Uncomment SceneObjectBasicTests.TestDeleteSceneObjectAsyncToUserInventory() and make it compile again
Not currently in test suite since not yet working. Also add method doc to Scene.DeRezObjects()0.7.4-extended
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72e0c77f91
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a5fdfd6343
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@ -1909,8 +1909,19 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public virtual void DeRezObjects(IClientAPI remoteClient, List<uint> localIDs,
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UUID groupID, DeRezAction action, UUID destinationID)
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/// <summary>
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/// Derez one or more objects from the scene.
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/// </summary>
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/// <remarks>
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/// Won't actually remove the scene object in the case where the object is being copied to a user inventory.
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/// </remarks>
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/// <param name='remoteClient'>Client requesting derez</param>
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/// <param name='localIDs'>Local ids of root parts of objects to delete.</param>
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/// <param name='groupID'>Not currently used. Here because the client passes this to us.</param>
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/// <param name='action'>DeRezAction</param>
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/// <param name='destinationID'>User folder ID to place derezzed object</param>
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public virtual void DeRezObjects(
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IClientAPI remoteClient, List<uint> localIDs, UUID groupID, DeRezAction action, UUID destinationID)
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{
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// First, see of we can perform the requested action and
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// build a list of eligible objects
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@ -26,6 +26,7 @@
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Threading;
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using NUnit.Framework;
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@ -33,6 +34,7 @@ using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Region.Framework.Scenes;
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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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@ -42,7 +44,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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/// Basic scene object tests (create, read and delete but not update).
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/// </summary>
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[TestFixture]
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public class SceneObjectBasicTests
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public class SceneObjectBasicTests : OpenSimTestCase
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{
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// [TearDown]
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// public void TearDown()
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@ -237,38 +239,60 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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/// <summary>
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/// Test deleting an object asynchronously to user inventory.
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/// </summary>
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//[Test]
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//public void TestDeleteSceneObjectAsyncToUserInventory()
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//{
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// TestHelper.InMethod();
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// //log4net.Config.XmlConfigurator.Configure();
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// UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
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// string myObjectName = "Fred";
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// TestScene scene = SceneSetupHelpers.SetupScene();
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// SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene, myObjectName);
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// Assert.That(
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// scene.CommsManager.UserAdminService.AddUser(
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// "Bob", "Hoskins", "test", "test@test.com", 1000, 1000, agentId),
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// Is.EqualTo(agentId));
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// IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId);
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// CachedUserInfo userInfo = scene.CommsManager.UserProfileCacheService.GetUserDetails(agentId);
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// Assert.That(userInfo, Is.Not.Null);
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// Assert.That(userInfo.RootFolder, Is.Not.Null);
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// SceneSetupHelpers.DeleteSceneObjectAsync(scene, part, DeRezAction.Take, userInfo.RootFolder.ID, client);
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// // Check that we now have the taken part in our inventory
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// Assert.That(myObjectName, Is.EqualTo(userInfo.RootFolder.FindItemByPath(myObjectName).Name));
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// // Check that the taken part has actually disappeared
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// SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
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// Assert.That(retrievedPart, Is.Null);
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//}
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// [Test]
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public void TestDeleteSceneObjectAsyncToUserInventory()
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{
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TestHelpers.InMethod();
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TestHelpers.EnableLogging();
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UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
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string myObjectName = "Fred";
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TestScene scene = new SceneHelpers().SetupScene();
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// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
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AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
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sogd.Enabled = false;
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, myObjectName, agentId);
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// Assert.That(
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// scene.CommsManager.UserAdminService.AddUser(
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// "Bob", "Hoskins", "test", "test@test.com", 1000, 1000, agentId),
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// Is.EqualTo(agentId));
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UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, agentId);
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InventoryFolderBase folder1
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= UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, ua.PrincipalID, "folder1");
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IClientAPI client = SceneHelpers.AddScenePresence(scene, agentId).ControllingClient;
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scene.DeRezObjects(client, new List<uint>() { so.LocalId }, UUID.Zero, DeRezAction.Take, folder1.ID);
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart, Is.Not.Null);
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Assert.That(so.IsDeleted, Is.False);
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sogd.InventoryDeQueueAndDelete();
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Assert.That(so.IsDeleted, Is.True);
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SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
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Assert.That(retrievedPart2, Is.Null);
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// SceneSetupHelpers.DeleteSceneObjectAsync(scene, part, DeRezAction.Take, userInfo.RootFolder.ID, client);
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InventoryItemBase retrievedItem
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= UserInventoryHelpers.GetInventoryItem(
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scene.InventoryService, ua.PrincipalID, "folder1/" + myObjectName);
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// Check that we now have the taken part in our inventory
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Assert.That(retrievedItem, Is.Not.Null);
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// Check that the taken part has actually disappeared
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// SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
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// Assert.That(retrievedPart, Is.Null);
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}
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/// <summary>
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/// Changing a scene object uuid changes the root part uuid. This is a valid operation if the object is not
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