replace old TestAddAttachments() with a more thorough TestAddAttachment()
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			@ -60,6 +60,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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        public AgentCircuitData acd1;
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        public SceneObjectGroup sog1, sog2;
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        private AttachmentsModule m_attMod;
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        [SetUp]
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        public void Init()
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        {
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			@ -71,7 +73,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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            config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
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            scene = SceneHelpers.SetupScene();
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            SceneHelpers.SetupSceneModules(scene, config, new AttachmentsModule(), new BasicInventoryAccessModule());
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            m_attMod = new AttachmentsModule();
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            SceneHelpers.SetupSceneModules(scene, config, m_attMod, new BasicInventoryAccessModule());
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            agent1 = UUID.Random();
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            random = new Random();
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			@ -86,18 +89,36 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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            // threads.  Possibly, later tests should be rewritten not to worry about such things.
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            Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
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        }
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        [Test]
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        public void TestAddAttachments()
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        public void TestAddAttachment()
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        {
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            TestHelpers.InMethod();
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//            log4net.Config.XmlConfigurator.Configure();
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            ScenePresence presence = SceneHelpers.AddScenePresence(scene, agent1);
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            presence.AddAttachment(sog1);
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            presence.AddAttachment(sog2);
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            UUID userId = TestHelpers.ParseTail(0x1);
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            UUID attItemId = TestHelpers.ParseTail(0x2);
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            UUID attAssetId = TestHelpers.ParseTail(0x3);
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            string attName = "att";
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            UserAccountHelpers.CreateUserWithInventory(scene, userId);
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            ScenePresence presence = SceneHelpers.AddScenePresence(scene, userId);
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            InventoryItemBase attItem
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                = UserInventoryHelpers.CreateInventoryItem(
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                    scene, attName, attItemId, attAssetId, userId, InventoryType.Object);
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            m_attMod.RezSingleAttachmentFromInventory(
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                presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
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            // Check status on scene presence
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            Assert.That(presence.HasAttachments(), Is.True);
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            Assert.That(presence.ValidateAttachments(), Is.True);
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            List<SceneObjectGroup> attachments = presence.Attachments;
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            Assert.That(attachments.Count, Is.EqualTo(1));
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            Assert.That(attachments[0].Name, Is.EqualTo(attName));
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            Assert.That(attachments[0].GetAttachmentPoint(), Is.EqualTo((byte)AttachmentPoint.Chest));
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            // Check item status
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            Assert.That(presence.Appearance.GetAttachpoint(attItemId), Is.EqualTo((int)AttachmentPoint.Chest));
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        }
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        [Test]
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