriteLine("Creating folder {0} at {1}", components[0], parentFolder.Name);
folder
= new InventoryFolderBase(
UUID.Random(), components[0], parentFolder.Owner, (short)AssetType.Unknown, parentFolder.ID, 0);
inventoryService.AddFolder(folder);
}
// else
// {
// Console.WriteLine("Found existing folder {0}", folder.Name);
// }
if (components.Length > 1)
return CreateInventoryFolder(inventoryService, newFolder, components[1]);
return CreateInventoryFolder(inventoryService, folder, components[1], useExistingFolders);
else
return newFolder;
return folder;
}
/// <summary>
@@ -237,7 +306,7 @@ namespace OpenSim.Tests.Common
/// <returns>An empty list if no matching folders were found</returns>
public static List<InventoryFolderBase> GetInventoryFolders(IInventoryService inventoryService, UUID userId, string path)
{
return InventoryArchiveUtils.FindFolderByPath(inventoryService, userId, path);
return InventoryArchiveUtils.FindFoldersByPath(inventoryService, userId, path);
}
/// <summary>