Merge branch 'master' into careminster-presence-refactor

avinationmerge
Melanie 2010-09-07 01:48:00 +01:00
commit 3284356bba
19 changed files with 379 additions and 65 deletions

View File

@ -247,6 +247,8 @@ namespace OpenSim.Data.MySQL
public void RemoveObject(UUID obj, UUID regionUUID)
{
// m_log.DebugFormat("[REGION DB]: Deleting scene object {0} from {1} in database", obj, regionUUID);
List<UUID> uuids = new List<UUID>();
// Formerly, this used to check the region UUID.

View File

@ -111,11 +111,11 @@ namespace OpenSim.Region.Framework.Scenes
private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
{
m_log.Debug("[SCENE]: Starting send to inventory loop");
m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop");
while (InventoryDeQueueAndDelete())
{
//m_log.Debug("[SCENE]: Sent item successfully to inventory, continuing...");
//m_log.Debug("[ASYNC DELETER]: Sent item successfully to inventory, continuing...");
}
}
@ -137,7 +137,7 @@ namespace OpenSim.Region.Framework.Scenes
x = m_inventoryDeletes.Dequeue();
m_log.DebugFormat(
"[SCENE]: Sending object to user's inventory, {0} item(s) remaining.", left);
"[ASYNC DELETER]: Sending object to user's inventory, {0} item(s) remaining.", left);
try
{
@ -152,7 +152,8 @@ namespace OpenSim.Region.Framework.Scenes
}
catch (Exception e)
{
m_log.DebugFormat("Exception background sending object: " + e);
m_log.ErrorFormat(
"[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace);
}
return true;
@ -164,11 +165,15 @@ namespace OpenSim.Region.Framework.Scenes
// We can't put the object group details in here since the root part may have disappeared (which is where these sit).
// FIXME: This needs to be fixed.
m_log.ErrorFormat(
"[SCENE]: Queued sending of scene object to agent {0} {1} failed: {2}",
(x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString());
"[ASYNC DELETER]: Queued sending of scene object to agent {0} {1} failed: {2} {3}",
(x != null ? x.remoteClient.Name : "unavailable"),
(x != null ? x.remoteClient.AgentId.ToString() : "unavailable"),
e.Message,
e.StackTrace);
}
m_log.Debug("[SCENE]: No objects left in inventory send queue.");
m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue.");
return false;
}
}

View File

@ -69,6 +69,7 @@ namespace OpenSim.Region.Framework.Scenes
public bool IsDeleted
{
get { return m_isDeleted; }
set { m_isDeleted = value; }
}
protected bool m_isDeleted;

View File

@ -688,7 +688,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void TriggerOnBackup(IRegionDataStore dstore)
public void TriggerOnBackup(IRegionDataStore dstore, bool forced)
{
OnBackupDelegate handlerOnAttach = OnBackup;
if (handlerOnAttach != null)
@ -697,7 +697,7 @@ namespace OpenSim.Region.Framework.Scenes
{
try
{
d(dstore, false);
d(dstore, forced);
}
catch (Exception e)
{

View File

@ -1719,7 +1719,7 @@ namespace OpenSim.Region.Framework.Scenes
public virtual void DeRezObject(IClientAPI remoteClient, uint localID,
UUID groupID, DeRezAction action, UUID destinationID)
{
DeRezObjects(remoteClient, new List<uint>() { localID} , groupID, action, destinationID);
DeRezObjects(remoteClient, new List<uint>() { localID }, groupID, action, destinationID);
}
public virtual void DeRezObjects(IClientAPI remoteClient, List<uint> localIDs,
@ -1764,11 +1764,6 @@ namespace OpenSim.Region.Framework.Scenes
deleteIDs.Add(localID);
deleteGroups.Add(grp);
// Force a database backup/update on this SceneObjectGroup
// So that we know the database is upto date,
// for when deleting the object from it
ForceSceneObjectBackup(grp);
if (remoteClient == null)
{
// Autoreturn has a null client. Nothing else does. So

View File

@ -1562,18 +1562,22 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
private void BackupWaitCallback(object o)
{
Backup();
Backup(false);
}
/// <summary>
/// Backup the scene. This acts as the main method of the backup thread.
/// </summary>
/// <param name="forced">
/// If true, then any changes that have not yet been persisted are persisted. If false,
/// then the persistence decision is left to the backup code (in some situations, such as object persistence,
/// it's much more efficient to backup multiple changes at once rather than every single one).
/// <returns></returns>
public void Backup()
public void Backup(bool forced)
{
lock (m_returns)
{
EventManager.TriggerOnBackup(m_storageManager.DataStore);
EventManager.TriggerOnBackup(m_storageManager.DataStore, forced);
m_backingup = false;
foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns)
@ -2155,7 +2159,7 @@ namespace OpenSim.Region.Framework.Scenes
// rootPart.PhysActor = null;
// }
if (UnlinkSceneObject(group.UUID, false))
if (UnlinkSceneObject(group, false))
{
EventManager.TriggerObjectBeingRemovedFromScene(group);
EventManager.TriggerParcelPrimCountTainted();
@ -2170,19 +2174,26 @@ namespace OpenSim.Region.Framework.Scenes
/// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the
/// object itself is not destroyed.
/// </summary>
/// <param name="uuid">Id of object.</param>
/// <param name="so">The scene object.</param>
/// <param name="softDelete">If true, only deletes from scene, but keeps the object in the database.</param>
/// <returns>true if the object was in the scene, false if it was not</returns>
/// <param name="softDelete">If true, only deletes from scene, but keeps object in database.</param>
public bool UnlinkSceneObject(UUID uuid, bool softDelete)
public bool UnlinkSceneObject(SceneObjectGroup so, bool softDelete)
{
if (m_sceneGraph.DeleteSceneObject(uuid, softDelete))
if (m_sceneGraph.DeleteSceneObject(so.UUID, softDelete))
{
if (!softDelete)
{
m_storageManager.DataStore.RemoveObject(uuid,
m_regInfo.RegionID);
// Force a database update so that the scene object group ID is accurate. It's possible that the
// group has recently been delinked from another group but that this change has not been persisted
// to the DB.
ForceSceneObjectBackup(so);
so.DetachFromBackup();
m_storageManager.DataStore.RemoveObject(so.UUID, m_regInfo.RegionID);
}
// We need to keep track of this state in case this group is still queued for further backup.
so.IsDeleted = true;
return true;
}
@ -2212,7 +2223,7 @@ namespace OpenSim.Region.Framework.Scenes
}
catch (Exception)
{
m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
m_log.Warn("[SCENE]: exception when trying to remove the prim that crossed the border.");
}
return;
}
@ -2229,7 +2240,7 @@ namespace OpenSim.Region.Framework.Scenes
}
catch (Exception)
{
m_log.Warn("[DATABASE]: exception when trying to return the prim that crossed the border.");
m_log.Warn("[SCENE]: exception when trying to return the prim that crossed the border.");
}
return;
}

View File

@ -300,7 +300,7 @@ namespace OpenSim.Region.Framework.Scenes
public void BackupCurrentScene()
{
ForEachCurrentScene(delegate(Scene scene) { scene.Backup(); });
ForEachCurrentScene(delegate(Scene scene) { scene.Backup(true); });
}
public bool TrySetCurrentScene(string regionName)

View File

@ -1556,9 +1556,14 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// Delete this group from its scene and tell all the scene presences about that deletion.
/// Delete this group from its scene.
/// </summary>
/// <param name="silent">Broadcast deletions to all clients.</param>
///
/// This only handles the in-world consequences of deletion (e.g. any avatars sitting on it are forcibly stood
/// up and all avatars receive notification of its removal. Removal of the scene object from database backup
/// must be handled by the caller.
///
/// <param name="silent">If true then deletion is not broadcast to clients</param>
public void DeleteGroup(bool silent)
{
// We need to keep track of this state in case this group is still queued for backup.
@ -1729,14 +1734,21 @@ namespace OpenSim.Region.Framework.Scenes
public virtual void ProcessBackup(IRegionDataStore datastore, bool forcedBackup)
{
if (!m_isBackedUp)
{
// m_log.DebugFormat(
// "[WATER WARS]: Ignoring backup of {0} {1} since object is not marked to be backed up", Name, UUID);
return;
}
if (IsDeleted || UUID == UUID.Zero)
{
// m_log.DebugFormat(
// "[WATER WARS]: Ignoring backup of {0} {1} since object is marked as already deleted", Name, UUID);
return;
}
// Since this is the top of the section of call stack for backing up a particular scene object, don't let
// any exception propogate upwards.
if (IsDeleted || UUID == UUID.Zero)
return;
try
{
if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
@ -1772,7 +1784,7 @@ namespace OpenSim.Region.Framework.Scenes
if (HasGroupChanged)
{
// don't backup while it's selected or you're asking for changes mid stream.
if ((isTimeToPersist()) || (forcedBackup))
if (isTimeToPersist() || forcedBackup)
{
// m_log.DebugFormat(
// "[SCENE]: Storing {0}, {1} in {2}",
@ -1795,19 +1807,19 @@ namespace OpenSim.Region.Framework.Scenes
backup_group = null;
}
// else
// {
// m_log.DebugFormat(
// "[SCENE]: Did not update persistence of object {0} {1}, selected = {2}",
// Name, UUID, IsSelected);
// }
// else
// {
// m_log.DebugFormat(
// "[SCENE]: Did not update persistence of object {0} {1}, selected = {2}",
// Name, UUID, IsSelected);
// }
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}\n\t{4}",
Name, UUID, m_scene.RegionInfo.RegionName, e, e.StackTrace);
"[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}{4}",
Name, UUID, m_scene.RegionInfo.RegionName, e.Message, e.StackTrace);
}
}
@ -2672,7 +2684,7 @@ namespace OpenSim.Region.Framework.Scenes
part.ClearUndoState();
}
m_scene.UnlinkSceneObject(objectGroup.UUID, true);
m_scene.UnlinkSceneObject(objectGroup, true);
objectGroup.m_isDeleted = true;
objectGroup.lockPartsForWrite(true);

View File

@ -28,20 +28,21 @@
using System;
using System.Collections.Generic;
using System.Text;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Region.Framework.Scenes;
using NUnit.Framework;
using OpenSim.Tests.Common;
namespace OpenSim.Region.Framework.Scenes.Tests
{
[TestFixture]
public class BorderTests
{
[Test]
public void TestCross()
{
TestHelper.InMethod();
List<Border> testborders = new List<Border>();
Border NorthBorder = new Border();
@ -75,8 +76,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
position = new Vector3(200,280,21);
Assert.That(NorthBorder.TestCross(position));
// Test automatic border crossing
// by setting the border crossing aabb to be the whole region
position = new Vector3(25,25,21); // safely within one 256m region
@ -95,12 +94,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
WestBorder.BorderLine = new Vector3(0, 256, 255); // automatic border cross in the region
Assert.That(WestBorder.TestCross(position));
}
[Test]
public void TestCrossSquare512()
{
TestHelper.InMethod();
List<Border> testborders = new List<Border>();
Border NorthBorder = new Border();
@ -174,12 +174,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(!b.TestCross(position));
}
}
[Test]
public void TestCrossRectangle512x256()
{
TestHelper.InMethod();
List<Border> testborders = new List<Border>();
Border NorthBorder = new Border();
@ -258,6 +259,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
[Test]
public void TestCrossOdd512x512w256hole()
{
TestHelper.InMethod();
List<Border> testborders = new List<Border>();
// 512____
// | |

View File

@ -53,7 +53,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
public void T010_AddObjects()
{
TestHelper.InMethod();
// Console.WriteLine("Beginning test {0}", MethodBase.GetCurrentMethod());
random = new Random();
SceneObjectGroup found;
@ -89,7 +88,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
public void T011_ThreadAddRemoveTest()
{
TestHelper.InMethod();
// Console.WriteLine("Beginning test {0}", MethodBase.GetCurrentMethod());
// This test adds and removes with mutiple threads, attempting to break the
// uuid and localid dictionary coherence.

View File

@ -26,13 +26,13 @@
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using NUnit.Framework;
using NUnit.Framework.SyntaxHelpers;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
@ -260,5 +260,86 @@ namespace OpenSim.Region.Framework.Scenes.Tests
&& (part4.RotationOffset.W - compareQuaternion.W < 0.00003),
"Badness 3");
}
/// <summary>
/// Test that a new scene object which is already linked is correctly persisted to the persistence layer.
/// </summary>
[Test]
public void TestNewSceneObjectLinkPersistence()
{
TestHelper.InMethod();
//log4net.Config.XmlConfigurator.Configure();
TestScene scene = SceneSetupHelpers.SetupScene();
string rootPartName = "rootpart";
UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
string linkPartName = "linkpart";
UUID linkPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
SceneObjectPart rootPart
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
{ Name = rootPartName, UUID = rootPartUuid };
SceneObjectPart linkPart
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
{ Name = linkPartName, UUID = linkPartUuid };
SceneObjectGroup sog = new SceneObjectGroup(rootPart);
sog.AddPart(linkPart);
scene.AddNewSceneObject(sog, true);
// In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked
// scene backup thread.
scene.Backup(true);
List<SceneObjectGroup> storedObjects = scene.StorageManager.DataStore.LoadObjects(scene.RegionInfo.RegionID);
Assert.That(storedObjects.Count, Is.EqualTo(1));
Assert.That(storedObjects[0].Children.Count, Is.EqualTo(2));
Assert.That(storedObjects[0].Children.ContainsKey(rootPartUuid));
Assert.That(storedObjects[0].Children.ContainsKey(linkPartUuid));
}
/// <summary>
/// Test that a delink of a previously linked object is correctly persisted to the database
/// </summary>
[Test]
public void TestDelinkPersistence()
{
TestHelper.InMethod();
//log4net.Config.XmlConfigurator.Configure();
TestScene scene = SceneSetupHelpers.SetupScene();
string rootPartName = "rootpart";
UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
string linkPartName = "linkpart";
UUID linkPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
SceneObjectPart rootPart
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
{ Name = rootPartName, UUID = rootPartUuid };
SceneObjectPart linkPart
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
{ Name = linkPartName, UUID = linkPartUuid };
SceneObjectGroup sog = new SceneObjectGroup(rootPart);
sog.AddPart(linkPart);
scene.AddNewSceneObject(sog, true);
// In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked
// scene backup thread.
scene.Backup(true);
// These changes should occur immediately without waiting for a backup pass
SceneObjectGroup groupToDelete = sog.DelinkFromGroup(linkPart, false);
scene.DeleteSceneObject(groupToDelete, false);
List<SceneObjectGroup> storedObjects = scene.StorageManager.DataStore.LoadObjects(scene.RegionInfo.RegionID);
Assert.That(storedObjects.Count, Is.EqualTo(1));
Assert.That(storedObjects[0].Children.Count, Is.EqualTo(1));
Assert.That(storedObjects[0].Children.ContainsKey(rootPartUuid));
}
}
}

View File

@ -173,6 +173,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(neighbours.Count, Is.EqualTo(2));
}
public void fixNullPresence()
{
string firstName = "testfirstname";
@ -389,8 +390,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
public static string GetRandomCapsObjectPath()
{
TestHelper.InMethod();
UUID caps = UUID.Random();
string capsPath = caps.ToString();
capsPath = capsPath.Remove(capsPath.Length - 4, 4);

View File

@ -300,7 +300,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
}
}
m_log.Info("[CMMODEL]: Scheduling a backup of new scene object groups to backup.");
scene.Backup();
scene.Backup(true);
}
/// <summary>

View File

@ -133,7 +133,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
m_firstEmptyCompileQueue = false;
m_oarFileLoading = false;
m_scene.Backup();
m_scene.Backup(false);
c.From = "RegionReady";
if (m_lastOarLoadedOk)

View File

@ -0,0 +1,203 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.Reflection;
using System.Collections.Generic;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Data.Null
{
/// <summary>
/// Mock region data plugin. This obeys the api contract for persistence but stores everything in memory, so that
/// tests can check correct persistence.
/// </summary>
public class NullDataStore : IRegionDataStore
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Dictionary<UUID, RegionSettings> m_regionSettings = new Dictionary<UUID, RegionSettings>();
protected Dictionary<UUID, SceneObjectPart> m_sceneObjectParts = new Dictionary<UUID, SceneObjectPart>();
protected Dictionary<UUID, ICollection<TaskInventoryItem>> m_primItems
= new Dictionary<UUID, ICollection<TaskInventoryItem>>();
protected Dictionary<UUID, double[,]> m_terrains = new Dictionary<UUID, double[,]>();
protected Dictionary<UUID, LandData> m_landData = new Dictionary<UUID, LandData>();
public void Initialise(string dbfile)
{
return;
}
public void Dispose()
{
}
public void StoreRegionSettings(RegionSettings rs)
{
m_regionSettings[rs.RegionUUID] = rs;
}
public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
{
//This connector doesn't support the windlight module yet
//Return default LL windlight settings
return new RegionLightShareData();
}
public void StoreRegionWindlightSettings(RegionLightShareData wl)
{
//This connector doesn't support the windlight module yet
}
public RegionSettings LoadRegionSettings(UUID regionUUID)
{
RegionSettings rs = null;
m_regionSettings.TryGetValue(regionUUID, out rs);
return rs;
}
public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
{
// We can't simply store groups here because on delinking, OpenSim will not update the original group
// directly. Rather, the newly delinked parts will be updated to be in their own scene object group
// Therefore, we need to store parts rather than groups.
foreach (SceneObjectPart prim in obj.Children.Values)
{
m_log.DebugFormat(
"[MOCK REGION DATA PLUGIN]: Storing part {0} {1} in object {2} {3} in region {4}",
prim.Name, prim.UUID, obj.Name, obj.UUID, regionUUID);
m_sceneObjectParts[prim.UUID] = prim;
}
}
public void RemoveObject(UUID obj, UUID regionUUID)
{
// All parts belonging to the object with the uuid are removed.
List<SceneObjectPart> parts = new List<SceneObjectPart>(m_sceneObjectParts.Values);
foreach (SceneObjectPart part in parts)
{
if (part.ParentGroup.UUID == obj)
{
m_log.DebugFormat(
"[MOCK REGION DATA PLUGIN]: Removing part {0} {1} as part of object {2} from {3}",
part.Name, part.UUID, obj, regionUUID);
m_sceneObjectParts.Remove(part.UUID);
}
}
}
// see IRegionDatastore
public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
{
m_primItems[primID] = items;
}
public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
{
Dictionary<UUID, SceneObjectGroup> objects = new Dictionary<UUID, SceneObjectGroup>();
// Create all of the SOGs from the root prims first
foreach (SceneObjectPart prim in m_sceneObjectParts.Values)
{
if (prim.IsRoot)
{
m_log.DebugFormat(
"[MOCK REGION DATA PLUGIN]: Loading root part {0} {1} in {2}", prim.Name, prim.UUID, regionUUID);
objects[prim.UUID] = new SceneObjectGroup(prim);
}
}
// Add all of the children objects to the SOGs
foreach (SceneObjectPart prim in m_sceneObjectParts.Values)
{
SceneObjectGroup sog;
if (prim.UUID != prim.ParentUUID)
{
if (objects.TryGetValue(prim.ParentUUID, out sog))
{
int originalLinkNum = prim.LinkNum;
sog.AddPart(prim);
// SceneObjectGroup.AddPart() tries to be smart and automatically set the LinkNum.
// We override that here
if (originalLinkNum != 0)
prim.LinkNum = originalLinkNum;
}
else
{
m_log.WarnFormat(
"[MOCK REGION DATA PLUGIN]: Database contains an orphan child prim {0} {1} in region {2} pointing to missing parent {3}. This prim will not be loaded.",
prim.Name, prim.UUID, regionUUID, prim.ParentUUID);
}
}
}
// TODO: Load items. This is assymetric - we store items as a separate method but don't retrieve them that
// way!
return new List<SceneObjectGroup>(objects.Values);
}
public void StoreTerrain(double[,] ter, UUID regionID)
{
m_terrains[regionID] = ter;
}
public double[,] LoadTerrain(UUID regionID)
{
if (m_terrains.ContainsKey(regionID))
return m_terrains[regionID];
else
return null;
}
public void RemoveLandObject(UUID globalID)
{
if (m_landData.ContainsKey(globalID))
m_landData.Remove(globalID);
}
public void StoreLandObject(ILandObject land)
{
m_landData[land.LandData.GlobalID] = land.LandData;
}
public List<LandData> LoadLandObjects(UUID regionUUID)
{
return new List<LandData>(m_landData.Values);
}
public void Shutdown()
{
}
}
}

View File

@ -42,7 +42,7 @@ namespace OpenSim.Tests.Common.Mock
/// </summary>
public class TestInventoryDataPlugin : IInventoryDataPlugin
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <value>
/// Inventory folders

View File

@ -1,4 +1,4 @@
/*
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
@ -29,7 +29,6 @@ using System;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Servers;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Scenes;
@ -48,6 +47,11 @@ namespace OpenSim.Tests.Common.Mock
{
}
/// <summary>
/// Allow retrieval for test check purposes
/// </summary>
public StorageManager StorageManager { get { return m_storageManager; } }
/// <summary>
/// Temporarily override session authentication for tests (namely teleport).
/// </summary>

View File

@ -157,7 +157,7 @@ namespace OpenSim.Tests.Common.Setup
AgentCircuitManager acm = new AgentCircuitManager();
SceneCommunicationService scs = new SceneCommunicationService();
StorageManager sm = new StorageManager("OpenSim.Data.Null.dll", "", "");
StorageManager sm = new StorageManager("OpenSim.Tests.Common.dll", "", "");
IConfigSource configSource = new IniConfigSource();
TestScene testScene = new TestScene(

View File

@ -52,7 +52,7 @@ namespace OpenSim.Tests.Common
InventoryFolderBase objsFolder = scene.InventoryService.GetFolderForType(userId, AssetType.Object);
item.Folder = objsFolder.ID;
scene.AddInventoryItem(userId, item);
scene.AddInventoryItem(item);
return item;
}