refactor: make m_presence a local variable in all AttachmentsModuleTests since it doesn't need to be global and some tests set up more than one sp
parent
78fcee1f4b
commit
8909e70fc3
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@ -57,7 +57,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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public class AttachmentsModuleTests
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public class AttachmentsModuleTests
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{
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{
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private AttachmentsModule m_attMod;
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private AttachmentsModule m_attMod;
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private ScenePresence m_presence;
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/// <summary>
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/// <summary>
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/// Standard user ID
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/// Standard user ID
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@ -136,17 +135,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Scene scene = CreateDefaultTestScene();
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Scene scene = CreateDefaultTestScene();
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UserAccountHelpers.CreateUserWithInventory(scene, m_userId);
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UserAccountHelpers.CreateUserWithInventory(scene, m_userId);
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m_presence = SceneHelpers.AddScenePresence(scene, m_userId);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, m_userId);
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string attName = "att";
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string attName = "att";
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, m_presence.UUID).ParentGroup;
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID).ParentGroup;
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m_attMod.AttachObject(m_presence, so, (uint)AttachmentPoint.Chest, false);
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m_attMod.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false);
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// Check status on scene presence
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// Check status on scene presence
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Assert.That(m_presence.HasAttachments(), Is.True);
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Assert.That(sp.HasAttachments(), Is.True);
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List<SceneObjectGroup> attachments = m_presence.GetAttachments();
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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Assert.That(attachments.Count, Is.EqualTo(1));
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Assert.That(attachments.Count, Is.EqualTo(1));
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SceneObjectGroup attSo = attachments[0];
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SceneObjectGroup attSo = attachments[0];
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Assert.That(attSo.Name, Is.EqualTo(attName));
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Assert.That(attSo.Name, Is.EqualTo(attName));
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@ -157,14 +156,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// Check item status
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// Check item status
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Assert.That(
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Assert.That(
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m_presence.Appearance.GetAttachpoint(attSo.FromItemID),
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sp.Appearance.GetAttachpoint(attSo.FromItemID),
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Is.EqualTo((int)AttachmentPoint.Chest));
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Is.EqualTo((int)AttachmentPoint.Chest));
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InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
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InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
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Assert.That(attachmentItem, Is.Not.Null);
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Assert.That(attachmentItem, Is.Not.Null);
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Assert.That(attachmentItem.Name, Is.EqualTo(attName));
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Assert.That(attachmentItem.Name, Is.EqualTo(attName));
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InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(m_presence.UUID, AssetType.Object);
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InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
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Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
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Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
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// TestHelpers.DisableLogging();
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// TestHelpers.DisableLogging();
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@ -178,16 +177,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Scene scene = CreateDefaultTestScene();
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Scene scene = CreateDefaultTestScene();
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UserAccountHelpers.CreateUserWithInventory(scene, m_userId);
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UserAccountHelpers.CreateUserWithInventory(scene, m_userId);
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m_presence = SceneHelpers.AddScenePresence(scene, m_userId);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, m_userId);
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InventoryItemBase attItem = CreateAttachmentItem(scene, m_userId, "att", 0x10, 0x20);
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InventoryItemBase attItem = CreateAttachmentItem(scene, m_userId, "att", 0x10, 0x20);
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m_attMod.RezSingleAttachmentFromInventory(
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m_attMod.RezSingleAttachmentFromInventory(
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m_presence, attItem.ID, (uint)AttachmentPoint.Chest);
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sp, attItem.ID, (uint)AttachmentPoint.Chest);
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// Check scene presence status
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// Check scene presence status
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Assert.That(m_presence.HasAttachments(), Is.True);
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Assert.That(sp.HasAttachments(), Is.True);
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List<SceneObjectGroup> attachments = m_presence.GetAttachments();
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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Assert.That(attachments.Count, Is.EqualTo(1));
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Assert.That(attachments.Count, Is.EqualTo(1));
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SceneObjectGroup attSo = attachments[0];
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SceneObjectGroup attSo = attachments[0];
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Assert.That(attSo.Name, Is.EqualTo(attItem.Name));
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Assert.That(attSo.Name, Is.EqualTo(attItem.Name));
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@ -197,8 +196,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Assert.That(attSo.IsTemporary, Is.False);
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Assert.That(attSo.IsTemporary, Is.False);
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// Check appearance status
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// Check appearance status
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Assert.That(m_presence.Appearance.GetAttachments().Count, Is.EqualTo(1));
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Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
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Assert.That(m_presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
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Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), 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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@ -209,22 +208,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Scene scene = CreateDefaultTestScene();
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Scene scene = CreateDefaultTestScene();
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UserAccountHelpers.CreateUserWithInventory(scene, m_userId);
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UserAccountHelpers.CreateUserWithInventory(scene, m_userId);
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m_presence = SceneHelpers.AddScenePresence(scene, m_userId);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, m_userId);
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InventoryItemBase attItem = CreateAttachmentItem(scene, m_userId, "att", 0x10, 0x20);
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InventoryItemBase attItem = CreateAttachmentItem(scene, m_userId, "att", 0x10, 0x20);
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ISceneEntity so
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ISceneEntity so
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= m_attMod.RezSingleAttachmentFromInventory(
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= m_attMod.RezSingleAttachmentFromInventory(
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m_presence, attItem.ID, (uint)AttachmentPoint.Chest);
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sp, attItem.ID, (uint)AttachmentPoint.Chest);
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m_attMod.DetachSingleAttachmentToGround(m_presence, so.LocalId);
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m_attMod.DetachSingleAttachmentToGround(sp, so.LocalId);
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// Check scene presence status
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// Check scene presence status
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Assert.That(m_presence.HasAttachments(), Is.False);
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Assert.That(sp.HasAttachments(), Is.False);
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List<SceneObjectGroup> attachments = m_presence.GetAttachments();
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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Assert.That(attachments.Count, Is.EqualTo(0));
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Assert.That(attachments.Count, Is.EqualTo(0));
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// Check appearance status
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// Check appearance status
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Assert.That(m_presence.Appearance.GetAttachments().Count, Is.EqualTo(0));
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Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(0));
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// Check item status
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// Check item status
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Assert.That(scene.InventoryService.GetItem(new InventoryItemBase(attItem.ID)), Is.Null);
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Assert.That(scene.InventoryService.GetItem(new InventoryItemBase(attItem.ID)), Is.Null);
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@ -241,21 +240,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Scene scene = CreateDefaultTestScene();
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Scene scene = CreateDefaultTestScene();
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UserAccountHelpers.CreateUserWithInventory(scene, m_userId);
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UserAccountHelpers.CreateUserWithInventory(scene, m_userId);
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m_presence = SceneHelpers.AddScenePresence(scene, m_userId);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, m_userId);
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InventoryItemBase attItem = CreateAttachmentItem(scene, m_userId, "att", 0x10, 0x20);
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InventoryItemBase attItem = CreateAttachmentItem(scene, m_userId, "att", 0x10, 0x20);
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m_attMod.RezSingleAttachmentFromInventory(
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m_attMod.RezSingleAttachmentFromInventory(
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m_presence, attItem.ID, (uint)AttachmentPoint.Chest);
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sp, attItem.ID, (uint)AttachmentPoint.Chest);
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m_attMod.DetachSingleAttachmentToInv(m_presence, attItem.ID);
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m_attMod.DetachSingleAttachmentToInv(sp, attItem.ID);
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// Check status on scene presence
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// Check status on scene presence
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Assert.That(m_presence.HasAttachments(), Is.False);
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Assert.That(sp.HasAttachments(), Is.False);
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List<SceneObjectGroup> attachments = m_presence.GetAttachments();
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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Assert.That(attachments.Count, Is.EqualTo(0));
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Assert.That(attachments.Count, Is.EqualTo(0));
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// Check item status
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// Check item status
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Assert.That(m_presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo(0));
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Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo(0));
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}
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}
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/// <summary>
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/// <summary>
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