replace old TestAddAttachments() with a more thorough TestAddAttachment()

bulletsim
Justin Clark-Casey (justincc) 2011-08-23 21:20:23 +01:00
parent afd5469eec
commit 34aed96a2f
1 changed files with 28 additions and 7 deletions

View File

@ -60,6 +60,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
public AgentCircuitData acd1; public AgentCircuitData acd1;
public SceneObjectGroup sog1, sog2; public SceneObjectGroup sog1, sog2;
private AttachmentsModule m_attMod;
[SetUp] [SetUp]
public void Init() public void Init()
{ {
@ -71,7 +73,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
scene = SceneHelpers.SetupScene(); scene = SceneHelpers.SetupScene();
SceneHelpers.SetupSceneModules(scene, config, new AttachmentsModule(), new BasicInventoryAccessModule()); m_attMod = new AttachmentsModule();
SceneHelpers.SetupSceneModules(scene, config, m_attMod, new BasicInventoryAccessModule());
agent1 = UUID.Random(); agent1 = UUID.Random();
random = new Random(); random = new Random();
@ -88,16 +91,34 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
} }
[Test] [Test]
public void TestAddAttachments() public void TestAddAttachment()
{ {
TestHelpers.InMethod(); TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence presence = SceneHelpers.AddScenePresence(scene, agent1); UUID userId = TestHelpers.ParseTail(0x1);
presence.AddAttachment(sog1); UUID attItemId = TestHelpers.ParseTail(0x2);
presence.AddAttachment(sog2); UUID attAssetId = TestHelpers.ParseTail(0x3);
string attName = "att";
UserAccountHelpers.CreateUserWithInventory(scene, userId);
ScenePresence presence = SceneHelpers.AddScenePresence(scene, userId);
InventoryItemBase attItem
= UserInventoryHelpers.CreateInventoryItem(
scene, attName, attItemId, attAssetId, userId, InventoryType.Object);
m_attMod.RezSingleAttachmentFromInventory(
presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
// Check status on scene presence
Assert.That(presence.HasAttachments(), Is.True); Assert.That(presence.HasAttachments(), Is.True);
Assert.That(presence.ValidateAttachments(), Is.True); List<SceneObjectGroup> attachments = presence.Attachments;
Assert.That(attachments.Count, Is.EqualTo(1));
Assert.That(attachments[0].Name, Is.EqualTo(attName));
Assert.That(attachments[0].GetAttachmentPoint(), Is.EqualTo((byte)AttachmentPoint.Chest));
// Check item status
Assert.That(presence.Appearance.GetAttachpoint(attItemId), Is.EqualTo((int)AttachmentPoint.Chest));
} }
[Test] [Test]