Files
opensim/OpenSim/Tests/Common/Setup/UserInventoryTestUtils.cs
Justin Clark-Casey (justincc) 3d033520fa Fix deletion persistence when freshly delinked prims are removed
Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.

Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
2010-09-07 01:43:20 +01:00

115 lines
5.0 KiB
C#

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using System;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
namespace OpenSim.Tests.Common
{
/// <summary>
/// Utility functions for carrying out user inventory related tests.
/// </summary>
public static class UserInventoryTestUtils
{
public static readonly string PATH_DELIMITER = "/";
public static InventoryItemBase CreateInventoryItem(
Scene scene, string itemName, UUID itemId, string folderPath, UUID userId)
{
InventoryItemBase item = new InventoryItemBase();
item.Name = itemName;
item.AssetID = AssetHelpers.CreateAsset(scene, userId).FullID;
item.ID = itemId;
// Really quite bad since the objs folder could be moved in the future and confuse the tests
InventoryFolderBase objsFolder = scene.InventoryService.GetFolderForType(userId, AssetType.Object);
item.Folder = objsFolder.ID;
scene.AddInventoryItem(item);
return item;
}
/// <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>
/// <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)
{
InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId);
if (null == rootFolder)
return null;
return CreateInventoryFolder(inventoryService, rootFolder, path);
}
/// <summary>
/// Create inventory folders starting from a given parent folder
/// </summary>
///
/// Ignores any existing folders with the same name
///
/// <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
/// </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)
{
string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
InventoryFolderBase newFolder
= new InventoryFolderBase(UUID.Random(), components[0], parentFolder.Owner, parentFolder.ID);
inventoryService.AddFolder(newFolder);
if (components.Length > 1)
return CreateInventoryFolder(inventoryService, newFolder, components[1]);
else
return newFolder;
}
}
}