refactor: Use local attachment module variables instead of global m_attMod.
This also avoids confusion between tests where one sets up m_attMod and another accidentally uses it after failing to set one up itself.0.7.4.1
parent
4329cc7b8a
commit
2b82c421ad
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@ -56,8 +56,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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[TestFixture]
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public class AttachmentsModuleTests
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{
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private AttachmentsModule m_attMod;
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/// <summary>
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/// Standard user ID
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/// </summary>
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@ -95,8 +93,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
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Scene scene = new SceneHelpers().SetupScene();
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m_attMod = new AttachmentsModule();
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SceneHelpers.SetupSceneModules(scene, config, m_attMod, new BasicInventoryAccessModule());
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SceneHelpers.SetupSceneModules(scene, config, new AttachmentsModule(), new BasicInventoryAccessModule());
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return scene;
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}
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@ -141,7 +138,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID).ParentGroup;
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m_attMod.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false);
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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@ -181,7 +178,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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InventoryItemBase attItem = CreateAttachmentItem(scene, m_userId, "att", 0x10, 0x20);
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m_attMod.RezSingleAttachmentFromInventory(
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scene.AttachmentsModule.RezSingleAttachmentFromInventory(
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sp, attItem.ID, (uint)AttachmentPoint.Chest);
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// Check scene presence status
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@ -213,9 +210,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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InventoryItemBase attItem = CreateAttachmentItem(scene, m_userId, "att", 0x10, 0x20);
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ISceneEntity so
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= m_attMod.RezSingleAttachmentFromInventory(
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= scene.AttachmentsModule.RezSingleAttachmentFromInventory(
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sp, attItem.ID, (uint)AttachmentPoint.Chest);
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m_attMod.DetachSingleAttachmentToGround(sp, so.LocalId);
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scene.AttachmentsModule.DetachSingleAttachmentToGround(sp, so.LocalId);
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// Check scene presence status
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Assert.That(sp.HasAttachments(), Is.False);
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@ -244,9 +241,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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InventoryItemBase attItem = CreateAttachmentItem(scene, m_userId, "att", 0x10, 0x20);
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m_attMod.RezSingleAttachmentFromInventory(
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scene.AttachmentsModule.RezSingleAttachmentFromInventory(
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sp, attItem.ID, (uint)AttachmentPoint.Chest);
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m_attMod.DetachSingleAttachmentToInv(sp, attItem.ID);
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scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, attItem.ID);
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.False);
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@ -364,6 +361,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// for a callback from the destination scene before removing its avatar data.
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entityTransferConfig.Set("wait_for_callback", false);
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modulesConfig.Set("InventoryAccessModule", "BasicInventoryAccessModule");
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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), 1001, 1000);
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@ -380,7 +379,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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InventoryItemBase attItem = CreateAttachmentItem(sceneA, m_userId, "att", 0x10, 0x20);
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m_attMod.RezSingleAttachmentFromInventory(
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sceneA.AttachmentsModule.RezSingleAttachmentFromInventory(
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beforeTeleportSp, attItem.ID, (uint)AttachmentPoint.Chest);
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Vector3 teleportPosition = new Vector3(10, 11, 12);
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