123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183 |
- /*
- * 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;
- using System.Collections.Generic;
- using System.Linq.Expressions;
- using System.Reflection;
- using System.Text;
- using NUnit.Framework;
- using OpenMetaverse;
- using OpenSim.Framework;
- namespace OpenSim.Data.Tests
- {
- //This is generic so that the lambda expressions will work right in IDEs.
- public class PropertyScrambler<T>
- {
- readonly System.Collections.Generic.List<string> membersToNotScramble = new List<string>();
-
- private void AddExpressionToNotScrableList(Expression expression)
- {
- UnaryExpression unaryExpression = expression as UnaryExpression;
- if (unaryExpression != null)
- {
- AddExpressionToNotScrableList(unaryExpression.Operand);
- return;
- }
- MemberExpression memberExpression = expression as MemberExpression;
- if (memberExpression != null)
- {
- if (!(memberExpression.Member is PropertyInfo))
- {
- throw new NotImplementedException("I don't know how deal with a MemberExpression that is a " + expression.Type);
- }
- membersToNotScramble.Add(memberExpression.Member.Name);
- return;
- }
- throw new NotImplementedException("I don't know how to parse a " + expression.Type);
- }
- public PropertyScrambler<T> DontScramble(Expression<Func<T, object>> expression)
- {
- AddExpressionToNotScrableList(expression.Body);
- return this;
- }
- public void Scramble(T obj)
- {
- internalScramble(obj);
- }
- private void internalScramble(object obj)
- {
- PropertyInfo[] properties = obj.GetType().GetProperties();
- foreach (var property in properties)
- {
- //Skip indexers of classes. We will assume that everything that has an indexer
- // is also IEnumberable. May not always be true, but should be true normally.
- if (property.GetIndexParameters().Length > 0)
- continue;
- RandomizeProperty(obj, property, null);
- }
- //Now if it implments IEnumberable, it's probably some kind of list, so we should randomize
- // everything inside of it.
- IEnumerable enumerable = obj as IEnumerable;
- if (enumerable != null)
- {
- foreach (object value in enumerable)
- {
- internalScramble(value);
- }
- }
- }
- private readonly Random random = new Random();
- private void RandomizeProperty(object obj, PropertyInfo property, object[] index)
- {//I'd like a better way to compare, but I had lots of problems with InventoryFolderBase because the ID is inherited.
- if (membersToNotScramble.Contains(property.Name))
- return;
- Type t = property.PropertyType;
- if (!property.CanWrite)
- return;
- object value = property.GetValue(obj, index);
- if (value == null)
- return;
- if (t == typeof(string))
- property.SetValue(obj, RandomName(), index);
- else if (t == typeof(UUID))
- property.SetValue(obj, UUID.Random(), index);
- else if (t == typeof(sbyte))
- property.SetValue(obj, (sbyte)random.Next(sbyte.MinValue, sbyte.MaxValue), index);
- else if (t == typeof(short))
- property.SetValue(obj, (short)random.Next(short.MinValue, short.MaxValue), index);
- else if (t == typeof(int))
- property.SetValue(obj, random.Next(), index);
- else if (t == typeof(long))
- property.SetValue(obj, random.Next() * int.MaxValue, index);
- else if (t == typeof(byte))
- property.SetValue(obj, (byte)random.Next(byte.MinValue, byte.MaxValue), index);
- else if (t == typeof(ushort))
- property.SetValue(obj, (ushort)random.Next(ushort.MinValue, ushort.MaxValue), index);
- else if (t == typeof(uint))
- property.SetValue(obj, Convert.ToUInt32(random.Next()), index);
- else if (t == typeof(ulong))
- property.SetValue(obj, Convert.ToUInt64(random.Next()) * Convert.ToUInt64(UInt32.MaxValue), index);
- else if (t == typeof(bool))
- property.SetValue(obj, true, index);
- else if (t == typeof(byte[]))
- {
- byte[] bytes = new byte[30];
- random.NextBytes(bytes);
- property.SetValue(obj, bytes, index);
- }
- else
- internalScramble(value);
- }
- private string RandomName()
- {
- StringBuilder name = new StringBuilder();
- int size = random.Next(5, 12);
- for (int i = 0; i < size; i++)
- {
- char ch = Convert.ToChar(Convert.ToInt32(Math.Floor(26 * random.NextDouble() + 65)));
- name.Append(ch);
- }
- return name.ToString();
- }
- }
- [TestFixture]
- public class PropertyScramblerTests
- {
- [Test]
- public void TestScramble()
- {
- AssetBase actual = new AssetBase(UUID.Random(), "asset one", (sbyte)AssetType.Texture, UUID.Zero.ToString());
- new PropertyScrambler<AssetBase>().Scramble(actual);
- }
- [Test]
- public void DontScramble()
- {
- UUID uuid = UUID.Random();
- AssetBase asset = new AssetBase(uuid, "asset", (sbyte)AssetType.Texture, UUID.Zero.ToString());
- new PropertyScrambler<AssetBase>()
- .DontScramble(x => x.Metadata)
- .DontScramble(x => x.FullID)
- .DontScramble(x => x.ID)
- .Scramble(asset);
- Assert.That(asset.FullID, Is.EqualTo(uuid));
- }
- }
- }
|