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