Merge branch 'master' into BulletSim2017

0.9.0-post-fixes
Robert Adams 2017-08-14 18:48:10 -07:00
commit 8f3c17189c
5 changed files with 218 additions and 174 deletions

View File

@ -145,7 +145,12 @@
</exec> </exec>
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.services.inventoryservice.tests)==0}" /> <fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.services.inventoryservice.tests)==0}" />
<delete dir="%temp%"/> <exec program="${nunitcmd}" failonerror="true" resultproperty="testresult.opensim.tests.permissions">
<arg value="./bin/OpenSim.Tests.Permissions.dll" />
</exec>
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.tests.permissions)==0}" />
<delete dir="%temp%"/>
</target> </target>
<target name="test-stress" depends="build, find-nunit"> <target name="test-stress" depends="build, find-nunit">
@ -260,6 +265,11 @@
<arg value="-xml=test-results/OpenSim.Services.InventoryService.Tests.dll-Results.xml" /> <arg value="-xml=test-results/OpenSim.Services.InventoryService.Tests.dll-Results.xml" />
</exec> </exec>
<exec program="${nunitcmd}" failonerror="false" resultproperty="testresult.opensim.tests.permissions">
<arg value="./bin/OpenSim.Tests.Permissions.dll" />
<arg value="-xml=test-results/OpenSim.Tests.Permissions.dll-Results.xml" />
</exec>
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.tests)==0}" /> <fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.tests)==0}" />
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.framework.tests)==0}" /> <fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.framework.tests)==0}" />
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.framework.servers.tests)==0}" /> <fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.framework.servers.tests)==0}" />
@ -271,6 +281,7 @@
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.data.tests)==0}" /> <fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.data.tests)==0}" />
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.capabilities.handlers.tests)==0}" /> <fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.capabilities.handlers.tests)==0}" />
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.services.inventoryservice.tests)==0}" /> <fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.services.inventoryservice.tests)==0}" />
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.tests.permissions)==0}" />
</target> </target>
<target name="doxygen"> <target name="doxygen">

View File

@ -657,6 +657,9 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
// if(!m_scene.IsRunning)
// return sog;
if (root.KeyframeMotion != null) if (root.KeyframeMotion != null)
root.KeyframeMotion.StartCrossingCheck(); root.KeyframeMotion.StartCrossingCheck();
@ -3018,12 +3021,13 @@ namespace OpenSim.Region.Framework.Scenes
// If we somehow got here to updating the SOG and its root part is not scheduled for update, // If we somehow got here to updating the SOG and its root part is not scheduled for update,
// check to see if the physical position or rotation warrant an update. // check to see if the physical position or rotation warrant an update.
/*
if (m_rootPart.UpdateFlag == UpdateRequired.NONE) if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
{ {
// rootpart SendScheduledUpdates will check if a update is needed // rootpart SendScheduledUpdates will check if a update is needed
m_rootPart.UpdateFlag = UpdateRequired.TERSE; m_rootPart.UpdateFlag = UpdateRequired.TERSE;
} }
*/
if (IsAttachment) if (IsAttachment)
{ {
ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar); ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar);

View File

@ -238,12 +238,6 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks> /// </remarks>
public bool SoundQueueing { get; set; } public bool SoundQueueing { get; set; }
public uint TimeStampFull;
public uint TimeStampLastActivity; // Will be used for AutoReturn
public uint TimeStampTerse;
[XmlIgnore] [XmlIgnore]
public Quaternion AttachRotation = Quaternion.Identity; public Quaternion AttachRotation = Quaternion.Identity;
@ -1219,6 +1213,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
public UpdateRequired UpdateFlag { get; set; } public UpdateRequired UpdateFlag { get; set; }
private object UpdateFlagLock = new object();
/// <summary> /// <summary>
/// Used for media on a prim. /// Used for media on a prim.
@ -1641,8 +1636,10 @@ namespace OpenSim.Region.Framework.Scenes
PhysActor.SetMaterial((int)value); PhysActor.SetMaterial((int)value);
} }
if(ParentGroup != null) if(ParentGroup != null)
{
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
ScheduleFullUpdateIfNone(); ScheduleFullUpdate();
}
} }
} }
} }
@ -1730,7 +1727,12 @@ namespace OpenSim.Region.Framework.Scenes
public byte PhysicsShapeType public byte PhysicsShapeType
{ {
get { return m_physicsShapeType; } get
{
// if (PhysActor != null)
// m_physicsShapeType = PhysActor.PhysicsShapeType;
return m_physicsShapeType;
}
set set
{ {
byte oldv = m_physicsShapeType; byte oldv = m_physicsShapeType;
@ -1781,10 +1783,12 @@ namespace OpenSim.Region.Framework.Scenes
{ {
m_density = value; m_density = value;
ScheduleFullUpdateIfNone();
if (ParentGroup != null) if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
PhysicsActor pa = PhysActor; PhysicsActor pa = PhysActor;
if (pa != null) if (pa != null)
@ -1802,10 +1806,11 @@ namespace OpenSim.Region.Framework.Scenes
{ {
m_gravitymod = value; m_gravitymod = value;
ScheduleFullUpdateIfNone();
if (ParentGroup != null) if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
PhysicsActor pa = PhysActor; PhysicsActor pa = PhysActor;
if (pa != null) if (pa != null)
@ -1823,10 +1828,11 @@ namespace OpenSim.Region.Framework.Scenes
{ {
m_friction = value; m_friction = value;
ScheduleFullUpdateIfNone();
if (ParentGroup != null) if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
PhysicsActor pa = PhysActor; PhysicsActor pa = PhysActor;
if (pa != null) if (pa != null)
@ -1844,10 +1850,11 @@ namespace OpenSim.Region.Framework.Scenes
{ {
m_bounce = value; m_bounce = value;
ScheduleFullUpdateIfNone();
if (ParentGroup != null) if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
PhysicsActor pa = PhysActor; PhysicsActor pa = PhysActor;
if (pa != null) if (pa != null)
@ -1876,7 +1883,8 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
public void ClearUpdateSchedule() public void ClearUpdateSchedule()
{ {
UpdateFlag = UpdateRequired.NONE; lock(UpdateFlagLock)
UpdateFlag = UpdateRequired.NONE;
} }
/// <summary> /// <summary>
@ -3239,17 +3247,6 @@ namespace OpenSim.Region.Framework.Scenes
APIDActive = false; APIDActive = false;
} }
public void ScheduleFullUpdateIfNone()
{
if (ParentGroup == null)
return;
// ??? ParentGroup.HasGroupChanged = true;
if (UpdateFlag != UpdateRequired.FULL)
ScheduleFullUpdate();
}
/// <summary> /// <summary>
/// Schedules this prim for a full update /// Schedules this prim for a full update
/// </summary> /// </summary>
@ -3260,30 +3257,21 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup == null) if (ParentGroup == null)
return; return;
ParentGroup.QueueForUpdateCheck(); lock(UpdateFlagLock)
int timeNow = Util.UnixTimeSinceEpoch();
// If multiple updates are scheduled on the same second, we still need to perform all of them
// So we'll force the issue by bumping up the timestamp so that later processing sees these need
// to be performed.
if (timeNow <= TimeStampFull)
{ {
TimeStampFull += 1; ParentGroup.QueueForUpdateCheck(); // just in case
if(UpdateFlag != UpdateRequired.FULL)
{
UpdateFlag = UpdateRequired.FULL;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
// UUID, Name, TimeStampFull);
if (ParentGroup.Scene != null)
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
}
} }
else
{
TimeStampFull = (uint)timeNow;
}
UpdateFlag = UpdateRequired.FULL;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
// UUID, Name, TimeStampFull);
if (ParentGroup.Scene != null)
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
} }
/// <summary> /// <summary>
@ -3304,21 +3292,23 @@ namespace OpenSim.Region.Framework.Scenes
return; return;
} }
if (UpdateFlag == UpdateRequired.NONE) lock(UpdateFlagLock)
{ {
ParentGroup.HasGroupChanged = true; if (UpdateFlag == UpdateRequired.NONE)
ParentGroup.QueueForUpdateCheck(); {
ParentGroup.HasGroupChanged = true;
ParentGroup.QueueForUpdateCheck();
TimeStampTerse = (uint) Util.UnixTimeSinceEpoch(); UpdateFlag = UpdateRequired.TERSE;
UpdateFlag = UpdateRequired.TERSE;
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}", // "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
// UUID, Name, TimeStampTerse); // UUID, Name, TimeStampTerse);
}
if (ParentGroup.Scene != null)
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
} }
if (ParentGroup.Scene != null)
ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
} }
public void ScriptSetPhysicsStatus(bool UsePhysics) public void ScriptSetPhysicsStatus(bool UsePhysics)
@ -3362,12 +3352,15 @@ namespace OpenSim.Region.Framework.Scenes
return; return;
// Update the "last" values // Update the "last" values
m_lastPosition = AbsolutePosition; lock(UpdateFlagLock)
m_lastRotation = RotationOffset; {
m_lastVelocity = Velocity; m_lastPosition = AbsolutePosition;
m_lastAcceleration = Acceleration; m_lastRotation = RotationOffset;
m_lastAngularVelocity = AngularVelocity; m_lastVelocity = Velocity;
m_lastUpdateSentTime = Util.GetTimeStampMS(); m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = Util.GetTimeStampMS();
}
ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{ {
@ -3381,12 +3374,15 @@ namespace OpenSim.Region.Framework.Scenes
return; return;
// Update the "last" values // Update the "last" values
m_lastPosition = AbsolutePosition; lock(UpdateFlagLock)
m_lastRotation = RotationOffset; {
m_lastVelocity = Velocity; m_lastPosition = AbsolutePosition;
m_lastAcceleration = Acceleration; m_lastRotation = RotationOffset;
m_lastAngularVelocity = AngularVelocity; m_lastVelocity = Velocity;
m_lastUpdateSentTime = Util.GetTimeStampMS(); m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = Util.GetTimeStampMS();
}
if (ParentGroup.IsAttachment) if (ParentGroup.IsAttachment)
{ {
@ -3443,107 +3439,117 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
public void SendScheduledUpdates() public void SendScheduledUpdates()
{ {
switch (UpdateFlag) UpdateRequired currentUpdate;
lock(UpdateFlagLock)
{
currentUpdate = UpdateFlag;
ClearUpdateSchedule();
}
switch (currentUpdate)
{ {
case UpdateRequired.NONE: case UpdateRequired.NONE:
ClearUpdateSchedule();
break; break;
case UpdateRequired.TERSE: case UpdateRequired.TERSE:
ClearUpdateSchedule();
bool needupdate = true; bool needupdate = true;
double now = Util.GetTimeStampMS(); lock(UpdateFlagLock)
Vector3 curvel = Velocity;
Vector3 curacc = Acceleration;
Vector3 angvel = AngularVelocity;
while(true) // just to avoid ugly goto
{ {
double elapsed = now - m_lastUpdateSentTime; double now = Util.GetTimeStampMS();
if (elapsed > TIME_MS_TOLERANCE) Vector3 curvel = Velocity;
break; Vector3 curacc = Acceleration;
Vector3 angvel = AngularVelocity;
if( Math.Abs(curacc.X - m_lastAcceleration.X) > VELOCITY_TOLERANCE || while(true) // just to avoid ugly goto
Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
break;
// velocity change is also direction not only norm)
if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
break;
float vx = Math.Abs(curvel.X);
if(vx > 128.0)
break;
float vy = Math.Abs(curvel.Y);
if(vy > 128.0)
break;
float vz = Math.Abs(curvel.Z);
if(vz > 128.0)
break;
if (
vx < VELOCITY_TOLERANCE &&
vy < VELOCITY_TOLERANCE &&
vz < VELOCITY_TOLERANCE
)
{ {
if(!AbsolutePosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) double elapsed = now - m_lastUpdateSentTime;
if (elapsed > TIME_MS_TOLERANCE)
break; break;
if (vx < 1e-4 && if( Math.Abs(curacc.X - m_lastAcceleration.X) > VELOCITY_TOLERANCE ||
vy < 1e-4 && Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE ||
vz < 1e-4 && Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
(
Math.Abs(m_lastVelocity.X) > 1e-4 ||
Math.Abs(m_lastVelocity.Y) > 1e-4 ||
Math.Abs(m_lastVelocity.Z) > 1e-4
))
break; break;
// velocity change is also direction not only norm)
if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
break;
float vx = Math.Abs(curvel.X);
if(vx > 128.0)
break;
float vy = Math.Abs(curvel.Y);
if(vy > 128.0)
break;
float vz = Math.Abs(curvel.Z);
if(vz > 128.0)
break;
if (
vx < VELOCITY_TOLERANCE &&
vy < VELOCITY_TOLERANCE &&
vz < VELOCITY_TOLERANCE
)
{
if(!AbsolutePosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
break;
if (vx < 1e-4 &&
vy < 1e-4 &&
vz < 1e-4 &&
(
Math.Abs(m_lastVelocity.X) > 1e-4 ||
Math.Abs(m_lastVelocity.Y) > 1e-4 ||
Math.Abs(m_lastVelocity.Z) > 1e-4
))
break;
}
if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > VELOCITY_TOLERANCE ||
Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > VELOCITY_TOLERANCE ||
Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > VELOCITY_TOLERANCE)
break;
// viewer interpolators have a limit of 128m/s
float ax = Math.Abs(angvel.X);
if(ax > 64.0)
break;
float ay = Math.Abs(angvel.Y);
if(ay > 64.0)
break;
float az = Math.Abs(angvel.Z);
if(az > 64.0)
break;
if (
ax < VELOCITY_TOLERANCE &&
ay < VELOCITY_TOLERANCE &&
az < VELOCITY_TOLERANCE &&
!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
)
break;
needupdate = false;
break;
} }
if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > VELOCITY_TOLERANCE || if(needupdate)
Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > VELOCITY_TOLERANCE || {
Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > VELOCITY_TOLERANCE)
break;
// viewer interpolators have a limit of 128m/s // Update the "last" values
float ax = Math.Abs(angvel.X); m_lastPosition = AbsolutePosition;
if(ax > 64.0) m_lastRotation = RotationOffset;
break; m_lastVelocity = curvel;
float ay = Math.Abs(angvel.Y); m_lastAcceleration = curacc;
if(ay > 64.0) m_lastAngularVelocity = angvel;
break; m_lastUpdateSentTime = now;
float az = Math.Abs(angvel.Z); }
if(az > 64.0)
break;
if (
ax < VELOCITY_TOLERANCE &&
ay < VELOCITY_TOLERANCE &&
az < VELOCITY_TOLERANCE &&
!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
)
break;
needupdate = false;
break;
} }
if(needupdate) if(needupdate)
{ {
// Update the "last" values
m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset;
m_lastVelocity = curvel;
m_lastAcceleration = curacc;
m_lastAngularVelocity = angvel;
m_lastUpdateSentTime = now;
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
{ {
SendTerseUpdateToClient(client); SendTerseUpdateToClient(client);
@ -3552,7 +3558,6 @@ namespace OpenSim.Region.Framework.Scenes
break; break;
case UpdateRequired.FULL: case UpdateRequired.FULL:
ClearUpdateSchedule();
SendFullUpdateToAllClientsInternal(); SendFullUpdateToAllClientsInternal();
break; break;
} }
@ -3567,15 +3572,19 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup == null || ParentGroup.Scene == null) if (ParentGroup == null || ParentGroup.Scene == null)
return; return;
ClearUpdateSchedule(); lock(UpdateFlagLock)
{
if(UpdateFlag != UpdateRequired.NONE)
return;
// Update the "last" values // Update the "last" values
m_lastPosition = AbsolutePosition; m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset; m_lastRotation = RotationOffset;
m_lastVelocity = Velocity; m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration; m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity; m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = Util.GetTimeStampMS(); m_lastUpdateSentTime = Util.GetTimeStampMS();
}
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
{ {
@ -3588,15 +3597,19 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup == null || ParentGroup.Scene == null) if (ParentGroup == null || ParentGroup.Scene == null)
return; return;
ClearUpdateSchedule(); lock(UpdateFlagLock)
{
if(UpdateFlag != UpdateRequired.NONE)
return;
// Update the "last" values // Update the "last" values
m_lastPosition = AbsolutePosition; m_lastPosition = AbsolutePosition;
m_lastRotation = RotationOffset; m_lastRotation = RotationOffset;
m_lastVelocity = Velocity; m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration; m_lastAcceleration = Acceleration;
m_lastAngularVelocity = AngularVelocity; m_lastAngularVelocity = AngularVelocity;
m_lastUpdateSentTime = Util.GetTimeStampMS(); m_lastUpdateSentTime = Util.GetTimeStampMS();
}
if (ParentGroup.IsAttachment) if (ParentGroup.IsAttachment)
{ {

View File

@ -44,6 +44,13 @@ namespace OpenSim.Tests.Permissions
[SetUp] [SetUp]
public void SetUp() public void SetUp()
{ {
// In case we're dealing with some older version of nunit
if (Common.TheInstance == null)
{
Common.TheInstance = new Common();
Common.TheInstance.SetUp();
}
Common.TheInstance.DeleteObjectsFolders(); Common.TheInstance.DeleteObjectsFolders();
} }

View File

@ -46,6 +46,12 @@ namespace OpenSim.Tests.Permissions
[SetUp] [SetUp]
public void SetUp() public void SetUp()
{ {
// In case we're dealing with some older version of nunit
if (Common.TheInstance == null)
{
Common.TheInstance = new Common();
Common.TheInstance.SetUp();
}
Common.TheInstance.DeleteObjectsFolders(); Common.TheInstance.DeleteObjectsFolders();
} }
@ -74,6 +80,7 @@ namespace OpenSim.Tests.Permissions
// Try A2 takes copies of objects that cannot be copied. // Try A2 takes copies of objects that cannot be copied.
for (int i = 0; i < 6; i++) for (int i = 0; i < 6; i++)
TakeOneBox(Common.TheScene.GetSceneObjectGroups(), names[i], perms[i]); TakeOneBox(Common.TheScene.GetSceneObjectGroups(), names[i], perms[i]);
// Ad-hoc. Enough time to let the take work.
Thread.Sleep(5000); Thread.Sleep(5000);
List<InventoryItemBase> items = Common.TheScene.InventoryService.GetFolderItems(Common.TheAvatars[1].UUID, objsFolder.ID); List<InventoryItemBase> items = Common.TheScene.InventoryService.GetFolderItems(Common.TheAvatars[1].UUID, objsFolder.ID);
@ -86,6 +93,7 @@ namespace OpenSim.Tests.Permissions
// Try A2 takes copies of objects that can be copied. // Try A2 takes copies of objects that can be copied.
for (int i = 0; i < 6; i++) for (int i = 0; i < 6; i++)
TakeOneBox(Common.TheScene.GetSceneObjectGroups(), names[i], perms[i]); TakeOneBox(Common.TheScene.GetSceneObjectGroups(), names[i], perms[i]);
// Ad-hoc. Enough time to let the take work.
Thread.Sleep(5000); Thread.Sleep(5000);
items = Common.TheScene.InventoryService.GetFolderItems(Common.TheAvatars[1].UUID, objsFolder.ID); items = Common.TheScene.InventoryService.GetFolderItems(Common.TheAvatars[1].UUID, objsFolder.ID);
@ -101,6 +109,7 @@ namespace OpenSim.Tests.Permissions
private void TakeOneBox(List<SceneObjectGroup> objs, string name, PermissionMask mask) private void TakeOneBox(List<SceneObjectGroup> objs, string name, PermissionMask mask)
{ {
// Find the object inworld
SceneObjectGroup box = objs.Find(sog => sog.Name == name && sog.OwnerID == Common.TheAvatars[0].UUID); SceneObjectGroup box = objs.Find(sog => sog.Name == name && sog.OwnerID == Common.TheAvatars[0].UUID);
Assert.That(box, Is.Not.Null, name); Assert.That(box, Is.Not.Null, name);