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*/
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
{
///
/// Only partial right now since we don't yet test that it's ended up in the avatar appearance service.
///
[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 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);
*/
}
}
}