replace old TestAddAttachments() with a more thorough TestAddAttachment()
parent
afd5469eec
commit
34aed96a2f
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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 AgentCircuitData acd1;
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public SceneObjectGroup sog1, sog2;
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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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[SetUp]
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public void Init()
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public void Init()
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{
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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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config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
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scene = SceneHelpers.SetupScene();
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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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agent1 = UUID.Random();
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random = new Random();
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random = new Random();
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@ -88,16 +91,34 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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}
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}
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[Test]
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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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{
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TestHelpers.InMethod();
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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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UUID userId = TestHelpers.ParseTail(0x1);
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presence.AddAttachment(sog1);
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UUID attItemId = TestHelpers.ParseTail(0x2);
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presence.AddAttachment(sog2);
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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.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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}
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[Test]
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[Test]
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