Fix problem where moving an object to another region on the same simulator was failing, with the object returning to its original position.
Root cause was that PrimLimitsModule was not properly handling the case where the parcel it was asked to check was outside the current region's bounds. If this is the case, we can abort the check since the receiving region will perform it. Added a regression test for this case.0.8.0.3
parent
4cbd45f3d5
commit
0af8886400
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@ -1326,12 +1326,23 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// <summary>
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/// Update the position of the given group.
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/// Update the position of the given group.
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/// </summary>
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="localId"></param>
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/// <param name="pos"></param>
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/// <param name="pos"></param>
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/// <param name="remoteClient"></param>
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/// <param name="remoteClient"></param>
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public void UpdatePrimGroupPosition(uint localID, Vector3 pos, IClientAPI remoteClient)
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public void UpdatePrimGroupPosition(uint localId, Vector3 pos, IClientAPI remoteClient)
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{
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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UpdatePrimGroupPosition(localId, pos, remoteClient.AgentId);
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}
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/// <summary>
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/// Update the position of the given group.
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/// </summary>
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/// <param name="localId"></param>
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/// <param name="pos"></param>
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/// <param name="updatingAgentId"></param>
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public void UpdatePrimGroupPosition(uint localId, Vector3 pos, UUID updatingAgentId)
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{
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SceneObjectGroup group = GetGroupByPrim(localId);
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if (group != null)
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if (group != null)
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{
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{
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@ -1342,7 +1353,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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else
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else
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{
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{
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if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)
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if (m_parentScene.Permissions.CanMoveObject(group.UUID, updatingAgentId)
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&& m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos))
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&& m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos))
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{
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{
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group.UpdateGroupPosition(pos);
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group.UpdateGroupPosition(pos);
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@ -0,0 +1,161 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using Nini.Config;
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using NUnit.Framework;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.CoreModules.Framework.EntityTransfer;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
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using OpenSim.Region.CoreModules.World.Land;
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using OpenSim.Region.OptionalModules;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Region.Framework.Scenes.Tests
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{
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public class SceneObjectCrossingTests : OpenSimTestCase
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{
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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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/// <summary>
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/// Test cross with no prim limit module.
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/// </summary>
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[Test]
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public void TestCrossOnSameSimulator()
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{
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TestHelpers.InMethod();
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TestHelpers.EnableLogging();
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UUID userId = TestHelpers.ParseTail(0x1);
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int sceneObjectIdTail = 0x2;
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EntityTransferModule etmA = new EntityTransferModule();
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EntityTransferModule etmB = new EntityTransferModule();
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LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
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IConfigSource config = new IniConfigSource();
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IConfig modulesConfig = config.AddConfig("Modules");
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modulesConfig.Set("EntityTransferModule", etmA.Name);
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modulesConfig.Set("SimulationServices", lscm.Name);
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// IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
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SceneHelpers sh = new SceneHelpers();
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TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
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TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
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SceneHelpers.SetupSceneModules(sceneA, config, etmA);
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SceneHelpers.SetupSceneModules(sceneB, config, etmB);
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SceneObjectGroup so1 = SceneHelpers.AddSceneObject(sceneA, 1, userId, "", sceneObjectIdTail);
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UUID so1Id = so1.UUID;
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so1.AbsolutePosition = new Vector3(128, 10, 20);
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// Cross with a negative value
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so1.AbsolutePosition = new Vector3(128, -10, 20);
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Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id));
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Assert.NotNull(sceneB.GetSceneObjectGroup(so1Id));
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}
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/// <summary>
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/// Test cross with no prim limit module.
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/// </summary>
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/// <remarks>
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/// XXX: This test may be better off in a specific PrimLimitsModuleTest class in optional module tests in the
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/// future (though it is configured as active by default, so not really optional).
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/// </remarks>
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[Test]
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public void TestCrossOnSameSimulatorPrimLimitsOkay()
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{
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TestHelpers.InMethod();
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TestHelpers.EnableLogging();
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UUID userId = TestHelpers.ParseTail(0x1);
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int sceneObjectIdTail = 0x2;
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EntityTransferModule etmA = new EntityTransferModule();
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EntityTransferModule etmB = new EntityTransferModule();
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LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
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LandManagementModule lmmA = new LandManagementModule();
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LandManagementModule lmmB = new LandManagementModule();
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IConfigSource config = new IniConfigSource();
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IConfig modulesConfig = config.AddConfig("Modules");
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modulesConfig.Set("EntityTransferModule", etmA.Name);
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modulesConfig.Set("SimulationServices", lscm.Name);
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// Remove?
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// IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
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IConfig permissionsConfig = config.AddConfig("Permissions");
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permissionsConfig.Set("permissionmodules", "PrimLimitsModule");
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SceneHelpers sh = new SceneHelpers();
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TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
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TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
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SceneHelpers.SetupSceneModules(
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sceneA, config, etmA, lmmA, new PrimLimitsModule(), new PrimCountModule());
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SceneHelpers.SetupSceneModules(
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sceneB, config, etmB, lmmB, new PrimLimitsModule(), new PrimCountModule());
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// We must set up the parcel for this to work. Normally this is taken care of by OpenSimulator startup
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// code which is not yet easily invoked by tests.
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lmmA.EventManagerOnNoLandDataFromStorage();
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lmmB.EventManagerOnNoLandDataFromStorage();
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SceneObjectGroup so1 = SceneHelpers.AddSceneObject(sceneA, 1, userId, "", sceneObjectIdTail);
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UUID so1Id = so1.UUID;
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so1.AbsolutePosition = new Vector3(128, 10, 20);
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// Cross with a negative value. We must make this call rather than setting AbsolutePosition directly
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// because only this will execute permission checks in the source region.
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sceneA.SceneGraph.UpdatePrimGroupPosition(so1.LocalId, new Vector3(128, -10, 20), userId);
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Assert.IsNull(sceneA.GetSceneObjectGroup(so1Id));
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Assert.NotNull(sceneB.GetSceneObjectGroup(so1Id));
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}
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}
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}
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@ -58,8 +58,6 @@ namespace OpenSim.Region.OptionalModules
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public void Initialise(IConfigSource config)
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public void Initialise(IConfigSource config)
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{
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{
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//IConfig myConfig = config.Configs["Startup"];
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string permissionModules = Util.GetConfigVarFromSections<string>(config, "permissionmodules",
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string permissionModules = Util.GetConfigVarFromSections<string>(config, "permissionmodules",
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new string[] { "Startup", "Permissions" }, "DefaultPermissionsModule");
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new string[] { "Startup", "Permissions" }, "DefaultPermissionsModule");
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@ -129,6 +127,11 @@ namespace OpenSim.Region.OptionalModules
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ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
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ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
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ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
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ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
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// newParcel will be null only if it outside of our current region. If this is the case, then the
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// receiving permissions will perform the check.
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if (newParcel == null)
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return true;
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int usedPrims = newParcel.PrimCounts.Total;
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int usedPrims = newParcel.PrimCounts.Total;
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int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
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int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
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@ -596,6 +596,32 @@ namespace OpenSim.Tests.Common
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return so;
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return so;
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}
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}
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/// <summary>
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/// Add a test object
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="parts">
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/// The number of parts that should be in the scene object
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/// </param>
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/// <param name="ownerId"></param>
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/// <param name="partNamePrefix">
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/// The prefix to be given to part names. This will be suffixed with "Part<part no>"
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/// (e.g. mynamePart1 for the root part)
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/// </param>
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/// <param name="uuidTail">
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/// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
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/// will be given to the root part, and incremented for each part thereafter.
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/// </param>
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/// <returns></returns>
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public static SceneObjectGroup AddSceneObject(Scene scene, int parts, UUID ownerId, string partNamePrefix, int uuidTail)
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{
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SceneObjectGroup so = CreateSceneObject(parts, ownerId, partNamePrefix, uuidTail);
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scene.AddNewSceneObject(so, false);
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return so;
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}
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/// <summary>
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/// <summary>
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/// Create a scene object part.
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/// Create a scene object part.
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/// </summary>
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/// </summary>
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