Inheritance: ISharedRegionModule, IImprovedAssetCache
        public void TestSetAppearance()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);
            UUID bakedTextureID = 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 bakedTextureAsset;
            bakedTextureAsset 
                = new AssetBase(
                    bakedTextureID, "Test Baked Texture", (sbyte)AssetType.Texture, userId.ToString());
            bakedTextureAsset.Data = new byte[] { 2 }; // Not necessary to have a genuine JPEG2000 asset here yet
            bakedTextureAsset.Temporary = true;
            bakedTextureAsset.Local = true;
            scene.AssetService.Store(bakedTextureAsset);

            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);

            int rebakeRequestsReceived = 0;
            ((TestClient)sp.ControllingClient).OnReceivedSendRebakeAvatarTextures += id => rebakeRequestsReceived++;

            // This is the alpha texture
            eyesFace.TextureID = bakedTextureID;
            afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
    
            Assert.That(rebakeRequestsReceived, Is.EqualTo(0));

            AssetBase eyesBake = scene.AssetService.Get(bakedTextureID.ToString());
            Assert.That(eyesBake, Is.Not.Null);
            Assert.That(eyesBake.Temporary, Is.True);
            Assert.That(eyesBake.Local, Is.True);
        }
        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);
*/
        }
Beispiel #3
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        public SceneHelpers(CoreAssetCache cache)
        {
            SceneManager = new SceneManager();

            m_assetService          = StartAssetService(cache);
            m_authenticationService = StartAuthenticationService();
            m_inventoryService      = StartInventoryService();
            m_gridService           = StartGridService();
            m_userAccountService    = StartUserAccountService();
            m_presenceService       = StartPresenceService();

            m_inventoryService.PostInitialise();
            m_assetService.PostInitialise();
            m_userAccountService.PostInitialise();
            m_presenceService.PostInitialise();

            m_cache = cache;
        }
        public SceneHelpers(CoreAssetCache cache)
        {
            SceneManager = new SceneManager();

            m_assetService          = StartAssetService(cache);
            m_authenticationService = StartAuthenticationService();
            m_inventoryService      = StartInventoryService();
            m_gridService           = StartGridService();
            m_userAccountService    = StartUserAccountService();
            m_presenceService       = StartPresenceService();

            m_inventoryService.PostInitialise();
            m_assetService.PostInitialise();
            m_userAccountService.PostInitialise();
            m_presenceService.PostInitialise();

            m_cache = cache;

            SimDataService 
                = OpenSim.Server.Base.ServerUtils.LoadPlugin<ISimulationDataService>("OpenSim.Tests.Common.dll", null);
        }
Beispiel #5
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        private static LocalAssetServicesConnector StartAssetService(CoreAssetCache cache)
        {
            IConfigSource config = new IniConfigSource();
            config.AddConfig("Modules");            
            config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector");            
            config.AddConfig("AssetService");
            config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService");            
            config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");

            LocalAssetServicesConnector assetService = new LocalAssetServicesConnector();
            assetService.Initialise(config);

            if (cache != null)
            {
                IConfigSource cacheConfig = new IniConfigSource();
                cacheConfig.AddConfig("Modules");
                cacheConfig.Configs["Modules"].Set("AssetCaching", "CoreAssetCache");
                cacheConfig.AddConfig("AssetCache");

                cache.Initialise(cacheConfig);
            }
            
            return assetService;
        }
Beispiel #6
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        /// <summary>
        /// Set up a scene. If it's more then one scene, use the same CommunicationsManager to link regions
        /// or a different, to get a brand new scene with new shared region modules.
        /// </summary>
        /// <param name="name">Name of the region</param>
        /// <param name="id">ID of the region</param>
        /// <param name="x">X co-ordinate of the region</param>
        /// <param name="y">Y co-ordinate of the region</param>
        /// <param name="cm">This should be the same if simulating two scenes within a standalone</param>
        /// <returns></returns>
        public static TestScene SetupScene(string name, UUID id, uint x, uint y, CoreAssetCache cache)
        {
            Console.WriteLine("Setting up test scene {0}", name);

            // We must set up a console otherwise setup of some modules may fail
            MainConsole.Instance = new MockConsole("TEST PROMPT");
            
            RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1");
            regInfo.RegionName = name;
            regInfo.RegionID = id;

            AgentCircuitManager acm = new AgentCircuitManager();
            SceneCommunicationService scs = new SceneCommunicationService();

            ISimulationDataService simDataService = OpenSim.Server.Base.ServerUtils.LoadPlugin<ISimulationDataService>("OpenSim.Tests.Common.dll", null);
            IEstateDataService estateDataService = null;
            IConfigSource configSource = new IniConfigSource();

            TestScene testScene = new TestScene(
                regInfo, acm, scs, simDataService, estateDataService, null, false, configSource, null);

            IRegionModule godsModule = new GodsModule();
            godsModule.Initialise(testScene, new IniConfigSource());
            testScene.AddModule(godsModule.Name, godsModule);

            LocalAssetServicesConnector       assetService       = StartAssetService(testScene, cache);
                                                                   StartAuthenticationService(testScene);
            LocalInventoryServicesConnector   inventoryService   = StartInventoryService(testScene);
                                                                   StartGridService(testScene);
            LocalUserAccountServicesConnector userAccountService = StartUserAccountService(testScene);            
            LocalPresenceServicesConnector    presenceService    = StartPresenceService(testScene);

            inventoryService.PostInitialise();
            assetService.PostInitialise();
            userAccountService.PostInitialise();
            presenceService.PostInitialise();
            
            testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random();
            testScene.SetModuleInterfaces();

            testScene.LandChannel = new TestLandChannel(testScene);
            testScene.LoadWorldMap();

            PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager();
            physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll");
            testScene.PhysicsScene
                = physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher",   new IniConfigSource(), "test");

            testScene.RegionInfo.EstateSettings = new EstateSettings();
            testScene.LoginsDisabled = false;
            testScene.RegisterRegionWithGrid();

            return testScene;
        }
Beispiel #7
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 /// <summary>
 /// Set up a test scene
 /// </summary>
 /// <remarks>
 /// Automatically starts service threads, as would the normal runtime.
 /// </remarks>
 /// <returns></returns>
 public static TestScene SetupScene(CoreAssetCache cache)
 {
     return SetupScene("Unit test region", UUID.Random(), 1000, 1000, cache);
 }
Beispiel #8
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        private static LocalAssetServicesConnector StartAssetService(Scene testScene, CoreAssetCache cache)
        {
            LocalAssetServicesConnector assetService = new LocalAssetServicesConnector();
            IConfigSource config = new IniConfigSource();
            
            config.AddConfig("Modules");            
            config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector");            
            config.AddConfig("AssetService");
            config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService");            
            config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
            
            assetService.Initialise(config);
            assetService.AddRegion(testScene);

            if (cache != null)
            {
                IConfigSource cacheConfig = new IniConfigSource();
                cacheConfig.AddConfig("Modules");
                cacheConfig.Configs["Modules"].Set("AssetCaching", "CoreAssetCache");
                cacheConfig.AddConfig("AssetCache");

                cache.Initialise(cacheConfig);
                cache.AddRegion(testScene);
                cache.RegionLoaded(testScene);
                testScene.AddRegionModule(cache.Name, cache);
            }

            assetService.RegionLoaded(testScene);
            testScene.AddRegionModule(assetService.Name, assetService);
            
            return assetService;
        }
        public void TestSetAppearanceAlphaBakedTextures()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID userId = TestHelpers.ParseTail(0x1);
            UUID alphaTextureID = new UUID("3a367d1c-bef1-6d43-7595-e88c1e3aadb3");

            // 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);

            AssetBase libraryAsset;
            libraryAsset 
                = new AssetBase(
                    alphaTextureID, "Default Alpha Layer Texture", (sbyte)AssetType.Texture, userId.ToString());
            libraryAsset.Data = new byte[] { 2 }; // Not necessary to have a genuine JPEG2000 asset here yet
            libraryAsset.Temporary = false;
            libraryAsset.Local = false;
            scene.AssetService.Store(libraryAsset);

            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);

            int rebakeRequestsReceived = 0;
            ((TestClient)sp.ControllingClient).OnReceivedSendRebakeAvatarTextures += id => rebakeRequestsReceived++;

            // This is the alpha texture
            eyesFace.TextureID = alphaTextureID;
            afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
    
            Assert.That(rebakeRequestsReceived, Is.EqualTo(0));
        }