* Update ScenePresenceTests to reflect current REST communication workflow.
* Fixed an issue with AssetCache where it would break unit tests randomly. From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>GenericGridServerConcept
parent
7b04d1da5e
commit
57ab79e331
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@ -210,7 +210,7 @@ namespace OpenSim.Framework.Communications.Cache
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}
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catch (Exception e)
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{
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m_log.Error("[ASSET CACHE]: " + e);
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m_log.Error("[ASSET CACHE]: " + e.ToString());
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}
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}
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}
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@ -29,6 +29,7 @@ using Nini.Config;
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Threading;
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using NUnit.Framework;
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using NUnit.Framework.SyntaxHelpers;
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using OpenMetaverse;
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@ -91,7 +92,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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/// <summary>
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/// Test adding a root agent to a scene. Doesn't yet actually complete crossing the agent into the scene.
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/// </summary>
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/// </summary>
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[Test]
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public void T010_TestAddRootAgent()
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{
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@ -136,9 +137,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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[Test]
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public void T012_TestAddNeighbourRegion()
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{
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SceneSetupHelpers.AddRootAgent(scene,agent1);
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scene.NewUserConnection(acd1);
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scene.AddNewClient(testclient);
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ScenePresence presence = scene.GetScenePresence(agent1);
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presence.MakeRootAgent(new Vector3(90,90,90),false);
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string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
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@ -195,30 +198,43 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
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presence2.AddNeighbourRegion(region1, cap);
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scene.RegisterRegionWithGrid();
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scene2.RegisterRegionWithGrid();
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Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region.");
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Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region.");
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// Cross to x+1
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presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100);
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scene.RegisterRegionWithGrid();
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scene2.RegisterRegionWithGrid();
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presence.Update();
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/* With RESTComms this test needs more thinking, because of the callback
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// Crossings are asynchronous
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while (presence.IsInTransit) { };
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EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
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// Mimicking communication between client and server, by waiting OK from client
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// sent by TestClient.CrossRegion call. Originally, this is network comm.
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wh.WaitOne();
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// This is a TestClient specific method that fires OnCompleteMovementToRegion event, which
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// would normally be fired after receiving the reply packet from comm. done on the last line.
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testclient.CompleteMovement();
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// Crossings are asynchronous
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while (presence.IsInTransit) { };
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Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected.");
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Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent.");
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// Cross Back
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presence2.AbsolutePosition = new Vector3(-1, 3, 100);
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presence2.AbsolutePosition = new Vector3(-10, 3, 100);
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presence2.Update();
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// Crossings are asynchronous
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while (presence2.IsInTransit) { };
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wh.WaitOne();
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testclient.CompleteMovement();
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while (presence2.IsInTransit) { };
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Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
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Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");
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*/
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}
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[Test]
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@ -29,6 +29,7 @@ using System;
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using System.Collections.Generic;
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using System.Net;
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using System.Reflection;
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using System.Threading;
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using log4net;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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@ -41,16 +42,17 @@ namespace OpenSim.Tests.Common.Mock
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public class TestClient : IClientAPI
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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// Mock testing variables
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public List<ImageDataPacket> sentdatapkt = new List<ImageDataPacket>();
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public List<ImagePacketPacket> sentpktpkt = new List<ImagePacketPacket>();
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EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
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// TODO: This is a really nasty (and temporary) means of telling the test client which scene to invoke setup
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// methods on when a teleport is requested
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public Scene TeleportTargetScene;
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public Scene TeleportTargetScene;
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private TestClient TeleportSceneClient;
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private IScene m_scene;
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// disable warning: public events, part of the public API
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@ -272,7 +274,7 @@ namespace OpenSim.Tests.Common.Mock
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/// This agent's UUID
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/// </value>
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private UUID m_agentId;
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/// <value>
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/// The last caps seed url that this client was given.
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/// </value>
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@ -363,15 +365,15 @@ namespace OpenSim.Tests.Common.Mock
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{
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set { }
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}
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private uint m_circuitCode;
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public uint CircuitCode
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{
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get { return m_circuitCode; }
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set { m_circuitCode = value; }
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}
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}
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/// <summary>
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/// Constructor
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/// </summary>
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@ -386,7 +388,7 @@ namespace OpenSim.Tests.Common.Mock
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m_scene = scene;
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CapsSeedUrl = agentData.CapsPath;
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}
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/// <summary>
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/// Attempt a teleport to the given region.
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/// </summary>
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@ -395,9 +397,9 @@ namespace OpenSim.Tests.Common.Mock
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/// <param name="lookAt"></param>
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public void Teleport(ulong regionHandle, Vector3 position, Vector3 lookAt)
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{
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OnTeleportLocationRequest(this, regionHandle, position, lookAt, 16);
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OnTeleportLocationRequest(this, regionHandle, position, lookAt, 16);
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}
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public void CompleteMovement()
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{
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OnCompleteMovementToRegion();
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@ -501,46 +503,52 @@ namespace OpenSim.Tests.Common.Mock
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agentData.child = false;
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agentData.firstname = m_firstName;
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agentData.lastname = m_lastName;
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ICapabilitiesModule capsModule = m_scene.RequestModuleInterface<ICapabilitiesModule>();
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agentData.CapsPath = capsModule.GetCapsPath(m_agentId);
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agentData.ChildrenCapSeeds = new Dictionary<ulong, string>(capsModule.GetChildrenSeeds(m_agentId));
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return agentData;
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}
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public virtual void InformClientOfNeighbour(ulong neighbourHandle, IPEndPoint neighbourExternalEndPoint)
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{
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m_log.DebugFormat("[TEST CLIENT]: Processing inform client of neighbour");
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// In response to this message, we are going to make a teleport to the scene we've previous been told
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// about by test code (this needs to be improved).
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AgentCircuitData newAgent = RequestClientInfo();
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AgentCircuitData newAgent = RequestClientInfo();
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// Stage 2: add the new client as a child agent to the scene
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TeleportSceneClient = new TestClient(newAgent, TeleportTargetScene);
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TeleportTargetScene.AddNewClient(TeleportSceneClient);
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TeleportTargetScene.AddNewClient(TeleportSceneClient);
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}
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public virtual void SendRegionTeleport(ulong regionHandle, byte simAccess, IPEndPoint regionExternalEndPoint,
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uint locationID, uint flags, string capsURL)
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{
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{
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m_log.DebugFormat("[TEST CLIENT]: Received SendRegionTeleport");
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CapsSeedUrl = capsURL;
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TeleportSceneClient.CompleteMovement();
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//TeleportTargetScene.AgentCrossing(newAgent.AgentID, new Vector3(90, 90, 90), false);
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//TeleportTargetScene.AgentCrossing(newAgent.AgentID, new Vector3(90, 90, 90), false);
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}
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public virtual void SendTeleportFailed(string reason)
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{
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m_log.DebugFormat("[TEST CLIENT]: Teleport failed with reason {0}", reason);
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}
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}
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public virtual void CrossRegion(ulong newRegionHandle, Vector3 pos, Vector3 lookAt,
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IPEndPoint newRegionExternalEndPoint, string capsURL)
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{
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// This is supposed to send a packet to the client telling it's ready to start region crossing.
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// Instead I will just signal I'm ready, mimicking the communication behavior.
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// It's ugly, but avoids needless communication setup. This is used in ScenePresenceTests.cs.
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// Arthur V.
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wh.Set();
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}
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public virtual void SendMapBlock(List<MapBlockData> mapBlocks, uint flag)
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@ -845,7 +853,7 @@ namespace OpenSim.Tests.Common.Mock
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public void Start()
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{
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}
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public void Stop()
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{
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}
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@ -40,12 +40,12 @@ using OpenSim.Region.CoreModules.Agent.Capabilities;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Tests.Common.Setup
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{
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{
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/// <summary>
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/// Helpers for setting up scenes.
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/// </summary>
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public class SceneSetupHelpers
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{
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{
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/// <summary>
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/// Set up a test scene
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/// </summary>
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{
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return SetupScene("Unit test region", UUID.Random(), 1000, 1000, new TestCommunicationsManager());
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}
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/// <summary>
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/// Set up a test scene
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/// </summary>
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RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1");
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regInfo.RegionName = name;
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regInfo.RegionID = id;
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AgentCircuitManager acm = new AgentCircuitManager();
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SceneCommunicationService scs = new SceneCommunicationService(cm);
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StorageManager sm = new StorageManager("OpenSim.Data.Null.dll", "", "");
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StorageManager sm = new StorageManager("OpenSim.Data.Null.dll", "", "");
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IConfigSource configSource = new IniConfigSource();
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TestScene testScene = new TestScene(
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regInfo, acm, cm, scs, sm, null, false, false, false, configSource, null);
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IRegionModule capsModule = new CapabilitiesModule();
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capsModule.Initialise(testScene, new IniConfigSource());
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testScene.AddModule(capsModule.Name, capsModule);
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testScene.SetModuleInterfaces();
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testScene.AddModule(capsModule.Name, capsModule);
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testScene.SetModuleInterfaces();
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testScene.LandChannel = new TestLandChannel();
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testScene.LoadWorldMap();
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PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager();
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physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll");
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testScene.PhysicsScene
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= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", configSource, "test");
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testScene.PhysicsScene
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= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", configSource, "test");
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return testScene;
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}
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}
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/// <summary>
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/// Setup modules for a scene using their default settings.
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/// </summary>
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/// <param name="modules"></param>
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public static void SetupSceneModules(Scene scene, params IRegionModule[] modules)
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{
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SetupSceneModules(scene, null, modules);
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}
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SetupSceneModules(scene, null, modules);
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}
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/// <summary>
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/// Setup modules for a scene.
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/// </summary>
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@ -115,13 +115,13 @@ namespace OpenSim.Tests.Common.Setup
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{
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foreach (IRegionModule module in modules)
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{
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module.Initialise(scene, config);
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module.Initialise(scene, config);
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scene.AddModule(module.Name, module);
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}
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scene.SetModuleInterfaces();
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scene.SetModuleInterfaces();
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}
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/// <summary>
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/// Generate some standard agent connection data.
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/// </summary>
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public static AgentCircuitData GenerateAgentData(UUID agentId)
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{
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string firstName = "testfirstname";
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AgentCircuitData agentData = new AgentCircuitData();
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agentData.AgentID = agentId;
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agentData.firstname = firstName;
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agentData.InventoryFolder = UUID.Zero;
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agentData.startpos = Vector3.Zero;
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agentData.CapsPath = "http://wibble.com";
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return agentData;
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}
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/// <summary>
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/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
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/// </summary>
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@ -153,55 +153,58 @@ namespace OpenSim.Tests.Common.Setup
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/// <param name="agentId"></param>
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/// <returns></returns>
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public static TestClient AddRootAgent(Scene scene, UUID agentId)
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{
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return AddRootAgent(scene, GenerateAgentData(agentId));
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}
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{
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return AddRootAgent(scene, GenerateAgentData(agentId));
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}
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/// <summary>
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/// Add a root agent.
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/// Add a root agent.
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/// </summary>
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///
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///
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/// This function
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///
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///
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/// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the
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/// userserver if grid) would give initial login data back to the client and separately tell the scene that the
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/// agent was coming.
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///
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///
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/// 2) Connects the agent with the scene
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///
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///
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/// This function performs actions equivalent with notifying the scene that an agent is
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/// coming and then actually connecting the agent to the scene. The one step missed out is the very first
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///
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///
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/// <param name="scene"></param>
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/// <param name="agentData"></param>
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/// <returns></returns>
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/// <returns></returns>
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public static TestClient AddRootAgent(Scene scene, AgentCircuitData agentData)
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{
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// We emulate the proper login sequence here by doing things in three stages
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{
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// We emulate the proper login sequence here by doing things in three stages
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// Stage 1: simulate login by telling the scene to expect a new user connection
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scene.NewUserConnection(agentData);
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// Stage 2: add the new client as a child agent to the scene
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TestClient client = new TestClient(agentData, scene);
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scene.AddNewClient(client);
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// Stage 3: Invoke agent crossing, which converts the child agent into a root agent (with appearance,
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// inventory, etc.)
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scene.AgentCrossing(agentData.AgentID, new Vector3(90, 90, 90), false);
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return client;
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//scene.AgentCrossing(agentData.AgentID, new Vector3(90, 90, 90), false); OBSOLETE
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ScenePresence scp = scene.GetScenePresence(agentData.AgentID);
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scp.MakeRootAgent(new Vector3(90,90,90), true);
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return client;
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}
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/// <summary>
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/// Add a test object
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/// </summary>
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/// <param name="scene"></param>
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/// <returns></returns>
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/// <returns></returns>
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public static SceneObjectPart AddSceneObject(Scene scene)
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{
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return AddSceneObject(scene, "Test Object");
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}
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/// <summary>
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/// Add a test object
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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public static SceneObjectPart AddSceneObject(Scene scene, string name)
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{
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SceneObjectPart part
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{
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SceneObjectPart part
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= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
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part.Name = name;
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//part.UpdatePrimFlags(false, false, true);
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//part.ObjectFlags |= (uint)PrimFlags.Phantom;
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//part.UpdatePrimFlags(false, false, true);
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//part.ObjectFlags |= (uint)PrimFlags.Phantom;
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scene.AddNewSceneObject(new SceneObjectGroup(part), false);
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return part;
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}
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/// <summary>
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/// Delete a scene object asynchronously
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/// </summary>
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@ -238,7 +241,7 @@ namespace OpenSim.Tests.Common.Setup
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sogd.Enabled = false;
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scene.DeRezObject(client, part.LocalId, UUID.Zero, action, destinationId);
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sogd.InventoryDeQueueAndDelete();
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sogd.InventoryDeQueueAndDelete();
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}
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}
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}
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