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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.Collections.Generic;
- using Nini.Config;
- using NUnit.Framework;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.CoreModules.Asset;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Tests.Common;
- using OpenSim.Tests.Common.Mock;
- namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
- {
- [TestFixture]
- public class AvatarFactoryModuleTests : OpenSimTestCase
- {
- /// <summary>
- /// Only partial right now since we don't yet test that it's ended up in the avatar appearance service.
- /// </summary>
- [Test]
- public void TestSetAppearance()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- UUID userId = TestHelpers.ParseTail(0x1);
- AvatarFactoryModule afm = new AvatarFactoryModule();
- TestScene scene = new SceneHelpers().SetupScene();
- SceneHelpers.SetupSceneModules(scene, afm);
- ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
- byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT];
- for (byte i = 0; i < visualParams.Length; i++)
- visualParams[i] = i;
- afm.SetAppearance(sp, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams);
- // TODO: Check baked texture
- Assert.AreEqual(visualParams, sp.Appearance.VisualParams);
- }
- [Test]
- public void TestSaveBakedTextures()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- UUID userId = TestHelpers.ParseTail(0x1);
- UUID eyesTextureId = TestHelpers.ParseTail(0x2);
- // We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
- // to the AssetService, which will then store temporary and local assets permanently
- CoreAssetCache assetCache = new CoreAssetCache();
-
- AvatarFactoryModule afm = new AvatarFactoryModule();
- TestScene scene = new SceneHelpers(assetCache).SetupScene();
- SceneHelpers.SetupSceneModules(scene, afm);
- ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
- // TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules
- AssetBase uploadedAsset;
- uploadedAsset = new AssetBase(eyesTextureId, "Baked Texture", (sbyte)AssetType.Texture, userId.ToString());
- uploadedAsset.Data = new byte[] { 2 };
- uploadedAsset.Temporary = true;
- uploadedAsset.Local = true; // Local assets aren't persisted, non-local are
- scene.AssetService.Store(uploadedAsset);
- byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT];
- for (byte i = 0; i < visualParams.Length; i++)
- visualParams[i] = i;
- Primitive.TextureEntry bakedTextureEntry = new Primitive.TextureEntry(TestHelpers.ParseTail(0x10));
- uint eyesFaceIndex = (uint)AppearanceManager.BakeTypeToAgentTextureIndex(BakeType.Eyes);
- Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
- eyesFace.TextureID = eyesTextureId;
- afm.SetAppearance(sp, bakedTextureEntry, visualParams);
- afm.SaveBakedTextures(userId);
- // Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = afm.GetBakedTextureFaces(userId);
- // We should also inpsect the asset data store layer directly, but this is difficult to get at right now.
- assetCache.Clear();
- AssetBase eyesBake = scene.AssetService.Get(eyesTextureId.ToString());
- Assert.That(eyesBake, Is.Not.Null);
- Assert.That(eyesBake.Temporary, Is.False);
- Assert.That(eyesBake.Local, Is.False);
- }
- }
- }
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