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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.Net;
- using System.Collections.Generic;
- using Nini.Config;
- using OpenMetaverse;
- using OpenSim.Data.Null;
- using OpenSim.Framework;
- using OpenSim.Framework.Console;
- using OpenSim.Region.PhysicsModules.SharedBase;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.CoreModules.Avatar.Gods;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Authentication;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence;
- using OpenSim.Region.PhysicsModule.BasicPhysics;
- using OpenSim.Services.Interfaces;
- namespace OpenSim.Tests.Common
- {
- /// <summary>
- /// Helpers for setting up scenes.
- /// </summary>
- public class SceneHelpers
- {
- /// <summary>
- /// We need a scene manager so that test clients can retrieve a scene when performing teleport tests.
- /// </summary>
- public SceneManager SceneManager { get; private set; }
- public ISimulationDataService SimDataService { get; private set; }
- private AgentCircuitManager m_acm = new AgentCircuitManager();
- private IEstateDataService m_estateDataService = null;
- private LocalAssetServicesConnector m_assetService;
- private LocalAuthenticationServicesConnector m_authenticationService;
- private LocalInventoryServicesConnector m_inventoryService;
- private LocalGridServicesConnector m_gridService;
- private LocalUserAccountServicesConnector m_userAccountService;
- private LocalPresenceServicesConnector m_presenceService;
- private TestsAssetCache m_cache;
- private PhysicsScene m_physicsScene;
- public SceneHelpers() : this(null) {}
- public SceneHelpers(TestsAssetCache cache)
- {
- SceneManager = new SceneManager();
- m_assetService = StartAssetService(cache);
- m_authenticationService = StartAuthenticationService();
- m_inventoryService = StartInventoryService();
- m_gridService = StartGridService();
- m_userAccountService = StartUserAccountService();
- m_presenceService = StartPresenceService();
- m_inventoryService.PostInitialise();
- m_assetService.PostInitialise();
- m_userAccountService.PostInitialise();
- m_presenceService.PostInitialise();
- m_cache = cache;
- m_physicsScene = StartPhysicsScene();
- SimDataService
- = OpenSim.Server.Base.ServerUtils.LoadPlugin<ISimulationDataService>("OpenSim.Tests.Common.dll", null);
- }
- /// <summary>
- /// Set up a test scene
- /// </summary>
- /// <remarks>
- /// Automatically starts services, as would the normal runtime.
- /// </remarks>
- /// <returns></returns>
- public TestScene SetupScene()
- {
- return SetupScene("Unit test region", UUID.Random(), 1000, 1000);
- }
- public TestScene SetupScene(string name, UUID id, uint x, uint y)
- {
- return SetupScene(name, id, x, y, new IniConfigSource());
- }
- public TestScene SetupScene(string name, UUID id, uint x, uint y, IConfigSource configSource)
- {
- return SetupScene(name, id, x, y, Constants.RegionSize, Constants.RegionSize, configSource);
- }
- /// <summary>
- /// Set up a scene.
- /// </summary>
- /// <param name="name">Name of the region</param>
- /// <param name="id">ID of the region</param>
- /// <param name="x">X co-ordinate of the region</param>
- /// <param name="y">Y co-ordinate of the region</param>
- /// <param name="sizeX">X size of scene</param>
- /// <param name="sizeY">Y size of scene</param>
- /// <param name="configSource"></param>
- /// <returns></returns>
- public TestScene SetupScene(
- string name, UUID id, uint x, uint y, uint sizeX, uint sizeY, IConfigSource configSource)
- {
- Console.WriteLine("Setting up test scene {0}", name);
- // We must set up a console otherwise setup of some modules may fail
- MainConsole.Instance = new MockConsole();
- RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1");
- regInfo.RegionName = name;
- regInfo.RegionID = id;
- regInfo.RegionSizeX = sizeX;
- regInfo.RegionSizeY = sizeY;
- regInfo.ServerURI = "http://127.0.0.1:9000/";
- TestScene testScene = new TestScene(
- regInfo, m_acm, SimDataService, m_estateDataService, configSource, null);
- testScene.RegionInfo.EstateSettings = new EstateSettings();
- testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random();
- INonSharedRegionModule godsModule = new GodsModule();
- godsModule.Initialise(new IniConfigSource());
- godsModule.AddRegion(testScene);
- // Add scene to physics
- ((INonSharedRegionModule)m_physicsScene).AddRegion(testScene);
- ((INonSharedRegionModule)m_physicsScene).RegionLoaded(testScene);
- // Add scene to services
- m_assetService.AddRegion(testScene);
- if (m_cache != null)
- {
- m_cache.AddRegion(testScene);
- m_cache.RegionLoaded(testScene);
- testScene.AddRegionModule(m_cache.Name, m_cache);
- }
- m_assetService.RegionLoaded(testScene);
- testScene.AddRegionModule(m_assetService.Name, m_assetService);
- m_authenticationService.AddRegion(testScene);
- m_authenticationService.RegionLoaded(testScene);
- testScene.AddRegionModule(m_authenticationService.Name, m_authenticationService);
- m_inventoryService.AddRegion(testScene);
- m_inventoryService.RegionLoaded(testScene);
- testScene.AddRegionModule(m_inventoryService.Name, m_inventoryService);
- m_gridService.AddRegion(testScene);
- m_gridService.RegionLoaded(testScene);
- testScene.AddRegionModule(m_gridService.Name, m_gridService);
- m_userAccountService.AddRegion(testScene);
- m_userAccountService.RegionLoaded(testScene);
- testScene.AddRegionModule(m_userAccountService.Name, m_userAccountService);
- m_presenceService.AddRegion(testScene);
- m_presenceService.RegionLoaded(testScene);
- testScene.AddRegionModule(m_presenceService.Name, m_presenceService);
- testScene.SetModuleInterfaces();
- testScene.LandChannel = new TestLandChannel(testScene);
- testScene.LoadWorldMap();
- testScene.LoginsEnabled = true;
- testScene.RegisterRegionWithGrid();
- SceneManager.Add(testScene);
- return testScene;
- }
- private static LocalAssetServicesConnector StartAssetService(TestsAssetCache cache)
- {
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector");
- config.AddConfig("AssetService");
- config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService");
- config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
- LocalAssetServicesConnector assetService = new LocalAssetServicesConnector();
- assetService.Initialise(config);
- if (cache != null)
- {
- IConfigSource cacheConfig = new IniConfigSource();
- cacheConfig.AddConfig("Modules");
- cacheConfig.Configs["Modules"].Set("AssetCaching", "TestsAssetCache");
- cacheConfig.AddConfig("AssetCache");
- cache.Initialise(cacheConfig);
- }
- return assetService;
- }
- private static LocalAuthenticationServicesConnector StartAuthenticationService()
- {
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.AddConfig("AuthenticationService");
- config.Configs["Modules"].Set("AuthenticationServices", "LocalAuthenticationServicesConnector");
- config.Configs["AuthenticationService"].Set(
- "LocalServiceModule", "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService");
- config.Configs["AuthenticationService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
- LocalAuthenticationServicesConnector service = new LocalAuthenticationServicesConnector();
- service.Initialise(config);
- return service;
- }
- private static LocalInventoryServicesConnector StartInventoryService()
- {
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.AddConfig("InventoryService");
- config.Configs["Modules"].Set("InventoryServices", "LocalInventoryServicesConnector");
- config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Services.InventoryService.dll:XInventoryService");
- config.Configs["InventoryService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
- LocalInventoryServicesConnector inventoryService = new LocalInventoryServicesConnector();
- inventoryService.Initialise(config);
- return inventoryService;
- }
- private static LocalGridServicesConnector StartGridService()
- {
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.AddConfig("GridService");
- config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector");
- config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll:NullRegionData");
- config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService");
- config.Configs["GridService"].Set("ConnectionString", "!static");
- LocalGridServicesConnector gridService = new LocalGridServicesConnector();
- gridService.Initialise(config);
- return gridService;
- }
- /// <summary>
- /// Start a user account service
- /// </summary>
- /// <param name="testScene"></param>
- /// <returns></returns>
- private static LocalUserAccountServicesConnector StartUserAccountService()
- {
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.AddConfig("UserAccountService");
- config.Configs["Modules"].Set("UserAccountServices", "LocalUserAccountServicesConnector");
- config.Configs["UserAccountService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
- config.Configs["UserAccountService"].Set(
- "LocalServiceModule", "OpenSim.Services.UserAccountService.dll:UserAccountService");
- LocalUserAccountServicesConnector userAccountService = new LocalUserAccountServicesConnector();
- userAccountService.Initialise(config);
- return userAccountService;
- }
- /// <summary>
- /// Start a presence service
- /// </summary>
- /// <param name="testScene"></param>
- private static LocalPresenceServicesConnector StartPresenceService()
- {
- // Unfortunately, some services share data via statics, so we need to null every time to stop interference
- // between tests.
- // This is a massive non-obvious pita.
- NullPresenceData.Instance = null;
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Modules");
- config.AddConfig("PresenceService");
- config.Configs["Modules"].Set("PresenceServices", "LocalPresenceServicesConnector");
- config.Configs["PresenceService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
- config.Configs["PresenceService"].Set(
- "LocalServiceModule", "OpenSim.Services.PresenceService.dll:PresenceService");
- LocalPresenceServicesConnector presenceService = new LocalPresenceServicesConnector();
- presenceService.Initialise(config);
- return presenceService;
- }
- private static PhysicsScene StartPhysicsScene()
- {
- IConfigSource config = new IniConfigSource();
- config.AddConfig("Startup");
- config.Configs["Startup"].Set("physics", "basicphysics");
- PhysicsScene pScene = new BasicScene();
- INonSharedRegionModule mod = pScene as INonSharedRegionModule;
- mod.Initialise(config);
- return pScene;
- }
- /// <summary>
- /// Setup modules for a scene using their default settings.
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="modules"></param>
- public static void SetupSceneModules(Scene scene, params object[] modules)
- {
- SetupSceneModules(scene, new IniConfigSource(), modules);
- }
- /// <summary>
- /// Setup modules for a scene.
- /// </summary>
- /// <remarks>
- /// If called directly, then all the modules must be shared modules.
- /// </remarks>
- /// <param name="scenes"></param>
- /// <param name="config"></param>
- /// <param name="modules"></param>
- public static void SetupSceneModules(Scene scene, IConfigSource config, params object[] modules)
- {
- SetupSceneModules(new Scene[] { scene }, config, modules);
- }
- /// <summary>
- /// Setup modules for a scene using their default settings.
- /// </summary>
- /// <param name="scenes"></param>
- /// <param name="modules"></param>
- public static void SetupSceneModules(Scene[] scenes, params object[] modules)
- {
- SetupSceneModules(scenes, new IniConfigSource(), modules);
- }
- /// <summary>
- /// Setup modules for scenes.
- /// </summary>
- /// <remarks>
- /// If called directly, then all the modules must be shared modules.
- ///
- /// We are emulating here the normal calls made to setup region modules
- /// (Initialise(), PostInitialise(), AddRegion, RegionLoaded()).
- /// TODO: Need to reuse normal runtime module code.
- /// </remarks>
- /// <param name="scenes"></param>
- /// <param name="config"></param>
- /// <param name="modules"></param>
- public static void SetupSceneModules(Scene[] scenes, IConfigSource config, params object[] modules)
- {
- List<IRegionModuleBase> newModules = new List<IRegionModuleBase>();
- foreach (object module in modules)
- {
- IRegionModuleBase m = (IRegionModuleBase)module;
- // Console.WriteLine("MODULE {0}", m.Name);
- m.Initialise(config);
- newModules.Add(m);
- }
- foreach (IRegionModuleBase module in newModules)
- {
- if (module is ISharedRegionModule) ((ISharedRegionModule)module).PostInitialise();
- }
- foreach (IRegionModuleBase module in newModules)
- {
- foreach (Scene scene in scenes)
- {
- module.AddRegion(scene);
- scene.AddRegionModule(module.Name, module);
- }
- }
- // RegionLoaded is fired after all modules have been appropriately added to all scenes
- foreach (IRegionModuleBase module in newModules)
- foreach (Scene scene in scenes)
- module.RegionLoaded(scene);
- foreach (Scene scene in scenes) { scene.SetModuleInterfaces(); }
- }
- /// <summary>
- /// Generate some standard agent connection data.
- /// </summary>
- /// <param name="agentId"></param>
- /// <returns></returns>
- public static AgentCircuitData GenerateAgentData(UUID agentId)
- {
- AgentCircuitData acd = GenerateCommonAgentData();
- acd.AgentID = agentId;
- acd.firstname = "testfirstname";
- acd.lastname = "testlastname";
- acd.ServiceURLs = new Dictionary<string, object>();
- return acd;
- }
- /// <summary>
- /// Generate some standard agent connection data.
- /// </summary>
- /// <param name="agentId"></param>
- /// <returns></returns>
- public static AgentCircuitData GenerateAgentData(UserAccount ua)
- {
- AgentCircuitData acd = GenerateCommonAgentData();
- acd.AgentID = ua.PrincipalID;
- acd.firstname = ua.FirstName;
- acd.lastname = ua.LastName;
- acd.ServiceURLs = ua.ServiceURLs;
- return acd;
- }
- private static AgentCircuitData GenerateCommonAgentData()
- {
- AgentCircuitData acd = new AgentCircuitData();
- // XXX: Sessions must be unique, otherwise one presence can overwrite another in NullPresenceData.
- acd.SessionID = UUID.Random();
- acd.SecureSessionID = UUID.Random();
- acd.circuitcode = 123;
- acd.BaseFolder = UUID.Zero;
- acd.InventoryFolder = UUID.Zero;
- acd.startpos = Vector3.Zero;
- acd.CapsPath = "http://wibble.com";
- acd.Appearance = new AvatarAppearance();
- return acd;
- }
- /// <summary>
- /// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
- /// </summary>
- /// <remarks>
- /// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
- /// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
- /// </remarks>
- /// <param name="scene"></param>
- /// <param name="agentId"></param>
- /// <returns></returns>
- public static ScenePresence AddScenePresence(Scene scene, UUID agentId)
- {
- return AddScenePresence(scene, GenerateAgentData(agentId));
- }
- /// <summary>
- /// Add a root agent.
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="ua"></param>
- /// <returns></returns>
- public static ScenePresence AddScenePresence(Scene scene, UserAccount ua)
- {
- return AddScenePresence(scene, GenerateAgentData(ua));
- }
- /// <summary>
- /// Add a root agent.
- /// </summary>
- /// <remarks>
- /// This function
- ///
- /// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the
- /// userserver if grid) would give initial login data back to the client and separately tell the scene that the
- /// agent was coming.
- ///
- /// 2) Connects the agent with the scene
- ///
- /// This function performs actions equivalent with notifying the scene that an agent is
- /// coming and then actually connecting the agent to the scene. The one step missed out is the very first
- /// </remarks>
- /// <param name="scene"></param>
- /// <param name="agentData"></param>
- /// <returns></returns>
- public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData)
- {
- return AddScenePresence(scene, new TestClient(agentData, scene), agentData);
- }
- /// <summary>
- /// Add a root agent.
- /// </summary>
- /// <remarks>
- /// This function
- ///
- /// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the
- /// userserver if grid) would give initial login data back to the client and separately tell the scene that the
- /// agent was coming.
- ///
- /// 2) Connects the agent with the scene
- ///
- /// This function performs actions equivalent with notifying the scene that an agent is
- /// coming and then actually connecting the agent to the scene. The one step missed out is the very first
- /// </remarks>
- /// <param name="scene"></param>
- /// <param name="agentData"></param>
- /// <returns></returns>
- public static ScenePresence AddScenePresence(
- Scene scene, IClientAPI client, AgentCircuitData agentData)
- {
- // We emulate the proper login sequence here by doing things in four stages
- // Stage 0: login
- // We need to punch through to the underlying service because scene will not, correctly, let us call it
- // through it's reference to the LPSC
- LocalPresenceServicesConnector lpsc = (LocalPresenceServicesConnector)scene.PresenceService;
- lpsc.m_PresenceService.LoginAgent(agentData.AgentID.ToString(), agentData.SessionID, agentData.SecureSessionID);
- // Stages 1 & 2
- ScenePresence sp = IntroduceClientToScene(scene, client, agentData, TeleportFlags.ViaLogin);
- // Stage 3: Complete the entrance into the region. This converts the child agent into a root agent.
- sp.CompleteMovement(sp.ControllingClient, true);
- return sp;
- }
- /// <summary>
- /// Introduce an agent into the scene by adding a new client.
- /// </summary>
- /// <returns>The scene presence added</returns>
- /// <param name='scene'></param>
- /// <param name='testClient'></param>
- /// <param name='agentData'></param>
- /// <param name='tf'></param>
- private static ScenePresence IntroduceClientToScene(
- Scene scene, IClientAPI client, AgentCircuitData agentData, TeleportFlags tf)
- {
- string reason;
- // Stage 1: tell the scene to expect a new user connection
- if (!scene.NewUserConnection(agentData, (uint)tf, null, out reason))
- Console.WriteLine("NewUserConnection failed: " + reason);
- // Stage 2: add the new client as a child agent to the scene
- scene.AddNewAgent(client, PresenceType.User);
- return scene.GetScenePresence(client.AgentId);
- }
- public static ScenePresence AddChildScenePresence(Scene scene, UUID agentId)
- {
- return AddChildScenePresence(scene, GenerateAgentData(agentId));
- }
- public static ScenePresence AddChildScenePresence(Scene scene, AgentCircuitData acd)
- {
- acd.child = true;
- // XXX: ViaLogin may not be correct for child agents
- TestClient client = new TestClient(acd, scene);
- return IntroduceClientToScene(scene, client, acd, TeleportFlags.ViaLogin);
- }
- /// <summary>
- /// Add a test object
- /// </summary>
- /// <param name="scene"></param>
- /// <returns></returns>
- public static SceneObjectGroup AddSceneObject(Scene scene)
- {
- return AddSceneObject(scene, "Test Object", UUID.Random());
- }
- /// <summary>
- /// Add a test object
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="name"></param>
- /// <param name="ownerId"></param>
- /// <returns></returns>
- public static SceneObjectGroup AddSceneObject(Scene scene, string name, UUID ownerId)
- {
- SceneObjectGroup so = new SceneObjectGroup(CreateSceneObjectPart(name, UUID.Random(), ownerId));
- //part.UpdatePrimFlags(false, false, true);
- //part.ObjectFlags |= (uint)PrimFlags.Phantom;
- scene.AddNewSceneObject(so, true);
- so.InvalidateDeepEffectivePerms();
- return so;
- }
- /// <summary>
- /// Add a test object
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="parts">
- /// The number of parts that should be in the scene object
- /// </param>
- /// <param name="ownerId"></param>
- /// <param name="partNamePrefix">
- /// The prefix to be given to part names. This will be suffixed with "Part<part no>"
- /// (e.g. mynamePart1 for the root part)
- /// </param>
- /// <param name="uuidTail">
- /// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
- /// will be given to the root part, and incremented for each part thereafter.
- /// </param>
- /// <returns></returns>
- public static SceneObjectGroup AddSceneObject(Scene scene, int parts, UUID ownerId, string partNamePrefix, int uuidTail)
- {
- SceneObjectGroup so = CreateSceneObject(parts, ownerId, partNamePrefix, uuidTail);
- scene.AddNewSceneObject(so, false);
- so.InvalidateDeepEffectivePerms();
- return so;
- }
- /// <summary>
- /// Create a scene object part.
- /// </summary>
- /// <param name="name"></param>
- /// <param name="id"></param>
- /// <param name="ownerId"></param>
- /// <returns></returns>
- public static SceneObjectPart CreateSceneObjectPart(string name, UUID id, UUID ownerId)
- {
- return new SceneObjectPart(
- ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
- { Name = name, UUID = id, Scale = new Vector3(1, 1, 1) };
- }
- /// <summary>
- /// Create a scene object but do not add it to the scene.
- /// </summary>
- /// <remarks>
- /// UUID always starts at 00000000-0000-0000-0000-000000000001. For some purposes, (e.g. serializing direct
- /// to another object's inventory) we do not need a scene unique ID. So it would be better to add the
- /// UUID when we actually add an object to a scene rather than on creation.
- /// </remarks>
- /// <param name="parts">The number of parts that should be in the scene object</param>
- /// <param name="ownerId"></param>
- /// <returns></returns>
- public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId)
- {
- return CreateSceneObject(parts, ownerId, 0x1);
- }
- /// <summary>
- /// Create a scene object but do not add it to the scene.
- /// </summary>
- /// <param name="parts">The number of parts that should be in the scene object</param>
- /// <param name="ownerId"></param>
- /// <param name="uuidTail">
- /// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
- /// will be given to the root part, and incremented for each part thereafter.
- /// </param>
- /// <returns></returns>
- public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, int uuidTail)
- {
- return CreateSceneObject(parts, ownerId, "", uuidTail);
- }
- /// <summary>
- /// Create a scene object but do not add it to the scene.
- /// </summary>
- /// <param name="parts">
- /// The number of parts that should be in the scene object
- /// </param>
- /// <param name="ownerId"></param>
- /// <param name="partNamePrefix">
- /// The prefix to be given to part names. This will be suffixed with "Part<part no>"
- /// (e.g. mynamePart1 for the root part)
- /// </param>
- /// <param name="uuidTail">
- /// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
- /// will be given to the root part, and incremented for each part thereafter.
- /// </param>
- /// <returns></returns>
- public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, string partNamePrefix, int uuidTail)
- {
- string rawSogId = string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail);
- SceneObjectGroup sog
- = new SceneObjectGroup(
- CreateSceneObjectPart(string.Format("{0}Part1", partNamePrefix), new UUID(rawSogId), ownerId));
- if (parts > 1)
- for (int i = 2; i <= parts; i++)
- sog.AddPart(
- CreateSceneObjectPart(
- string.Format("{0}Part{1}", partNamePrefix, i),
- new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", uuidTail + i - 1)),
- ownerId));
- return sog;
- }
- }
- }
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