AssetHelpers.cs 2.8 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System.Text;
  28. using OpenMetaverse;
  29. using OpenSim.Framework;
  30. using OpenSim.Region.Framework.Scenes;
  31. using OpenSim.Region.Framework.Scenes.Serialization;
  32. namespace OpenSim.Tests.Common
  33. {
  34. public class AssetHelpers
  35. {
  36. /// <summary>
  37. /// Create an asset from the given data
  38. /// </summary>
  39. /// <param name="assetUuid"></param>
  40. /// <param name="data"></param>
  41. /// <returns></returns>
  42. public static AssetBase CreateAsset(UUID assetUuid, string data)
  43. {
  44. AssetBase asset = new AssetBase(assetUuid, assetUuid.ToString(), (sbyte)AssetType.Object);
  45. asset.Data = Encoding.ASCII.GetBytes(data);
  46. return asset;
  47. }
  48. /// <summary>
  49. /// Create an asset from the given scene object
  50. /// </summary>
  51. /// <param name="assetUuid"></param>
  52. /// <param name="sog"></param>
  53. /// <returns></returns>
  54. public static AssetBase CreateAsset(UUID assetUuid, SceneObjectGroup sog)
  55. {
  56. AssetBase asset = new AssetBase(assetUuid, assetUuid.ToString(), (sbyte)AssetType.Object);
  57. asset.Data = Encoding.ASCII.GetBytes(SceneObjectSerializer.ToXml2Format(sog));
  58. return asset;
  59. }
  60. }
  61. }