/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 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 { /// /// Only partial right now since we don't yet test that it's ended up in the avatar appearance service. /// [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 TestsAssetCache assetCache = new TestsAssetCache(); 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); } /// /// Test appearance setting where the baked texture UUID are library alpha textures. /// /// /// For a mesh avatar, it appears these 'baked textures' are used. So these should not trigger a request to /// rebake. /// [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 TestsAssetCache assetCache = new TestsAssetCache(); 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 TestsAssetCache assetCache = new TestsAssetCache(); 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, new WearableCacheItem[0]); afm.SaveBakedTextures(userId); // Dictionary 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); } } }