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); }
/// <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); }
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 = SceneHelpers.SetupScene(assetCache); 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); }
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)); }
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); }
/// <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)); }
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); }
/// <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="cache"></param> /// <returns></returns> public static TestScene SetupScene( string name, UUID id, uint x, uint y, CoreAssetCache cache) { return(SetupScene(name, id, x, y, cache, new IniConfigSource())); }