Fix tests for multiattach

user_profiles
Melanie 2013-03-18 23:48:03 +00:00
parent 5e1f651e21
commit 55ab6f015a
2 changed files with 6 additions and 6 deletions

View File

@ -289,7 +289,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (!Enabled) if (!Enabled)
return false; return false;
return AttachObjectInternal(sp, group, attachmentPt, silent, temp, append); return AttachObjectInternal(sp, group, attachmentPt, silent, temp, true, append);
} }
/// <summary> /// <summary>
@ -303,7 +303,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
/// <param name='temp'></param> /// <param name='temp'></param>
/// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param> /// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param>
private bool AttachObjectInternal( private bool AttachObjectInternal(
IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp, bool resumeScripts) IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp, bool resumeScripts, bool append)
{ {
if (group.GetSittingAvatarsCount() != 0) if (group.GetSittingAvatarsCount() != 0)
{ {
@ -889,7 +889,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// This will throw if the attachment fails // This will throw if the attachment fails
try try
{ {
AttachObjectInternal(sp, objatt, attachmentPt, false, false, append); AttachObjectInternal(sp, objatt, attachmentPt, false, false, true, append);
} }
catch (Exception e) catch (Exception e)
{ {

View File

@ -244,7 +244,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "att1", sp.UUID); SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "att1", sp.UUID);
m_numberOfAttachEventsFired = 0; m_numberOfAttachEventsFired = 0;
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, false); scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, false, false);
// Check status on scene presence // Check status on scene presence
Assert.That(sp.HasAttachments(), Is.True); Assert.That(sp.HasAttachments(), Is.True);
@ -277,7 +277,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// Test wearing a different attachment from the ground. // Test wearing a different attachment from the ground.
{ {
scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false); scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false, false);
// Check status on scene presence // Check status on scene presence
Assert.That(sp.HasAttachments(), Is.True); Assert.That(sp.HasAttachments(), Is.True);
@ -310,7 +310,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// Test rewearing an already worn attachment from ground. Nothing should happen. // Test rewearing an already worn attachment from ground. Nothing should happen.
{ {
scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false); scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false, false);
// Check status on scene presence // Check status on scene presence
Assert.That(sp.HasAttachments(), Is.True); Assert.That(sp.HasAttachments(), Is.True);