Add assert to attachment regression tests to check that number of objects in the scene graph
parent
ae1f2114f5
commit
056c9a59b2
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@ -149,6 +149,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
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InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
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Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
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Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
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Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
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// TestHelpers.DisableLogging();
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// TestHelpers.DisableLogging();
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}
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}
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@ -181,6 +183,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// Check appearance status
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// Check appearance status
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Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
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Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
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Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
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Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
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Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
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}
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}
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[Test]
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[Test]
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@ -239,6 +243,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// Check item status
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// Check item status
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Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo(0));
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Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo(0));
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Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(0));
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}
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}
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/// <summary>
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/// <summary>
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@ -300,6 +306,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Assert.That(retreivedAttachments[0].ItemID, Is.EqualTo(attItem.ID));
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Assert.That(retreivedAttachments[0].ItemID, Is.EqualTo(attItem.ID));
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Assert.That(retreivedAttachments[0].AssetID, Is.EqualTo(attItem.AssetID));
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Assert.That(retreivedAttachments[0].AssetID, Is.EqualTo(attItem.AssetID));
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Assert.That(presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
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Assert.That(presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
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Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
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}
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}
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[Test]
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[Test]
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@ -399,6 +407,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name));
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Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name));
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Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest));
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Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest));
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// Teleporting attachments should not end up in the scene graph
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Assert.That(sceneB.GetSceneObjectGroups().Count, Is.EqualTo(1));
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// Check attachments have been removed from sceneA
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// Check attachments have been removed from sceneA
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ScenePresence afterTeleportSceneASp = sceneA.GetScenePresence(ua1.PrincipalID);
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ScenePresence afterTeleportSceneASp = sceneA.GetScenePresence(ua1.PrincipalID);
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@ -410,6 +421,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// This is the actual attachment, which should no longer exist
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// This is the actual attachment, which should no longer exist
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List<SceneObjectGroup> actualSceneAAttachments = afterTeleportSceneASp.GetAttachments();
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List<SceneObjectGroup> actualSceneAAttachments = afterTeleportSceneASp.GetAttachments();
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Assert.That(actualSceneAAttachments.Count, Is.EqualTo(0));
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Assert.That(actualSceneAAttachments.Count, Is.EqualTo(0));
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// Teleporting attachments should not end up in the scene graph
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Assert.That(sceneA.GetSceneObjectGroups().Count, Is.EqualTo(0));
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}
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}
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// I'm commenting this test because scene setup NEEDS InventoryService to
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// I'm commenting this test because scene setup NEEDS InventoryService to
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@ -4473,6 +4473,17 @@ namespace OpenSim.Region.Framework.Scenes
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m_sceneGraph.ForEachScenePresence(action);
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m_sceneGraph.ForEachScenePresence(action);
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}
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}
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/// <summary>
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/// Get all the scene object groups.
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/// </summary>
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/// <returns>
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/// The scene object groups. If the scene is empty then an empty list is returned.
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/// </returns>
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public List<SceneObjectGroup> GetSceneObjectGroups()
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{
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return m_sceneGraph.GetSceneObjectGroups();
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}
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/// <summary>
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/// <summary>
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/// Get a group via its UUID
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/// Get a group via its UUID
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/// </summary>
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/// </summary>
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@ -957,6 +957,18 @@ namespace OpenSim.Region.Framework.Scenes
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return result;
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return result;
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}
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}
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/// <summary>
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/// Get all the scene object groups.
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/// </summary>
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/// <returns>
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/// The scene object groups. If the scene is empty then an empty list is returned.
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/// </returns>
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protected internal List<SceneObjectGroup> GetSceneObjectGroups()
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{
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lock (SceneObjectGroupsByFullID)
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return new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values);
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}
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/// <summary>
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/// <summary>
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/// Get a group in the scene
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/// Get a group in the scene
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/// </summary>
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/// </summary>
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@ -1100,11 +1112,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="action"></param>
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/// <param name="action"></param>
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protected internal void ForEachSOG(Action<SceneObjectGroup> action)
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protected internal void ForEachSOG(Action<SceneObjectGroup> action)
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{
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{
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List<SceneObjectGroup> objlist;
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foreach (SceneObjectGroup obj in GetSceneObjectGroups())
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lock (SceneObjectGroupsByFullID)
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objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values);
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foreach (SceneObjectGroup obj in objlist)
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{
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{
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try
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try
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{
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{
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