Add a regression test for rezzing a single object into a scene from user inventory
parent
90b810c27e
commit
6613daa82a
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@ -4290,6 +4290,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void SendEstateCovenantInformation(UUID covenant)
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public void SendEstateCovenantInformation(UUID covenant)
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{
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{
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// m_log.DebugFormat("[LLCLIENTVIEW]: Sending estate covenant asset id of {0} to {1}", covenant, Name);
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EstateCovenantReplyPacket einfopack = new EstateCovenantReplyPacket();
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EstateCovenantReplyPacket einfopack = new EstateCovenantReplyPacket();
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EstateCovenantReplyPacket.DataBlock edata = new EstateCovenantReplyPacket.DataBlock();
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EstateCovenantReplyPacket.DataBlock edata = new EstateCovenantReplyPacket.DataBlock();
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edata.CovenantID = covenant;
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edata.CovenantID = covenant;
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@ -4300,8 +4302,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(einfopack, ThrottleOutPacketType.Task);
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OutPacket(einfopack, ThrottleOutPacketType.Task);
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}
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}
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public void SendDetailedEstateData(UUID invoice, string estateName, uint estateID, uint parentEstate, uint estateFlags, uint sunPosition, UUID covenant, string abuseEmail, UUID estateOwner)
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public void SendDetailedEstateData(
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UUID invoice, string estateName, uint estateID, uint parentEstate, uint estateFlags, uint sunPosition,
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UUID covenant, string abuseEmail, UUID estateOwner)
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{
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{
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// m_log.DebugFormat(
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// "[LLCLIENTVIEW]: Sending detailed estate data to {0} with covenant asset id {1}", Name, covenant);
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EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
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EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
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packet.MethodData.Invoice = invoice;
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packet.MethodData.Invoice = invoice;
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packet.AgentData.TransactionID = UUID.Random();
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packet.AgentData.TransactionID = UUID.Random();
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@ -0,0 +1,133 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Threading;
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using Nini.Config;
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using NUnit.Framework;
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using OpenMetaverse;
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using OpenSim.Data;
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using OpenSim.Framework;
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using OpenSim.Framework.Serialization;
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using OpenSim.Framework.Serialization.External;
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using OpenSim.Framework.Communications;
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using OpenSim.Region.CoreModules.Avatar.Inventory.Archiver;
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using OpenSim.Region.CoreModules.Framework.InventoryAccess;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using OpenSim.Services.Interfaces;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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using OpenSim.Tests.Common.Setup;
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namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
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{
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[TestFixture]
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public class InventoryAccessModuleTests
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{
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protected TestScene m_scene;
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protected BasicInventoryAccessModule m_iam;
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[SetUp]
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public void SetUp()
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{
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m_iam = new BasicInventoryAccessModule();
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
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m_scene = SceneSetupHelpers.SetupScene("Inventory");
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SceneSetupHelpers.SetupSceneModules(m_scene, config, m_iam);
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}
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[Test]
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public void TestRezObject()
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{
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TestHelper.InMethod();
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log4net.Config.XmlConfigurator.Configure();
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// Create user
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string userFirstName = "Jock";
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string userLastName = "Stirrup";
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string userPassword = "troll";
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UUID userId = UUID.Parse("00000000-0000-0000-0000-000000000020");
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UserProfileTestUtils.CreateUserWithInventory(m_scene, userFirstName, userLastName, userId, userPassword);
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// Create asset
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SceneObjectGroup object1;
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SceneObjectPart part1;
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{
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string partName = "My Little Dog Object";
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UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
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PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
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Vector3 groupPosition = new Vector3(10, 20, 30);
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Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
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Vector3 offsetPosition = new Vector3(5, 10, 15);
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part1
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= new SceneObjectPart(
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ownerId, shape, groupPosition, rotationOffset, offsetPosition);
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part1.Name = partName;
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object1 = new SceneObjectGroup(part1);
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}
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UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060");
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AssetBase asset1 = AssetHelpers.CreateAsset(asset1Id, object1);
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m_scene.AssetService.Store(asset1);
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// Create item
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UUID item1Id = UUID.Parse("00000000-0000-0000-0000-000000000080");
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string item1Name = "My Little Dog";
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InventoryItemBase item1 = new InventoryItemBase();
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item1.Name = item1Name;
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item1.AssetID = asset1.FullID;
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item1.ID = item1Id;
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InventoryFolderBase objsFolder
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= InventoryArchiveUtils.FindFolderByPath(m_scene.InventoryService, userId, "Objects")[0];
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item1.Folder = objsFolder.ID;
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m_scene.AddInventoryItem(item1);
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AgentCircuitData acd = new AgentCircuitData();
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acd.AgentID = userId;
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TestClient tc = new TestClient(acd, m_scene);
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SceneObjectGroup so
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= m_iam.RezObject(
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tc, item1Id, Vector3.Zero, Vector3.Zero, UUID.Zero, 1, false, false, false, UUID.Zero, false);
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Assert.That(so, Is.Not.Null);
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SceneObjectPart retrievedPart = m_scene.GetSceneObjectPart(so.UUID);
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Assert.That(retrievedPart, Is.Not.Null);
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}
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}
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}
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@ -259,6 +259,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
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private void handleChangeEstateCovenantRequest(IClientAPI remoteClient, UUID estateCovenantID)
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private void handleChangeEstateCovenantRequest(IClientAPI remoteClient, UUID estateCovenantID)
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{
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{
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// m_log.DebugFormat(
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// "[ESTATE MANAGEMENT MODULE]: Handling request from {0} to change estate covenant to {1}",
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// remoteClient.Name, estateCovenantID);
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Scene.RegionInfo.RegionSettings.Covenant = estateCovenantID;
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Scene.RegionInfo.RegionSettings.Covenant = estateCovenantID;
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Scene.RegionInfo.RegionSettings.Save();
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Scene.RegionInfo.RegionSettings.Save();
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TriggerRegionInfoChange();
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TriggerRegionInfoChange();
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@ -2888,6 +2888,7 @@
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<!-- SADLY the way this works means you need to keep adding these paths -->
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<!-- SADLY the way this works means you need to keep adding these paths -->
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<Match path="Agent/TextureSender/Tests" pattern="*.cs" recurse="true"/>
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<Match path="Agent/TextureSender/Tests" pattern="*.cs" recurse="true"/>
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<Match path="Avatar/Inventory/Archiver/Tests" pattern="*.cs" recurse="true"/>
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<Match path="Avatar/Inventory/Archiver/Tests" pattern="*.cs" recurse="true"/>
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<Match path="Framework/InventoryAccess/Tests" pattern="*.cs" recurse="true"/>
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<Match path="World/Archiver/Tests" pattern="*.cs" recurse="true"/>
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<Match path="World/Archiver/Tests" pattern="*.cs" recurse="true"/>
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<Match buildAction="EmbeddedResource" path="World/Archiver/Tests/Resources" pattern="*"/>
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<Match buildAction="EmbeddedResource" path="World/Archiver/Tests/Resources" pattern="*"/>
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<Match path="World/Land/Tests" pattern="*.cs" recurse="true"/>
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<Match path="World/Land/Tests" pattern="*.cs" recurse="true"/>
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