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- /*
- * 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.Threading;
- using System.Xml;
- using Nini.Config;
- using NUnit.Framework;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.CoreModules.Framework.InventoryAccess;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.ScriptEngine.XEngine;
- using OpenSim.Services.Interfaces;
- using OpenSim.Tests.Common;
- namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
- {
- [TestFixture]
- public class HGAssetMapperTests : OpenSimTestCase
- {
- [Test]
- public void TestPostAssetRewrite()
- {
- TestHelpers.InMethod();
- // TestHelpers.EnableLogging();
- XEngine xengine = new OpenSim.Region.ScriptEngine.XEngine.XEngine();
- xengine.DebugLevel = 1;
- IniConfigSource configSource = new IniConfigSource();
- IConfig startupConfig = configSource.AddConfig("Startup");
- startupConfig.Set("DefaultScriptEngine", "XEngine");
- IConfig xEngineConfig = configSource.AddConfig("XEngine");
- xEngineConfig.Set("Enabled", "true");
- xEngineConfig.Set("StartDelay", "0");
- xEngineConfig.Set("AppDomainLoading", "false");
- string homeUrl = "http://hg.HomeTestPostAssetRewriteGrid.com";
- string foreignUrl = "http://hg.ForeignTestPostAssetRewriteGrid.com";
- int soIdTail = 0x1;
- UUID assetId = TestHelpers.ParseTail(0x10);
- UUID userId = TestHelpers.ParseTail(0x100);
- UUID sceneId = TestHelpers.ParseTail(0x1000);
- string userFirstName = "TestPostAsset";
- string userLastName = "Rewrite";
- int soPartsCount = 3;
- Scene scene = new SceneHelpers().SetupScene("TestPostAssetRewriteScene", sceneId, 1000, 1000, configSource);
- SceneHelpers.SetupSceneModules(scene, configSource, xengine);
- scene.StartScripts();
- HGAssetMapper hgam = new HGAssetMapper(scene, homeUrl);
- UserAccount ua
- = UserAccountHelpers.CreateUserWithInventory(scene, userFirstName, userLastName, userId, "password");
- SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, soPartsCount, ua.PrincipalID, "part", soIdTail);
- RezScript(
- scene, so.UUID, "default { state_entry() { llSay(0, \"Hello World\"); } }", "item1", ua.PrincipalID);
- AssetBase asset = AssetHelpers.CreateAsset(assetId, so);
- asset.CreatorID = foreignUrl;
- hgam.PostAsset(foreignUrl, asset);
- // Check transformed asset.
- AssetBase ncAssetGet = scene.AssetService.Get(assetId.ToString());
- Assert.AreEqual(foreignUrl, ncAssetGet.CreatorID);
- string xmlData = Utils.BytesToString(ncAssetGet.Data);
- XmlDocument ncAssetGetXmlDoc = new XmlDocument();
- ncAssetGetXmlDoc.LoadXml(xmlData);
- // Console.WriteLine(ncAssetGetXmlDoc.OuterXml);
- XmlNodeList creatorDataNodes = ncAssetGetXmlDoc.GetElementsByTagName("CreatorData");
- Assert.AreEqual(soPartsCount, creatorDataNodes.Count);
- //Console.WriteLine("creatorDataNodes {0}", creatorDataNodes.Count);
- foreach (XmlNode creatorDataNode in creatorDataNodes)
- {
- Assert.AreEqual(
- string.Format("{0};{1} {2}", homeUrl, ua.FirstName, ua.LastName), creatorDataNode.InnerText);
- }
- // Check that saved script nodes have attributes
- XmlNodeList savedScriptStateNodes = ncAssetGetXmlDoc.GetElementsByTagName("SavedScriptState");
- Assert.AreEqual(1, savedScriptStateNodes.Count);
- Assert.AreEqual(1, savedScriptStateNodes[0].Attributes.Count);
- XmlNode uuidAttribute = savedScriptStateNodes[0].Attributes.GetNamedItem("UUID");
- Assert.NotNull(uuidAttribute);
- // XXX: To check the actual UUID attribute we would have to do some work to retreive the UUID of the task
- // item created earlier.
- }
- private void RezScript(Scene scene, UUID soId, string script, string itemName, UUID userId)
- {
- InventoryItemBase itemTemplate = new InventoryItemBase();
- // itemTemplate.ID = itemId;
- itemTemplate.Name = itemName;
- itemTemplate.Folder = soId;
- itemTemplate.InvType = (int)InventoryType.LSL;
- // XXX: Ultimately it would be better to be able to directly manipulate the script engine to rez a script
- // immediately for tests rather than chunter through it's threaded mechanisms.
- AutoResetEvent chatEvent = new AutoResetEvent(false);
- scene.EventManager.OnChatFromWorld += (s, c) =>
- {
- // Console.WriteLine("Got chat [{0}]", c.Message);
- chatEvent.Set();
- };
- scene.RezNewScript(userId, itemTemplate, script);
- // Console.WriteLine("HERE");
- Assert.IsTrue(chatEvent.WaitOne(60000), "Chat event in HGAssetMapperTests.RezScript not received");
- }
- }
- }
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