Add simple regression test for logging in with offline friends. Don't expect to receive any in this instance.
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cd3f3cbdde
commit
012b01f224
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@ -44,6 +44,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends.Tests
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private FriendsModule m_fm;
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private FriendsModule m_fm;
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private TestScene m_scene;
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private TestScene m_scene;
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[TestFixtureSetUp]
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public void FixtureInit()
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{
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// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
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Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
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}
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[TestFixtureTearDown]
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public void TearDown()
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{
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// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
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// threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
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// tests really shouldn't).
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Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
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}
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[SetUp]
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[SetUp]
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public void Init()
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public void Init()
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{
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{
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@ -62,7 +78,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends.Tests
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}
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}
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[Test]
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[Test]
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public void TestNoFriends()
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public void TestLoginWithNoFriends()
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{
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{
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TestHelpers.InMethod();
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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// log4net.Config.XmlConfigurator.Configure();
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@ -75,6 +91,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends.Tests
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Assert.That(((TestClient)sp.ControllingClient).ReceivedOnlineNotifications.Count, Is.EqualTo(0));
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Assert.That(((TestClient)sp.ControllingClient).ReceivedOnlineNotifications.Count, Is.EqualTo(0));
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}
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}
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[Test]
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public void TestLoginWithOfflineFriends()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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UUID user1Id = TestHelpers.ParseTail(0x1);
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UUID user2Id = TestHelpers.ParseTail(0x2);
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// UserAccountHelpers.CreateUserWithInventory(m_scene, user1Id);
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// UserAccountHelpers.CreateUserWithInventory(m_scene, user2Id);
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//
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// m_fm.AddFriendship(user1Id, user2Id);
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ScenePresence sp1 = SceneHelpers.AddScenePresence(m_scene, user1Id);
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ScenePresence sp2 = SceneHelpers.AddScenePresence(m_scene, user2Id);
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m_fm.AddFriendship(sp1.ControllingClient, user2Id);
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m_scene.RemoveClient(sp1.UUID, true);
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m_scene.RemoveClient(sp2.UUID, true);
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ScenePresence sp1Redux = SceneHelpers.AddScenePresence(m_scene, user1Id);
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// We don't expect to receive notifications of offline friends on login, just online.
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Assert.That(((TestClient)sp1Redux.ControllingClient).ReceivedOfflineNotifications.Count, Is.EqualTo(0));
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Assert.That(((TestClient)sp1Redux.ControllingClient).ReceivedOnlineNotifications.Count, Is.EqualTo(0));
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}
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[Test]
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[Test]
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public void TestAddFriendshipWhileOnline()
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public void TestAddFriendshipWhileOnline()
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{
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{
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