Add test for adding a friend whilst online
parent
de895ee54a
commit
348d15707d
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@ -56,13 +56,21 @@ namespace OpenSim.Data.Null
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/// <returns></returns>
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public FriendsData[] GetFriends(string userID)
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{
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List<FriendsData> lst = m_Data.FindAll(delegate (FriendsData fdata)
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List<FriendsData> lst = m_Data.FindAll(fdata =>
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{
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return fdata.PrincipalID == userID.ToString();
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});
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if (lst != null)
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{
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lst.ForEach(f =>
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{
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FriendsData f2 = m_Data.Find(candidateF2 => f.Friend == candidateF2.PrincipalID);
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if (f2 != null) { f.Data["TheirFlags"] = f2.Data["Flags"]; }
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});
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return lst.ToArray();
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}
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return new FriendsData[0];
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}
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@ -576,9 +576,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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private void OnApproveFriendRequest(IClientAPI client, UUID agentID, UUID friendID, List<UUID> callingCardFolders)
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{
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m_log.DebugFormat("[FRIENDS]: {0} accepted friendship from {1}", agentID, friendID);
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m_log.DebugFormat("[FRIENDS]: {0} accepted friendship from {1}", client.AgentId, friendID);
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StoreFriendships(agentID, friendID);
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AddFriend(client, friendID);
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}
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public void AddFriend(IClientAPI client, UUID friendID)
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{
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StoreFriendships(client.AgentId, friendID);
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// Update the local cache
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RefetchFriends(client);
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@ -588,7 +593,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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//
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// Try Local
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if (LocalFriendshipApproved(agentID, client.Name, friendID))
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if (LocalFriendshipApproved(client.AgentId, client.Name, friendID))
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{
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client.SendAgentOnline(new UUID[] { friendID });
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return;
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@ -602,7 +607,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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if (friendSession != null)
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{
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GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
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m_FriendsSimConnector.FriendshipApproved(region, agentID, client.Name, friendID);
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m_FriendsSimConnector.FriendshipApproved(region, client.AgentId, client.Name, friendID);
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client.SendAgentOnline(new UUID[] { friendID });
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}
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}
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@ -869,7 +874,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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}
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/// <summary>
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/// Update loca cache only
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/// Update local cache only
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/// </summary>
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/// <param name="userID"></param>
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/// <param name="friendID"></param>
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@ -70,9 +70,28 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends.Tests
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UUID userId = TestHelpers.ParseTail(0x1);
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
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Assert.That(((TestClient)sp.ControllingClient).OfflineNotificationsReceived.Count, Is.EqualTo(0));
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Assert.That(((TestClient)sp.ControllingClient).OnlineNotificationsReceived.Count, Is.EqualTo(0));
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}
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[Test]
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public void TestAddFriendWhileOnline()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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UUID userId = TestHelpers.ParseTail(0x1);
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UUID user2Id = TestHelpers.ParseTail(0x2);
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
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ScenePresence sp2 = SceneHelpers.AddScenePresence(m_scene, user2Id);
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// This friendship is currently only one-way, which might be pathalogical in Second Life.
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m_fm.AddFriend(sp.ControllingClient, user2Id);
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Assert.That(((TestClient)sp.ControllingClient).OfflineNotificationsReceived.Count, Is.EqualTo(0));
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Assert.That(((TestClient)sp.ControllingClient).OnlineNotificationsReceived.Count, Is.EqualTo(1));
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}
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}
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}
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@ -33,6 +33,20 @@ namespace OpenSim.Region.Framework.Interfaces
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{
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public interface IFriendsModule
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{
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/// <summary>
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/// Add a friend for the given user.
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/// </summary>
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/// <remarks>
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/// This is a one-way friendship. To make a two way friendship you will need to call this again with the
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/// client and friend reversed.
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///
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/// Ultimately, it would be more useful to take in a user account here rather than having to have a user
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/// present in the scene.
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/// </remarks>
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/// <param name="client"></param>
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/// <param name="friendID"></param>
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void AddFriend(IClientAPI client, UUID friendID);
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uint GetFriendPerms(UUID PrincipalID, UUID FriendID);
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bool SendFriendsOnlineIfNeeded(IClientAPI client);
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}
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