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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 OpenMetaverse;
- using OpenMetaverse.Assets;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Services.Interfaces;
- namespace OpenSim.Tests.Common
- {
- /// <summary>
- /// Utility functions for carrying out task inventory tests.
- /// </summary>
- ///
- public static class TaskInventoryHelpers
- {
- /// <summary>
- /// Add a notecard item to the given part.
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="part"></param>
- /// <param name="itemName"></param>
- /// <param name="itemID"></param>
- /// <param name="assetID"></param>
- /// <returns>The item that was added</returns>
- public static TaskInventoryItem AddNotecard(Scene scene, SceneObjectPart part, string itemName, UUID itemID, UUID assetID)
- {
- AssetNotecard nc = new AssetNotecard();
- nc.BodyText = "Hello World!";
- nc.Encode();
- AssetBase ncAsset
- = AssetHelpers.CreateAsset(assetID, AssetType.Notecard, nc.AssetData, UUID.Zero);
- scene.AssetService.Store(ncAsset);
- TaskInventoryItem ncItem
- = new TaskInventoryItem
- { Name = itemName, AssetID = assetID, ItemID = itemID,
- Type = (int)AssetType.Notecard, InvType = (int)InventoryType.Notecard };
- part.Inventory.AddInventoryItem(ncItem, true);
-
- return ncItem;
- }
- /// <summary>
- /// Add a simple script to the given part.
- /// </summary>
- /// <remarks>
- /// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these
- /// functions more than once in a test.
- /// </remarks>
- /// <param name="scene"></param>
- /// <param name="part"></param>
- /// <returns>The item that was added</returns>
- public static TaskInventoryItem AddScript(Scene scene, SceneObjectPart part)
- {
- return AddScript(scene, part, "scriptItem", "default { state_entry() { llSay(0, \"Hello World\"); } }");
- }
- /// <summary>
- /// Add a simple script to the given part.
- /// </summary>
- /// <remarks>
- /// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these
- /// functions more than once in a test.
- /// </remarks>
- /// <param name="scene"></param>
- /// <param name="part"></param>
- /// <param name="scriptName">Name of the script to add</param>
- /// <param name="scriptSource">LSL script source</param>
- /// <returns>The item that was added</returns>
- public static TaskInventoryItem AddScript(
- Scene scene, SceneObjectPart part, string scriptName, string scriptSource)
- {
- AssetScriptText ast = new AssetScriptText();
- ast.Source = scriptSource;
- ast.Encode();
- UUID assetUuid = new UUID("00000000-0000-0000-1000-000000000000");
- UUID itemUuid = new UUID("00000000-0000-0000-1100-000000000000");
- AssetBase asset
- = AssetHelpers.CreateAsset(assetUuid, AssetType.LSLText, ast.AssetData, UUID.Zero);
- scene.AssetService.Store(asset);
- TaskInventoryItem item
- = new TaskInventoryItem
- { Name = scriptName, AssetID = assetUuid, ItemID = itemUuid,
- Type = (int)AssetType.LSLText, InvType = (int)InventoryType.LSL };
- part.Inventory.AddInventoryItem(item, true);
-
- return item;
- }
- /// <summary>
- /// Add a scene object item to the given part.
- /// </summary>
- /// <remarks>
- /// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these
- /// functions more than once in a test.
- /// </remarks>
- ///
- /// <param name="scene"></param>
- /// <param name="sop"></param>
- /// <param name="itemName"></param>
- /// <param name="id"></param>
- /// <param name="userId"></param>
- public static TaskInventoryItem AddSceneObject(
- Scene scene, SceneObjectPart sop, string itemName, UUID id, UUID userId)
- {
- SceneObjectGroup taskSceneObject = SceneHelpers.CreateSceneObject(1, UUID.Zero);
- AssetBase taskSceneObjectAsset = AssetHelpers.CreateAsset(0x10, taskSceneObject);
- scene.AssetService.Store(taskSceneObjectAsset);
- TaskInventoryItem taskSceneObjectItem
- = new TaskInventoryItem
- { Name = itemName,
- AssetID = taskSceneObjectAsset.FullID,
- ItemID = id,
- OwnerID = userId,
- Type = (int)AssetType.Object,
- InvType = (int)InventoryType.Object };
- sop.Inventory.AddInventoryItem(taskSceneObjectItem, true);
- return taskSceneObjectItem;
- }
- }
- }
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