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Had to stop using AvatarService for now since it doesn't store baked texture IDs (which is why this was failing). Also failing because cloning appearance was also cloning the AvatarApperance.Owner field, which we weren't then changing. Extended TestCreate() to check this.
153 lines
6.1 KiB
C#
153 lines
6.1 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 CreateAsset()
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{
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return CreateAsset(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 CreateAsset(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 CreateAsset(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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