Add regression TestRezScriptedAttachmentsFromInventory() though this currently only checks for the presence of script items, not for started scripts
parent
56d894ae24
commit
0cb1b0bb4a
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@ -185,7 +185,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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}
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[Test]
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public void TestAddAttachmentFromInventory()
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public void TestRezAttachmentFromInventory()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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@ -217,6 +217,31 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
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}
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/// <summary>
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/// Test specific conditions associated with rezzing a scripted attachment from inventory.
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/// </summary>
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[Test]
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public void TestRezScriptedAttachmentFromInventory()
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{
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TestHelpers.InMethod();
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Scene scene = CreateDefaultTestScene();
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UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
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SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10);
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TaskInventoryHelpers.AddScript(scene, so.RootPart);
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InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000);
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scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest);
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// TODO: Need to have a test that checks the script is actually started but this involves a lot more
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// plumbing of the script engine and either pausing for events or more infrastructure to turn off various
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// script engine delays/asychronicity that isn't helpful in an automated regression testing context.
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SceneObjectGroup attSo = scene.GetSceneObjectGroup(so.Name);
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Assert.That(attSo.ContainsScripts(), Is.True);
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}
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[Test]
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public void TestDetachAttachmentToGround()
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{
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@ -69,7 +69,7 @@ namespace OpenSim.Tests.Common
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}
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/// <summary>
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/// Add a blank script to the given part.
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/// Add a simple script to the given part.
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/// </summary>
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/// <remarks>
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/// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these
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@ -81,6 +81,7 @@ namespace OpenSim.Tests.Common
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public static TaskInventoryItem AddScript(Scene scene, SceneObjectPart part)
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{
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AssetScriptText ast = new AssetScriptText();
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ast.Source = "default { state_entry() {} }";
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ast.Encode();
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UUID assetUuid = new UUID("00000000-0000-0000-1000-000000000000");
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@ -42,6 +42,57 @@ namespace OpenSim.Tests.Common
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{
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public static readonly string PATH_DELIMITER = "/";
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/// <summary>
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/// Add an existing scene object as an item in the user's inventory.
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/// </summary>
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/// <param name='scene'></param>
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/// <param name='so'></param>
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/// <param name='inventoryIdTail'></param>
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/// <param name='assetIdTail'></param>
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/// <returns>The inventory item created.</returns>
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public static InventoryItemBase AddInventoryItem(
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Scene scene, SceneObjectGroup so, int inventoryIdTail, int assetIdTail)
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{
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return AddInventoryItem(
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scene,
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so.Name,
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TestHelpers.ParseTail(inventoryIdTail),
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InventoryType.Object,
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AssetHelpers.CreateAsset(TestHelpers.ParseTail(assetIdTail), so),
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so.OwnerID);
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}
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/// <summary>
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/// Creates a notecard in the objects folder and specify an item id.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="itemName"></param>
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/// <param name="itemId"></param>
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/// <param name="itemType"></param>
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/// <param name="asset">The serialized asset for this item</param>
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/// <param name="userId"></param>
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/// <returns></returns>
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private static InventoryItemBase AddInventoryItem(
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Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId)
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{
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scene.AssetService.Store(asset);
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InventoryItemBase item = new InventoryItemBase();
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item.Name = itemName;
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item.AssetID = asset.FullID;
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item.ID = itemId;
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item.Owner = userId;
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item.AssetType = asset.Type;
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item.InvType = (int)itemType;
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InventoryFolderBase folder = scene.InventoryService.GetFolderForType(userId, (AssetType)asset.Type);
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item.Folder = folder.ID;
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scene.AddInventoryItem(item);
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return item;
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}
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/// <summary>
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/// Creates a notecard in the objects folder and specify an item id.
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/// </summary>
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@ -81,40 +132,25 @@ namespace OpenSim.Tests.Common
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/// <param name="type">Type of item to create</param>
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/// <returns></returns>
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public static InventoryItemBase CreateInventoryItem(
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Scene scene, string itemName, UUID itemId, UUID assetId, UUID userId, InventoryType type)
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Scene scene, string itemName, UUID itemId, UUID assetId, UUID userId, InventoryType itemType)
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{
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AssetBase asset = null;
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if (type == InventoryType.Notecard)
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if (itemType == InventoryType.Notecard)
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{
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asset = AssetHelpers.CreateNotecardAsset();
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asset.CreatorID = userId.ToString();
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}
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else if (type == InventoryType.Object)
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else if (itemType == InventoryType.Object)
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{
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asset = AssetHelpers.CreateAsset(assetId, SceneHelpers.CreateSceneObject(1, userId));
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}
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else
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{
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throw new Exception(string.Format("Inventory type {0} not supported", type));
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throw new Exception(string.Format("Inventory type {0} not supported", itemType));
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}
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scene.AssetService.Store(asset);
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InventoryItemBase item = new InventoryItemBase();
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item.Name = itemName;
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item.AssetID = asset.FullID;
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item.ID = itemId;
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item.Owner = userId;
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item.AssetType = asset.Type;
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item.InvType = (int)type;
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InventoryFolderBase folder = scene.InventoryService.GetFolderForType(userId, AssetType.Notecard);
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item.Folder = folder.ID;
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scene.AddInventoryItem(item);
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return item;
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return AddInventoryItem(scene, itemName, itemId, itemType, asset, userId);
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}
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/// <summary>
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