public void TestLandDataDeserializeNoAccessLists()
        {
            TestHelpers.InMethod();
            //            log4net.Config.XmlConfigurator.Configure();

            Dictionary <string, object> options = new Dictionary <string, object>();
            LandData ld = LandDataSerializer.Deserialize(LandDataSerializer.Serialize(this.land, options));

            Assert.That(ld, Is.Not.Null, "Deserialize(string) returned null");
            //            Assert.That(ld.AABBMax, Is.EqualTo(land.AABBMax));
            //            Assert.That(ld.AABBMin, Is.EqualTo(land.AABBMin));
            Assert.That(ld.Area, Is.EqualTo(land.Area));
            Assert.That(ld.AuctionID, Is.EqualTo(land.AuctionID));
            Assert.That(ld.AuthBuyerID, Is.EqualTo(land.AuthBuyerID));
            Assert.That(ld.Category, Is.EqualTo(land.Category));
            Assert.That(ld.ClaimDate, Is.EqualTo(land.ClaimDate));
            Assert.That(ld.ClaimPrice, Is.EqualTo(land.ClaimPrice));
            Assert.That(ld.GlobalID, Is.EqualTo(land.GlobalID), "Reified LandData.GlobalID != original LandData.GlobalID");
            Assert.That(ld.GroupID, Is.EqualTo(land.GroupID));
            Assert.That(ld.Description, Is.EqualTo(land.Description));
            Assert.That(ld.Flags, Is.EqualTo(land.Flags));
            Assert.That(ld.LandingType, Is.EqualTo(land.LandingType));
            Assert.That(ld.Name, Is.EqualTo(land.Name), "Reified LandData.Name != original LandData.Name");
            Assert.That(ld.Status, Is.EqualTo(land.Status));
            Assert.That(ld.LocalID, Is.EqualTo(land.LocalID));
            Assert.That(ld.MediaAutoScale, Is.EqualTo(land.MediaAutoScale));
            Assert.That(ld.MediaID, Is.EqualTo(land.MediaID));
            Assert.That(ld.MediaURL, Is.EqualTo(land.MediaURL));
            Assert.That(ld.OwnerID, Is.EqualTo(land.OwnerID));
        }
Ejemplo n.º 2
0
        protected internal void Save(ICollection <UUID> assetsFoundUuids, ICollection <UUID> assetsNotFoundUuids)
        {
            foreach (UUID uuid in assetsNotFoundUuids)
            {
                m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid);
            }

//            m_log.InfoFormat(
//                "[ARCHIVER]: Received {0} of {1} assets requested",
//                assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count);

            m_log.InfoFormat("[ARCHIVER]: Creating archive file.  This may take some time.");

            // Write out control file
            m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, Create0p2ControlFile());
            m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");

            // Write out region settings
            string settingsPath
                = String.Format("{0}{1}.xml", ArchiveConstants.SETTINGS_PATH, m_scene.RegionInfo.RegionName);

            m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(m_scene.RegionInfo.RegionSettings));

            m_log.InfoFormat("[ARCHIVER]: Added region settings to archive.");

            // Write out land data (aka parcel) settings
            List <ILandObject> landObjects = m_scene.LandChannel.AllParcels();

            foreach (ILandObject lo in landObjects)
            {
                LandData landData     = lo.LandData;
                string   landDataPath = String.Format("{0}{1}.xml", ArchiveConstants.LANDDATA_PATH,
                                                      landData.GlobalID.ToString());
                m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData));
            }
            m_log.InfoFormat("[ARCHIVER]: Added parcel settings to archive.");

            // Write out terrain
            string terrainPath
                = String.Format("{0}{1}.r32", ArchiveConstants.TERRAINS_PATH, m_scene.RegionInfo.RegionName);

            MemoryStream ms = new MemoryStream();

            m_terrainModule.SaveToStream(terrainPath, ms);
            m_archiveWriter.WriteFile(terrainPath, ms.ToArray());
            ms.Close();

            m_log.InfoFormat("[ARCHIVER]: Added terrain information to archive.");

            // Write out scene object metadata
            foreach (SceneObjectGroup sceneObject in m_sceneObjects)
            {
                //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());

                string serializedObject = m_serialiser.SerializeGroupToXml2(sceneObject);
                m_archiveWriter.WriteFile(ArchiveHelpers.CreateObjectPath(sceneObject), serializedObject);
            }

            m_log.InfoFormat("[ARCHIVER]: Added scene objects to archive.");
        }
        protected void Save(Scene scene, List <SceneObjectGroup> sceneObjects, string regionDir)
        {
            if (regionDir != string.Empty)
            {
                regionDir = ArchiveConstants.REGIONS_PATH + regionDir + "/";
            }

            m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive.");

            // Write out region settings
            string settingsPath = String.Format("{0}{1}{2}.xml",
                                                regionDir, ArchiveConstants.SETTINGS_PATH, scene.RegionInfo.RegionName);

            m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(scene.RegionInfo.RegionSettings, scene.RegionEnvironment));

            m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive.");

            // Write out land data (aka parcel) settings
            List <ILandObject> landObjects = scene.LandChannel.AllParcels();

            foreach (ILandObject lo in landObjects)
            {
                LandData landData = lo.LandData;
                string   landDataPath
                    = String.Format("{0}{1}", regionDir, ArchiveConstants.CreateOarLandDataPath(landData));
                m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options));
            }

            m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive.");

            // Write out terrain
            string terrainPath = String.Format("{0}{1}{2}.r32",
                                               regionDir, ArchiveConstants.TERRAINS_PATH, scene.RegionInfo.RegionName);

            using (MemoryStream ms = new MemoryStream())
            {
                scene.RequestModuleInterface <ITerrainModule>().SaveToStream(terrainPath, ms);
                m_archiveWriter.WriteFile(terrainPath, ms.ToArray());
            }

            m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive.");

            // Write out scene object metadata
            IRegionSerialiserModule serializer = scene.RequestModuleInterface <IRegionSerialiserModule>();

            foreach (SceneObjectGroup sceneObject in sceneObjects)
            {
                //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());
                if (sceneObject.IsDeleted || sceneObject.inTransit)
                {
                    continue;
                }
                string serializedObject = serializer.SerializeGroupToXml2(sceneObject, m_options);
                string objectPath       = string.Format("{0}{1}", regionDir, ArchiveHelpers.CreateObjectPath(sceneObject));
                m_archiveWriter.WriteFile(objectPath, serializedObject);
            }
        }
Ejemplo n.º 4
0
        public void LandDataSerializerSerializeTest()
        {
            string serialized = LandDataSerializer.Serialize(this.land).Replace("\r\n", "\n");

            Assert.That(serialized.Length > 0, "Serialize(LandData) returned empty string");

            // adding a simple boolean variable because resharper nUnit integration doesn't like this
            // XML data in the Assert.That statement.   Not sure why.
            bool result = (serialized == preSerialized);

            Assert.That(result, "result of Serialize LandData  does not match expected result");

            string serializedWithParcelAccessList = LandDataSerializer.Serialize(this.landWithParcelAccessList).Replace("\r\n", "\n");

            Assert.That(serializedWithParcelAccessList.Length > 0, "Serialize(LandData) returned empty string for LandData object with ParcelAccessList");
            result = (serializedWithParcelAccessList == preSerializedWithParcelAccessList);
            Assert.That(result, "result of Serialize(LandData) does not match expected result (pre-serialized with parcel access list");
        }
Ejemplo n.º 5
0
        public void TestLoadOarDeededLand()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            UUID landID = TestHelpers.ParseTail(0x10);

            MockGroupsServicesConnector groupsService = new MockGroupsServicesConnector();

            IConfigSource configSource = new IniConfigSource();
            IConfig       config       = configSource.AddConfig("Groups");

            config.Set("Enabled", true);
            config.Set("Module", "GroupsModule");
            config.Set("DebugEnabled", true);
            SceneHelpers.SetupSceneModules(
                m_scene, configSource, new object[] { new GroupsModule(), groupsService, new LandManagementModule() });

            // Create group in scene for loading
            // FIXME: For now we'll put up with the issue that we'll get a group ID that varies across tests.
            UUID groupID
                = groupsService.CreateGroup(UUID.Zero, "group1", "", true, UUID.Zero, 3, true, true, true, UUID.Zero);

            // Construct OAR
            MemoryStream     oarStream = new MemoryStream();
            TarArchiveWriter tar       = new TarArchiveWriter(oarStream);

            tar.WriteDir(ArchiveConstants.LANDDATA_PATH);
            tar.WriteFile(
                ArchiveConstants.CONTROL_FILE_PATH,
                new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));

            LandObject lo = new LandObject(groupID, true, m_scene);

            lo.SetLandBitmap(lo.BasicFullRegionLandBitmap());
            LandData ld = lo.LandData;

            ld.GlobalID = landID;

            string ldPath = ArchiveConstants.CreateOarLandDataPath(ld);
            Dictionary <string, object> options = new Dictionary <string, object>();

            tar.WriteFile(ldPath, LandDataSerializer.Serialize(ld, options));
            tar.Close();

            oarStream = new MemoryStream(oarStream.ToArray());

            // Load OAR
            lock (this)
            {
                m_scene.EventManager.OnOarFileLoaded += LoadCompleted;
                m_archiverModule.DearchiveRegion(oarStream);
            }

            ILandObject rLo = m_scene.LandChannel.GetLandObject(16, 16);
            LandData    rLd = rLo.LandData;

            Assert.That(rLd.GlobalID, Is.EqualTo(landID));
            Assert.That(rLd.OwnerID, Is.EqualTo(groupID));
            Assert.That(rLd.GroupID, Is.EqualTo(groupID));
            Assert.That(rLd.IsGroupOwned, Is.EqualTo(true));
        }