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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.Collections.Generic;
- using OpenMetaverse;
- using OpenSim.Framework.Communications;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Services.Interfaces;
- namespace OpenSim.Tests.Common
- {
- /// <summary>
- /// Utility functions for carrying out user profile related tests.
- /// </summary>
- public static class UserAccountHelpers
- {
- // /// <summary>
- // /// Create a test user with a standard inventory
- // /// </summary>
- // /// <param name="commsManager"></param>
- // /// <param name="callback">
- // /// Callback to invoke when inventory has been loaded. This is required because
- // /// loading may be asynchronous, even on standalone
- // /// </param>
- // /// <returns></returns>
- // public static CachedUserInfo CreateUserWithInventory(
- // CommunicationsManager commsManager, OnInventoryReceivedDelegate callback)
- // {
- // UUID userId = UUID.Parse("00000000-0000-0000-0000-000000000099");
- // return CreateUserWithInventory(commsManager, userId, callback);
- // }
- //
- // /// <summary>
- // /// Create a test user with a standard inventory
- // /// </summary>
- // /// <param name="commsManager"></param>
- // /// <param name="userId">User ID</param>
- // /// <param name="callback">
- // /// Callback to invoke when inventory has been loaded. This is required because
- // /// loading may be asynchronous, even on standalone
- // /// </param>
- // /// <returns></returns>
- // public static CachedUserInfo CreateUserWithInventory(
- // CommunicationsManager commsManager, UUID userId, OnInventoryReceivedDelegate callback)
- // {
- // return CreateUserWithInventory(commsManager, "Bill", "Bailey", userId, callback);
- // }
- //
- // /// <summary>
- // /// Create a test user with a standard inventory
- // /// </summary>
- // /// <param name="commsManager"></param>
- // /// <param name="firstName">First name of user</param>
- // /// <param name="lastName">Last name of user</param>
- // /// <param name="userId">User ID</param>
- // /// <param name="callback">
- // /// Callback to invoke when inventory has been loaded. This is required because
- // /// loading may be asynchronous, even on standalone
- // /// </param>
- // /// <returns></returns>
- // public static CachedUserInfo CreateUserWithInventory(
- // CommunicationsManager commsManager, string firstName, string lastName,
- // UUID userId, OnInventoryReceivedDelegate callback)
- // {
- // return CreateUserWithInventory(commsManager, firstName, lastName, "troll", userId, callback);
- // }
- //
- // /// <summary>
- // /// Create a test user with a standard inventory
- // /// </summary>
- // /// <param name="commsManager"></param>
- // /// <param name="firstName">First name of user</param>
- // /// <param name="lastName">Last name of user</param>
- // /// <param name="password">Password</param>
- // /// <param name="userId">User ID</param>
- // /// <param name="callback">
- // /// Callback to invoke when inventory has been loaded. This is required because
- // /// loading may be asynchronous, even on standalone
- // /// </param>
- // /// <returns></returns>
- // public static CachedUserInfo CreateUserWithInventory(
- // CommunicationsManager commsManager, string firstName, string lastName, string password,
- // UUID userId, OnInventoryReceivedDelegate callback)
- // {
- // LocalUserServices lus = (LocalUserServices)commsManager.UserService;
- // lus.AddUser(firstName, lastName, password, "[email protected]", 1000, 1000, userId);
- //
- // CachedUserInfo userInfo = commsManager.UserProfileCacheService.GetUserDetails(userId);
- // userInfo.OnInventoryReceived += callback;
- // userInfo.FetchInventory();
- //
- // return userInfo;
- // }
- public static UserAccount CreateUserWithInventory(Scene scene)
- {
- return CreateUserWithInventory(scene, TestHelpers.ParseTail(99));
- }
- public static UserAccount CreateUserWithInventory(Scene scene, UUID userId)
- {
- return CreateUserWithInventory(scene, "Bill", "Bailey", userId, "troll");
- }
- public static UserAccount CreateUserWithInventory(
- Scene scene, string firstName, string lastName, UUID userId, string pw)
- {
- UserAccount ua = new UserAccount(userId) { FirstName = firstName, LastName = lastName };
- CreateUserWithInventory(scene, ua, pw);
- return ua;
- }
-
- public static void CreateUserWithInventory(Scene scene, UserAccount ua, string pw)
- {
- // FIXME: This should really be set up by UserAccount itself
- ua.ServiceURLs = new Dictionary<string, object>();
- scene.UserAccountService.StoreUserAccount(ua);
- scene.InventoryService.CreateUserInventory(ua.PrincipalID);
- scene.AuthenticationService.SetPassword(ua.PrincipalID, pw);
- }
- }
- }
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