Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

connector_plugin
Diva Canto 2012-09-27 16:43:38 -07:00
commit 6511c3b5c6
9 changed files with 314 additions and 118 deletions

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@ -209,3 +209,4 @@ In addition, we would like to thank:
* The NANT Developers
* Microsoft (.NET, MSSQL-Adapters)
*x

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@ -151,7 +151,8 @@ namespace OpenSim.Region.Framework.Scenes
// TODO: need to figure out how allow client agents but deny
// root agents when ACL denies access to root agent
public bool m_strictAccessControl = true;
public int MaxUndoCount = 5;
public int MaxUndoCount { get; set; }
// Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
public bool LoginLock = false;
@ -741,6 +742,8 @@ namespace OpenSim.Region.Framework.Scenes
//Animation states
m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);

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@ -1119,14 +1119,6 @@ namespace OpenSim.Region.Framework.Scenes
parts[i].UUID = UUID.Random();
}
// helper provided for parts.
public int GetSceneMaxUndo()
{
if (m_scene != null)
return m_scene.MaxUndoCount;
return 5;
}
// justincc: I don't believe this hack is needed any longer, especially since the physics
// parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
// this method was preventing proper reload of scene objects.
@ -2703,29 +2695,32 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
RootPart.StoreUndoState(true);
scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y));
scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z));
PhysicsActor pa = m_rootPart.PhysActor;
if (pa != null && pa.IsPhysical)
RootPart.StoreUndoState(true);
if (Scene != null)
{
scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X));
scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y));
scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z));
scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y));
scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z));
if (pa != null && pa.IsPhysical)
{
scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X));
scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y));
scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z));
}
}
float x = (scale.X / RootPart.Scale.X);
float y = (scale.Y / RootPart.Scale.Y);
float z = (scale.Z / RootPart.Scale.Z);
SceneObjectPart[] parts;
if (x > 1.0f || y > 1.0f || z > 1.0f)
SceneObjectPart[] parts = m_parts.GetArray();
if (Scene != null & (x > 1.0f || y > 1.0f || z > 1.0f))
{
parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart obPart = parts[i];
@ -2739,7 +2734,7 @@ namespace OpenSim.Region.Framework.Scenes
if (pa != null && pa.IsPhysical)
{
if (oldSize.X * x > m_scene.m_maxPhys)
if (oldSize.X * x > Scene.m_maxPhys)
{
f = m_scene.m_maxPhys / oldSize.X;
a = f / x;
@ -2747,7 +2742,7 @@ namespace OpenSim.Region.Framework.Scenes
y *= a;
z *= a;
}
else if (oldSize.X * x < m_scene.m_minPhys)
else if (oldSize.X * x < Scene.m_minPhys)
{
f = m_scene.m_minPhys / oldSize.X;
a = f / x;
@ -2756,7 +2751,7 @@ namespace OpenSim.Region.Framework.Scenes
z *= a;
}
if (oldSize.Y * y > m_scene.m_maxPhys)
if (oldSize.Y * y > Scene.m_maxPhys)
{
f = m_scene.m_maxPhys / oldSize.Y;
a = f / y;
@ -2764,7 +2759,7 @@ namespace OpenSim.Region.Framework.Scenes
y *= a;
z *= a;
}
else if (oldSize.Y * y < m_scene.m_minPhys)
else if (oldSize.Y * y < Scene.m_minPhys)
{
f = m_scene.m_minPhys / oldSize.Y;
a = f / y;
@ -2773,7 +2768,7 @@ namespace OpenSim.Region.Framework.Scenes
z *= a;
}
if (oldSize.Z * z > m_scene.m_maxPhys)
if (oldSize.Z * z > Scene.m_maxPhys)
{
f = m_scene.m_maxPhys / oldSize.Z;
a = f / z;
@ -2781,7 +2776,7 @@ namespace OpenSim.Region.Framework.Scenes
y *= a;
z *= a;
}
else if (oldSize.Z * z < m_scene.m_minPhys)
else if (oldSize.Z * z < Scene.m_minPhys)
{
f = m_scene.m_minPhys / oldSize.Z;
a = f / z;
@ -2792,7 +2787,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
if (oldSize.X * x > m_scene.m_maxNonphys)
if (oldSize.X * x > Scene.m_maxNonphys)
{
f = m_scene.m_maxNonphys / oldSize.X;
a = f / x;
@ -2800,7 +2795,7 @@ namespace OpenSim.Region.Framework.Scenes
y *= a;
z *= a;
}
else if (oldSize.X * x < m_scene.m_minNonphys)
else if (oldSize.X * x < Scene.m_minNonphys)
{
f = m_scene.m_minNonphys / oldSize.X;
a = f / x;
@ -2809,7 +2804,7 @@ namespace OpenSim.Region.Framework.Scenes
z *= a;
}
if (oldSize.Y * y > m_scene.m_maxNonphys)
if (oldSize.Y * y > Scene.m_maxNonphys)
{
f = m_scene.m_maxNonphys / oldSize.Y;
a = f / y;
@ -2817,7 +2812,7 @@ namespace OpenSim.Region.Framework.Scenes
y *= a;
z *= a;
}
else if (oldSize.Y * y < m_scene.m_minNonphys)
else if (oldSize.Y * y < Scene.m_minNonphys)
{
f = m_scene.m_minNonphys / oldSize.Y;
a = f / y;
@ -2826,7 +2821,7 @@ namespace OpenSim.Region.Framework.Scenes
z *= a;
}
if (oldSize.Z * z > m_scene.m_maxNonphys)
if (oldSize.Z * z > Scene.m_maxNonphys)
{
f = m_scene.m_maxNonphys / oldSize.Z;
a = f / z;
@ -2834,7 +2829,7 @@ namespace OpenSim.Region.Framework.Scenes
y *= a;
z *= a;
}
else if (oldSize.Z * z < m_scene.m_minNonphys)
else if (oldSize.Z * z < Scene.m_minNonphys)
{
f = m_scene.m_minNonphys / oldSize.Z;
a = f / z;
@ -2858,7 +2853,6 @@ namespace OpenSim.Region.Framework.Scenes
RootPart.Resize(prevScale);
// RootPart.IgnoreUndoUpdate = false;
parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart obPart = parts[i];

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@ -266,8 +266,8 @@ namespace OpenSim.Region.Framework.Scenes
private string m_sitAnimation = "SIT";
private string m_text = String.Empty;
private string m_touchName = String.Empty;
private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
private readonly List<UndoState> m_undo = new List<UndoState>(5);
private readonly List<UndoState> m_redo = new List<UndoState>(5);
private bool m_passTouches = false;
private bool m_passCollisions = false;
@ -2368,16 +2368,20 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="scale"></param>
public void Resize(Vector3 scale)
{
scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X));
scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y));
scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z));
PhysicsActor pa = PhysActor;
if (pa != null && pa.IsPhysical)
if (ParentGroup.Scene != null)
{
scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X));
scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y));
scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z));
scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X));
scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y));
scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z));
if (pa != null && pa.IsPhysical)
{
scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X));
scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y));
scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z));
}
}
// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
@ -3166,61 +3170,62 @@ namespace OpenSim.Region.Framework.Scenes
public void StoreUndoState(bool forGroup)
{
if (!Undoing)
if (ParentGroup == null || ParentGroup.Scene == null)
return;
if (Undoing)
{
if (!IgnoreUndoUpdate)
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
return;
}
if (IgnoreUndoUpdate)
{
// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
return;
}
lock (m_undo)
{
if (m_undo.Count > 0)
{
if (ParentGroup != null)
UndoState last = m_undo[m_undo.Count - 1];
if (last != null)
{
lock (m_undo)
// TODO: May need to fix for group comparison
if (last.Compare(this))
{
if (m_undo.Count > 0)
{
UndoState last = m_undo.Peek();
if (last != null)
{
// TODO: May need to fix for group comparison
if (last.Compare(this))
{
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
// Name, LocalId, m_undo.Count);
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
// Name, LocalId, m_undo.Count);
return;
}
}
}
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
// Name, LocalId, forGroup, m_undo.Count);
if (ParentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this, forGroup);
m_undo.Push(nUndo);
if (m_redo.Count > 0)
m_redo.Clear();
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
// Name, LocalId, forGroup, m_undo.Count);
}
return;
}
}
}
// else
// {
// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
// }
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
// Name, LocalId, forGroup, m_undo.Count);
if (ParentGroup.Scene.MaxUndoCount > 0)
{
UndoState nUndo = new UndoState(this, forGroup);
m_undo.Add(nUndo);
if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
m_undo.RemoveAt(0);
if (m_redo.Count > 0)
m_redo.Clear();
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
// Name, LocalId, forGroup, m_undo.Count);
}
}
// else
// {
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
// }
}
/// <summary>
@ -3245,21 +3250,24 @@ namespace OpenSim.Region.Framework.Scenes
if (m_undo.Count > 0)
{
UndoState goback = m_undo.Pop();
UndoState goback = m_undo[m_undo.Count - 1];
m_undo.RemoveAt(m_undo.Count - 1);
if (goback != null)
UndoState nUndo = null;
if (ParentGroup.Scene.MaxUndoCount > 0)
{
UndoState nUndo = null;
nUndo = new UndoState(this, goback.ForGroup);
}
if (ParentGroup.GetSceneMaxUndo() > 0)
{
nUndo = new UndoState(this, goback.ForGroup);
}
goback.PlaybackState(this);
goback.PlaybackState(this);
if (nUndo != null)
{
m_redo.Add(nUndo);
if (nUndo != null)
m_redo.Push(nUndo);
if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
m_redo.RemoveAt(0);
}
}
@ -3279,20 +3287,21 @@ namespace OpenSim.Region.Framework.Scenes
if (m_redo.Count > 0)
{
UndoState gofwd = m_redo.Pop();
UndoState gofwd = m_redo[m_redo.Count - 1];
m_redo.RemoveAt(m_redo.Count - 1);
if (gofwd != null)
if (ParentGroup.Scene.MaxUndoCount > 0)
{
if (ParentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this, gofwd.ForGroup);
UndoState nUndo = new UndoState(this, gofwd.ForGroup);
m_undo.Push(nUndo);
}
m_undo.Add(nUndo);
gofwd.PlayfwdState(this);
if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
m_undo.RemoveAt(0);
}
gofwd.PlayfwdState(this);
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",
// Name, LocalId, m_redo.Count);

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@ -62,8 +62,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
}
/// <summary>

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@ -0,0 +1,184 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Reflection;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.Framework.Scenes.Tests
{
/// <summary>
/// Tests for undo/redo
/// </summary>
public class SceneObjectUndoRedoTests : OpenSimTestCase
{
[Test]
public void TestUndoRedoResizeSceneObject()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
Vector3 firstSize = new Vector3(2, 3, 4);
Vector3 secondSize = new Vector3(5, 6, 7);
Scene scene = new SceneHelpers().SetupScene();
scene.MaxUndoCount = 20;
SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
// TODO: It happens to be the case that we are not storing undo states for SOPs which are not yet in a SOG,
// which is the way that AddSceneObject() sets up the object (i.e. it creates the SOP first). However,
// this is somewhat by chance. Really, we shouldn't be storing undo states at all if the object is not
// in a scene.
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
g1.GroupResize(firstSize);
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
g1.GroupResize(secondSize);
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
g1.RootPart.Undo();
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
Assert.That(g1.GroupScale, Is.EqualTo(firstSize));
g1.RootPart.Redo();
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
}
[Test]
public void TestUndoLimit()
{
TestHelpers.InMethod();
Vector3 firstSize = new Vector3(2, 3, 4);
Vector3 secondSize = new Vector3(5, 6, 7);
Vector3 thirdSize = new Vector3(8, 9, 10);
Vector3 fourthSize = new Vector3(11, 12, 13);
Scene scene = new SceneHelpers().SetupScene();
scene.MaxUndoCount = 2;
SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
g1.GroupResize(firstSize);
g1.GroupResize(secondSize);
g1.GroupResize(thirdSize);
g1.GroupResize(fourthSize);
g1.RootPart.Undo();
g1.RootPart.Undo();
g1.RootPart.Undo();
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
}
[Test]
public void TestNoUndoOnObjectsNotInScene()
{
TestHelpers.InMethod();
Vector3 firstSize = new Vector3(2, 3, 4);
Vector3 secondSize = new Vector3(5, 6, 7);
Vector3 thirdSize = new Vector3(8, 9, 10);
Vector3 fourthSize = new Vector3(11, 12, 13);
Scene scene = new SceneHelpers().SetupScene();
scene.MaxUndoCount = 20;
SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
g1.GroupResize(firstSize);
g1.GroupResize(secondSize);
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
g1.RootPart.Undo();
Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
}
[Test]
public void TestUndoBeyondAvailable()
{
TestHelpers.InMethod();
Vector3 newSize = new Vector3(2, 3, 4);
Scene scene = new SceneHelpers().SetupScene();
scene.MaxUndoCount = 20;
SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
Vector3 originalSize = g1.GroupScale;
g1.RootPart.Undo();
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
g1.GroupResize(newSize);
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
Assert.That(g1.GroupScale, Is.EqualTo(newSize));
g1.RootPart.Undo();
g1.RootPart.Undo();
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
}
[Test]
public void TestRedoBeyondAvailable()
{
TestHelpers.InMethod();
Vector3 newSize = new Vector3(2, 3, 4);
Scene scene = new SceneHelpers().SetupScene();
scene.MaxUndoCount = 20;
SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
Vector3 originalSize = g1.GroupScale;
g1.RootPart.Redo();
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
g1.GroupResize(newSize);
g1.RootPart.Undo();
g1.RootPart.Redo();
g1.RootPart.Redo();
Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
Assert.That(g1.GroupScale, Is.EqualTo(newSize));
}
}
}

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@ -44,7 +44,7 @@ using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.Framework.Scenes.Tests
{
[TestFixture]
public class SceneObjectUserGroupTests
public class SceneObjectUserGroupTests : OpenSimTestCase
{
/// <summary>
/// Test share with group object functionality
@ -54,7 +54,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
public void TestShareWithGroup()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");

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@ -97,6 +97,10 @@
;; from the selected region_info_source.
; allow_regionless = false
;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20
;; Increasing the number of undos available number will increase memory usage.
MaxPrimUndos = 20
;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
;; Minimum size for non-physical prims. Affects resizing of existing
;; prims. This can be overriden in the region config file (as

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@ -85,6 +85,10 @@
;; from the selected region_info_source.
allow_regionless = false
; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
; Increasing this number will increase memory usage.
MaxPrimUndos = 20
; Maximum size of non physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonPhysicalPrimMax!).
NonPhysicalPrimMax = 256