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C# IniConfigSource.AddConfig方法代码示例

本文整理汇总了C#中Nini.Config.IniConfigSource.AddConfig方法的典型用法代码示例。如果您正苦于以下问题:C# IniConfigSource.AddConfig方法的具体用法?C# IniConfigSource.AddConfig怎么用?C# IniConfigSource.AddConfig使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Nini.Config.IniConfigSource的用法示例。


在下文中一共展示了IniConfigSource.AddConfig方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: TestDeRezSceneObject

        public void TestDeRezSceneObject()
        {
            TestHelper.InMethod();
//            log4net.Config.XmlConfigurator.Configure();
                        
            UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
            
            TestScene scene = SceneSetupHelpers.SetupScene();
            IConfigSource configSource = new IniConfigSource();
            IConfig config = configSource.AddConfig("Startup");
            config.Set("serverside_object_permissions", true);
            SceneSetupHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() });
            TestClient client = SceneSetupHelpers.AddRootAgent(scene, userId);
            
            // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
            AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
            sogd.Enabled = false;            
            
            SceneObjectPart part
                = new SceneObjectPart(userId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
            part.Name = "obj1";
            scene.AddNewSceneObject(new SceneObjectGroup(part), false);
            List<uint> localIds = new List<uint>();
            localIds.Add(part.LocalId);

            scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.Delete, UUID.Zero);
            sogd.InventoryDeQueueAndDelete();
            
            SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
            Assert.That(retrievedPart, Is.Null);
        }
开发者ID:phantasmagoric,项目名称:InfiniteGrid-Opensim,代码行数:31,代码来源:SceneObjectDeRezTests.cs

示例2: TestAddAsset

        public void TestAddAsset()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

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

            AssetBase a1 = AssetHelpers.CreateNotecardAsset();
            lasc.Store(a1);

            AssetBase retreivedA1 = lasc.Get(a1.ID);
            Assert.That(retreivedA1.ID, Is.EqualTo(a1.ID));
            Assert.That(retreivedA1.Metadata.ID, Is.EqualTo(a1.Metadata.ID));
            Assert.That(retreivedA1.Data.Length, Is.EqualTo(a1.Data.Length));

            AssetMetadata retrievedA1Metadata = lasc.GetMetadata(a1.ID);
            Assert.That(retrievedA1Metadata.ID, Is.EqualTo(a1.ID));

            byte[] retrievedA1Data = lasc.GetData(a1.ID);
            Assert.That(retrievedA1Data.Length, Is.EqualTo(a1.Data.Length));

            // TODO: Add cache and check that this does receive a copy of the asset
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:31,代码来源:AssetConnectorTests.cs

示例3: SetUp

        public override void SetUp()
        {
            base.SetUp();

            uint port = 9999;
            uint sslPort = 9998;

            // This is an unfortunate bit of clean up we have to do because MainServer manages things through static
            // variables and the VM is not restarted between tests.
            MainServer.RemoveHttpServer(port);

            BaseHttpServer server = new BaseHttpServer(port, false, sslPort, "");
            MainServer.AddHttpServer(server);
            MainServer.Instance = server;

            IConfigSource config = new IniConfigSource();
            config.AddConfig("Startup");
            config.Configs["Startup"].Set("EventQueue", "true");

            CapabilitiesModule capsModule = new CapabilitiesModule();
            m_eqgMod = new EventQueueGetModule();

            // For NPC test support
            config.AddConfig("NPC");
            config.Configs["NPC"].Set("Enabled", "true");
            m_npcMod = new NPCModule();

            m_scene = new SceneHelpers().SetupScene();
            SceneHelpers.SetupSceneModules(m_scene, config, capsModule, m_eqgMod, m_npcMod);
        }
开发者ID:ffoliveira,项目名称:opensimulator,代码行数:30,代码来源:EventQueueTests.cs

示例4: SetupNeighbourRegions

        private void SetupNeighbourRegions(TestScene sceneA, TestScene sceneB)
        {            
            // XXX: HTTP server is not (and should not be) necessary for this test, though it's absence makes the 
            // CapabilitiesModule complain when it can't set up HTTP endpoints.
            //            BaseHttpServer httpServer = new BaseHttpServer(99999);
            //            MainServer.AddHttpServer(httpServer);
            //            MainServer.Instance = httpServer;

            // We need entity transfer modules so that when sp2 logs into the east region, the region calls 
            // EntityTransferModuleto set up a child agent on the west region.
            // XXX: However, this is not an entity transfer so is misleading.
            EntityTransferModule etmA = new EntityTransferModule();
            EntityTransferModule etmB = new EntityTransferModule();
            LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();

            IConfigSource config = new IniConfigSource();
            config.AddConfig("Chat");
            IConfig modulesConfig = config.AddConfig("Modules");
            modulesConfig.Set("EntityTransferModule", etmA.Name);
            modulesConfig.Set("SimulationServices", lscm.Name);

            SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
            SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, new ChatModule());           
            SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB, new ChatModule());
        }
开发者ID:RadaSangOn,项目名称:workCore2,代码行数:25,代码来源:ChatModuleTests.cs

示例5: Init

        public void Init()
        {
            //AppDomain.CurrentDomain.SetData("APPBASE", Environment.CurrentDirectory + "/bin");
//            Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory);
            m_xEngine = new XEngine();

            // Necessary to stop serialization complaining
            WorldCommModule wcModule = new WorldCommModule();

            IniConfigSource configSource = new IniConfigSource();

            IConfig startupConfig = configSource.AddConfig("Startup");
            startupConfig.Set("DefaultScriptEngine", "XEngine");

            IConfig xEngineConfig = configSource.AddConfig("XEngine");
            xEngineConfig.Set("Enabled", "true");

            // These tests will not run with AppDomainLoading = true, at least on mono.  For unknown reasons, the call
            // to AssemblyResolver.OnAssemblyResolve fails.
            xEngineConfig.Set("AppDomainLoading", "false");

            m_scene = new SceneHelpers().SetupScene("My Test", UUID.Random(), 1000, 1000, configSource);
            SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine, wcModule);

            m_scene.EventManager.OnChatFromWorld += OnChatFromWorld;
            m_scene.StartScripts();
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:27,代码来源:ScriptPerformanceTests.cs

示例6: AddNewConfigsAndKeys

        public void AddNewConfigsAndKeys()
        {
            // Add some new configs and keys here and test.
            StringWriter writer = new StringWriter ();
            writer.WriteLine ("[Pets]");
            writer.WriteLine (" cat = muffy");
            writer.WriteLine (" dog = rover");
            IniConfigSource source = new IniConfigSource
                                    (new StringReader (writer.ToString ()));

            IConfig config = source.Configs["Pets"];
            Assert.AreEqual ("Pets", config.Name);
            Assert.AreEqual (2, config.GetKeys ().Length);

            IConfig newConfig = source.AddConfig ("NewTest");
            newConfig.Set ("Author", "Brent");
            newConfig.Set ("Birthday", "February 8th");

            newConfig = source.AddConfig ("AnotherNew");

            Assert.AreEqual (3, source.Configs.Count);
            config = source.Configs["NewTest"];
            Assert.IsNotNull (config);
            Assert.AreEqual (2, config.GetKeys ().Length);
            Assert.AreEqual ("February 8th", config.Get ("Birthday"));
            Assert.AreEqual ("Brent", config.Get ("Author"));
        }
开发者ID:rwhitworth,项目名称:nini,代码行数:27,代码来源:ConfigSourceBaseTests.cs

示例7: saveZigFile

        private bool saveZigFile()
        {
            bool retVal = false;
            try
            {
                IniConfigSource source = new IniConfigSource();
                string appDataPath = System.Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData) + "\\ZigGIS";
                if (!System.IO.Directory.Exists(appDataPath))
                {
                    System.IO.Directory.CreateDirectory(appDataPath);
                }
                IConfig config = source.AddConfig("connection");
                config.Set("server", this.txtServer.Text);
                config.Set("port", this.txtSchema.Text);
                config.Set("database", this.txtDatabase.Text);
                config.Set("user", this.txtUserName.Text);
                config.Set("password", this.txtPassword.Text);

                config = source.AddConfig("logging");
                config.Set("configfile", this.txtLogFile.Text);

                string zigFileName = this.txtServer.Text + "." + this.txtDatabase.Text + "." + this.txtUserName.Text + "." + System.Guid.NewGuid().ToString() + ".zig";
                source.Save(appDataPath + "\\" + zigFileName);
                return retVal;
            }
            catch(Exception ex)
            {
                MessageBox.Show(ex.ToString());
                return false;
            }
        }
开发者ID:BGCX261,项目名称:ziggis-svn-to-git,代码行数:31,代码来源:PostGisConnectionForm.cs

示例8: InitialiseSomerBlinkConfigFileAtPath

        /// <summary>
        /// Initialises the somer blink configuration file at path.
        /// </summary>
        /// <param name="path">The path.</param>
        public static void InitialiseSomerBlinkConfigFileAtPath(string path)
        {
            var source = new IniConfigSource();
            source.AddConfig("Credentials");
            source.Configs["Credentials"].Set("Username", "");
            source.Configs["Credentials"].Set("Password", "");

            source.AddConfig("Settings");
            source.Configs["Settings"].Set("MinWaitTime", "2000");
            source.Configs["Settings"].Set("MaxWaitTime", "60000");
            source.Configs["Settings"].Set("MinBlinkBidIsk", "2500000");
            source.Configs["Settings"].Set("MaxBlinkBidIsk", "10000000");
            source.Configs["Settings"].Set("DownTime", "4");
            source.Configs["Settings"].Set("RunTime", "4");

            source.AddConfig("Extra");
            source.Configs["Settings"].Set("DebugMode", "0");
            source.Configs["Settings"].Set("proxyIp", "x.x.x.x");
            source.Configs["Settings"].Set("proxyPort", "8080");
            source.Configs["Settings"].Set("proxyUser", "");
            source.Configs["Settings"].Set("proxyPass", "");
            source.Configs["Settings"].Set("useProxy", "false");

            source.Save(path);

            SaveToDesktop(path);
            Logger.LogMessage();
            Logger.LogMessage("--------------------");
            Logger.LogMessage("ConfigFile shortcut created on desktop");
        }
开发者ID:rosudrag,项目名称:SomerBlinkBotPublic,代码行数:34,代码来源:NiniHelper.cs

示例9: DefaultConfig

        private static IConfigSource DefaultConfig()
        {
            IConfigSource result = new IniConfigSource();

            {
                IConfig config = result.AddConfig("Config");
                config.Set("listen_port", 8003);
                config.Set("assetset_location", String.Format(".{0}assets{0}AssetSets.xml", Path.DirectorySeparatorChar));
            }

            {
                IConfig config = result.AddConfig("Plugins");
                config.Set("asset_storage_provider", "OpenSimAssetStorage");
                config.Set("inventory_storage_provider", "OpenSimInventoryStorage");
                config.Set("authentication_provider", "NullAuthentication");
                config.Set("authorization_provider", "AuthorizeAll");
                config.Set("metrics_provider", "NullMetrics");
                config.Set("frontends", "ReferenceFrontend,OpenSimAssetFrontend,OpenSimInventoryFrontend,BrowseFrontend");
            }

            {
                IConfig config = result.AddConfig("OpenSim");
                config.Set("asset_database_provider", "OpenSim.Data.MySQL.dll");
                config.Set("inventory_database_provider", "OpenSim.Data.MySQL.dll");
                config.Set("asset_database_connect", String.Empty);
                config.Set("inventory_database_connect", String.Empty);
            }

            return result;
        }
开发者ID:ChrisD,项目名称:opensim,代码行数:30,代码来源:AssetInventoryConfig.cs

示例10: TestShareWithGroup

        public void TestShareWithGroup()
        {
            TestHelpers.InMethod();
//            log4net.Config.XmlConfigurator.Configure();
                        
            UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
            
            TestScene scene = new SceneHelpers().SetupScene();
            IConfigSource configSource = new IniConfigSource();
            
            IConfig startupConfig = configSource.AddConfig("Startup");
            startupConfig.Set("serverside_object_permissions", true);
            
            IConfig groupsConfig = configSource.AddConfig("Groups");            
            groupsConfig.Set("Enabled", true);
            groupsConfig.Set("Module", "GroupsModule");            
            groupsConfig.Set("DebugEnabled", true);            
                       
            SceneHelpers.SetupSceneModules(
                scene, configSource, new object[] 
                   { new PermissionsModule(), 
                     new GroupsModule(), 
                     new MockGroupsServicesConnector() });
            
            IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;            
            
            IGroupsModule groupsModule = scene.RequestModuleInterface<IGroupsModule>();     
            
            groupsModule.CreateGroup(client, "group1", "To boldly go", true, UUID.Zero, 5, true, true, true);
        }
开发者ID:JAllard,项目名称:opensim,代码行数:30,代码来源:SceneObjectUserGroupTests.cs

示例11: CreateBasicPhysicsEngine

    // 'engineName' is the Bullet engine to use. Either null (for unmanaged), "BulletUnmanaged" or "BulletXNA"
    // 'params' is a set of keyValue pairs to set in the engine's configuration file (override defaults)
    //      May be 'null' if there are no overrides.
    public static BSScene CreateBasicPhysicsEngine(Dictionary<string,string> paramOverrides)
    {
        IConfigSource openSimINI = new IniConfigSource();
        IConfig startupConfig = openSimINI.AddConfig("Startup");
        startupConfig.Set("physics", "BulletSim");
        startupConfig.Set("meshing", "Meshmerizer");
        startupConfig.Set("cacheSculptMaps", "false");  // meshmerizer shouldn't save maps

        IConfig bulletSimConfig = openSimINI.AddConfig("BulletSim");
        // If the caller cares, specify the bullet engine otherwise it will default to "BulletUnmanaged".
        // bulletSimConfig.Set("BulletEngine", "BulletUnmanaged");
        // bulletSimConfig.Set("BulletEngine", "BulletXNA");
        bulletSimConfig.Set("MeshSculptedPrim", "false");
        bulletSimConfig.Set("ForceSimplePrimMeshing", "true");
        if (paramOverrides != null)
        {
            foreach (KeyValuePair<string, string> kvp in paramOverrides)
            {
                bulletSimConfig.Set(kvp.Key, kvp.Value);
            }
        }

        // If a special directory exists, put detailed logging therein.
        // This allows local testing/debugging without having to worry that the build engine will output logs.
        if (Directory.Exists("physlogs"))
        {
            bulletSimConfig.Set("PhysicsLoggingDir","./physlogs");
            bulletSimConfig.Set("PhysicsLoggingEnabled","True");
            bulletSimConfig.Set("PhysicsLoggingDoFlush","True");
            bulletSimConfig.Set("VehicleLoggingEnabled","True");
        }

        Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
       
        RegionInfo info = new RegionInfo();
        info.RegionName = "BSTestRegion";
        info.RegionSizeX = info.RegionSizeY = info.RegionSizeZ = Constants.RegionSize;
        OpenSim.Region.Framework.Scenes.Scene scene = new OpenSim.Region.Framework.Scenes.Scene(info);

        IMesher mesher = new OpenSim.Region.PhysicsModules.Meshing.Meshmerizer();
        INonSharedRegionModule mod = mesher as INonSharedRegionModule;
        mod.Initialise(openSimINI);
        mod.AddRegion(scene);
        mod.RegionLoaded(scene);

        BSScene pScene = new BSScene();
        mod = (pScene as INonSharedRegionModule);
        mod.Initialise(openSimINI);
        mod.AddRegion(scene);
        mod.RegionLoaded(scene);

        // Since the asset requestor is not initialized, any mesh or sculptie will be a cube.
        // In the future, add a fake asset fetcher to get meshes and sculpts.
        // bsScene.RequestAssetMethod = ???;

        return pScene;
    }
开发者ID:Gitlab11,项目名称:opensim,代码行数:60,代码来源:BulletSimTestsUtil.cs

示例12: SetUp

        private void SetUp()
        {
            IConfigSource config = new IniConfigSource();
            config.AddConfig("Modules");
            config.AddConfig("GridService");
            config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector");
            config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService");
            config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll:NullRegionData");

            m_LocalConnector = new LocalGridServicesConnector(config);
        }
开发者ID:AlphaStaxLLC,项目名称:taiga,代码行数:11,代码来源:GridConnectorsTests.cs

示例13: SetUp

        public void SetUp()
        {
            IConfigSource config = new IniConfigSource();

            config.AddConfig("Modules");
            config.Configs["Modules"].Set("AssetCaching", "FlotsamAssetCache");
            config.AddConfig("AssetCache");
            config.Configs["AssetCache"].Set("FileCacheEnabled", "false");
            config.Configs["AssetCache"].Set("MemoryCacheEnabled", "true");

            m_cache = new FlotsamAssetCache();
            m_scene = SceneSetupHelpers.SetupScene();
            SceneSetupHelpers.SetupSceneModules(m_scene, config, m_cache);
        }
开发者ID:HGExchange,项目名称:opensim,代码行数:14,代码来源:FlotsamAssetCacheTests.cs

示例14: SetUp

        private void SetUp()
        {
            IConfigSource config = new IniConfigSource();
            config.AddConfig("Modules");
            config.AddConfig("PresenceService");
            config.Configs["Modules"].Set("PresenceServices", "LocalPresenceServicesConnector");
            config.Configs["PresenceService"].Set("LocalServiceModule", "OpenSim.Services.PresenceService.dll:PresenceService");
            config.Configs["PresenceService"].Set("StorageProvider", "OpenSim.Data.Null.dll");

            m_LocalConnector = new LocalPresenceServicesConnector(config);

            // Let's stick in a test presence
            m_LocalConnector.m_PresenceService.LoginAgent(UUID.Zero.ToString(), UUID.Zero, UUID.Zero);
        }
开发者ID:gumho,项目名称:diva-distribution,代码行数:14,代码来源:PresenceConnectorsTests.cs

示例15: CreateBasicPhysicsEngine

    // 'engineName' is the Bullet engine to use. Either null (for unmanaged), "BulletUnmanaged" or "BulletXNA"
    // 'params' is a set of keyValue pairs to set in the engine's configuration file (override defaults)
    //      May be 'null' if there are no overrides.
    public static BSScene CreateBasicPhysicsEngine(Dictionary<string,string> paramOverrides)
    {
        IConfigSource openSimINI = new IniConfigSource();
        IConfig startupConfig = openSimINI.AddConfig("Startup");
        startupConfig.Set("physics", "BulletSim");
        startupConfig.Set("meshing", "Meshmerizer");
        startupConfig.Set("cacheSculptMaps", "false");  // meshmerizer shouldn't save maps

        IConfig bulletSimConfig = openSimINI.AddConfig("BulletSim");
        // If the caller cares, specify the bullet engine otherwise it will default to "BulletUnmanaged".
        // bulletSimConfig.Set("BulletEngine", "BulletUnmanaged");
        // bulletSimConfig.Set("BulletEngine", "BulletXNA");
        bulletSimConfig.Set("MeshSculptedPrim", "false");
        bulletSimConfig.Set("ForceSimplePrimMeshing", "true");
        if (paramOverrides != null)
        {
            foreach (KeyValuePair<string, string> kvp in paramOverrides)
            {
                bulletSimConfig.Set(kvp.Key, kvp.Value);
            }
        }

        // If a special directory exists, put detailed logging therein.
        // This allows local testing/debugging without having to worry that the build engine will output logs.
        if (Directory.Exists("physlogs"))
        {
            bulletSimConfig.Set("PhysicsLoggingDir","./physlogs");
            bulletSimConfig.Set("PhysicsLoggingEnabled","True");
            bulletSimConfig.Set("PhysicsLoggingDoFlush","True");
            bulletSimConfig.Set("VehicleLoggingEnabled","True");
        }

        PhysicsPluginManager physicsPluginManager;
        physicsPluginManager = new PhysicsPluginManager();
        physicsPluginManager.LoadPluginsFromAssemblies("Physics");

        Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
       
        PhysicsScene pScene = physicsPluginManager.GetPhysicsScene(
                        "BulletSim", "Meshmerizer", openSimINI, "BSTestRegion", regionExtent);

        BSScene bsScene = pScene as BSScene;

        // Since the asset requestor is not initialized, any mesh or sculptie will be a cube.
        // In the future, add a fake asset fetcher to get meshes and sculpts.
        // bsScene.RequestAssetMethod = ???;

        return bsScene;
    }
开发者ID:szielins,项目名称:opensim,代码行数:52,代码来源:BulletSimTestsUtil.cs


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