Added messages to assertions in the failing tests, so that we know which ones are failing.

prioritization
Diva Canto 2009-10-01 17:28:42 -07:00
parent ac0927c922
commit 24d5b57503
1 changed files with 19 additions and 12 deletions

View File

@ -94,10 +94,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests
} }
// root part should have no offset position or rotation // root part should have no offset position or rotation
Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity); Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity,
"root part should have no offset position or rotation");
// offset position should be root part position - part2.absolute position. // offset position should be root part position - part2.absolute position.
Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10)); Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10),
"offset position should be root part position - part2.absolute position.");
float roll = 0; float roll = 0;
float pitch = 0; float pitch = 0;
@ -116,7 +118,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
if (debugtest) if (debugtest)
m_log.Debug(rotEuler2); m_log.Debug(rotEuler2);
Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f)); Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f),
"Not exactly sure what this is asserting...");
// Delink part 2 // Delink part 2
grp1.DelinkFromGroup(part2.LocalId); grp1.DelinkFromGroup(part2.LocalId);
@ -125,7 +128,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
m_log.Debug("Group2: Prim2: OffsetPosition:" + part2.AbsolutePosition + ", OffsetRotation:" + part2.RotationOffset); m_log.Debug("Group2: Prim2: OffsetPosition:" + part2.AbsolutePosition + ", OffsetRotation:" + part2.RotationOffset);
Assert.That(grp1.Children.Count, Is.EqualTo(1), "Group 1 still contained part2 after delink."); Assert.That(grp1.Children.Count, Is.EqualTo(1), "Group 1 still contained part2 after delink.");
Assert.That(part2.AbsolutePosition == Vector3.Zero); Assert.That(part2.AbsolutePosition == Vector3.Zero, "The absolute position should be zero");
} }
[Test] [Test]
@ -175,10 +178,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
grp3.LinkToGroup(grp4); grp3.LinkToGroup(grp4);
// At this point we should have 4 parts total in two groups. // At this point we should have 4 parts total in two groups.
Assert.That(grp1.Children.Count == 2); Assert.That(grp1.Children.Count == 2, "Group1 children count should be 2");
Assert.That(grp2.IsDeleted, "Group 2 was not registered as deleted after link."); Assert.That(grp2.IsDeleted, "Group 2 was not registered as deleted after link.");
Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained parts after delink."); Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained parts after delink.");
Assert.That(grp3.Children.Count == 2); Assert.That(grp3.Children.Count == 2, "Group3 children count should be 2");
Assert.That(grp4.IsDeleted, "Group 4 was not registered as deleted after link."); Assert.That(grp4.IsDeleted, "Group 4 was not registered as deleted after link.");
Assert.That(grp4.Children.Count, Is.EqualTo(0), "Group 4 still contained parts after delink."); Assert.That(grp4.Children.Count, Is.EqualTo(0), "Group 4 still contained parts after delink.");
@ -201,10 +204,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests
grp3.RootPart.UpdateFlag = 0; grp3.RootPart.UpdateFlag = 0;
// root part should have no offset position or rotation // root part should have no offset position or rotation
Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity); Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity,
"root part should have no offset position or rotation (again)");
// offset position should be root part position - part2.absolute position. // offset position should be root part position - part2.absolute position.
Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10)); Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10),
"offset position should be root part position - part2.absolute position (again)");
float roll = 0; float roll = 0;
float pitch = 0; float pitch = 0;
@ -223,7 +228,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
if (debugtest) if (debugtest)
m_log.Debug(rotEuler2); m_log.Debug(rotEuler2);
Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f)); Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f),
"Not sure what this assertion is all about...");
// Now we're linking the first group to the third group. This will make the first group child parts of the third one. // Now we're linking the first group to the third group. This will make the first group child parts of the third one.
grp3.LinkToGroup(grp1); grp3.LinkToGroup(grp1);
@ -246,13 +252,14 @@ namespace OpenSim.Region.Framework.Scenes.Tests
m_log.Debug("Group3: Prim2: OffsetPosition:" + part4.OffsetPosition + ", OffsetRotation:" + part4.RotationOffset); m_log.Debug("Group3: Prim2: OffsetPosition:" + part4.OffsetPosition + ", OffsetRotation:" + part4.RotationOffset);
} }
Assert.That(part2.AbsolutePosition == Vector3.Zero); Assert.That(part2.AbsolutePosition == Vector3.Zero, "Badness 1");
Assert.That(part4.OffsetPosition == new Vector3(20, 20, 20)); Assert.That(part4.OffsetPosition == new Vector3(20, 20, 20), "Badness 2");
Quaternion compareQuaternion = new Quaternion(0, 0.7071068f, 0, 0.7071068f); Quaternion compareQuaternion = new Quaternion(0, 0.7071068f, 0, 0.7071068f);
Assert.That((part4.RotationOffset.X - compareQuaternion.X < 0.00003) Assert.That((part4.RotationOffset.X - compareQuaternion.X < 0.00003)
&& (part4.RotationOffset.Y - compareQuaternion.Y < 0.00003) && (part4.RotationOffset.Y - compareQuaternion.Y < 0.00003)
&& (part4.RotationOffset.Z - compareQuaternion.Z < 0.00003) && (part4.RotationOffset.Z - compareQuaternion.Z < 0.00003)
&& (part4.RotationOffset.W - compareQuaternion.W < 0.00003)); && (part4.RotationOffset.W - compareQuaternion.W < 0.00003),
"Badness 3");
} }
} }
} }