Merge branch 'master' of /home/opensim/var/repo/opensim
commit
bffe1ecaed
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@ -251,6 +251,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
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// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
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if (group.GetSittingAvatarsCount() != 0)
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{
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// m_log.WarnFormat(
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// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it",
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// group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount());
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return false;
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}
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if (sp.GetAttachments(attachmentPt).Contains(group))
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{
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@ -118,7 +118,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Scene scene = CreateDefaultTestScene();
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UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
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string attName = "att";
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@ -154,6 +154,36 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// TestHelpers.DisableLogging();
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}
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/// <summary>
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/// Test that we do not attempt to attach an in-world object that someone else is sitting on.
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/// </summary>
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[Test]
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public void TestAddSatOnAttachmentFromGround()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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Scene scene = CreateDefaultTestScene();
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UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
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string attName = "att";
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
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UserAccount ua2 = UserAccountHelpers.CreateUserWithInventory(scene, 0x2);
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ScenePresence sp2 = SceneHelpers.AddScenePresence(scene, ua2);
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// Put avatar within 10m of the prim so that sit doesn't fail.
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sp2.AbsolutePosition = new Vector3(0, 0, 0);
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sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false);
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Assert.That(sp.HasAttachments(), Is.False);
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Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
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}
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[Test]
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public void TestAddAttachmentFromInventory()
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{
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@ -3401,6 +3401,20 @@ namespace OpenSim.Region.Framework.Scenes
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return count;
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}
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/// <summary>
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/// Gets the number of sitting avatars.
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/// </summary>
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/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
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/// <returns></returns>
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public int GetSittingAvatarsCount()
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{
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int count = 0;
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Array.ForEach<SceneObjectPart>(m_parts.GetArray(), p => count += p.GetSittingAvatarsCount());
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return count;
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}
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public override string ToString()
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{
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return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition);
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@ -374,7 +374,6 @@ namespace OpenSim.Region.Framework.Scenes
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private uint _category;
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private Int32 _creationDate;
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private uint _parentID = 0;
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private UUID m_sitTargetAvatar = UUID.Zero;
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private uint _baseMask = (uint)PermissionMask.All;
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private uint _ownerMask = (uint)PermissionMask.All;
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private uint _groupMask = (uint)PermissionMask.None;
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@ -1233,13 +1232,20 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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/// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
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/// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
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/// </summary>
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public UUID SitTargetAvatar
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{
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get { return m_sitTargetAvatar; }
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set { m_sitTargetAvatar = value; }
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}
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public UUID SitTargetAvatar { get; set; }
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/// <summary>
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/// IDs of all avatars start on this object part.
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/// </summary>
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/// <remarks>
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/// We need to track this so that we can stop sat upon prims from being attached.
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/// </remarks>
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/// <value>
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/// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene.
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/// </value>
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private HashSet<UUID> m_sittingAvatars;
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public virtual UUID RegionID
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{
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@ -4493,5 +4499,83 @@ namespace OpenSim.Region.Framework.Scenes
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Color color = Color;
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return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
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}
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/// <summary>
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/// Record an avatar sitting on this part.
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/// </summary>
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/// <remarks>This is called for all the sitting avatars whether there is a sit target set or not.</remarks>
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/// <returns>
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/// true if the avatar was not already recorded, false otherwise.
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/// </returns>
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/// <param name='avatarId'></param>
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protected internal bool AddSittingAvatar(UUID avatarId)
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{
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HashSet<UUID> sittingAvatars = m_sittingAvatars;
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if (sittingAvatars == null)
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sittingAvatars = new HashSet<UUID>();
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lock (sittingAvatars)
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{
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m_sittingAvatars = sittingAvatars;
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return m_sittingAvatars.Add(avatarId);
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}
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}
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/// <summary>
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/// Remove an avatar recorded as sitting on this part.
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/// </summary>
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/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
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/// <returns>
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/// true if the avatar was present and removed, false if it was not present.
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/// </returns>
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/// <param name='avatarId'></param>
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protected internal bool RemoveSittingAvatar(UUID avatarId)
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{
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HashSet<UUID> sittingAvatars = m_sittingAvatars;
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// This can occur under a race condition where another thread
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if (sittingAvatars == null)
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return false;
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lock (sittingAvatars)
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{
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if (sittingAvatars.Remove(avatarId))
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{
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if (sittingAvatars.Count == 0)
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m_sittingAvatars = null;
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Get a copy of the list of sitting avatars.
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/// </summary>
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/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
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/// <returns></returns>
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public HashSet<UUID> GetSittingAvatars()
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{
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return new HashSet<UUID>(m_sittingAvatars);
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}
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/// <summary>
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/// Gets the number of sitting avatars.
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/// </summary>
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/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
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/// <returns></returns>
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public int GetSittingAvatarsCount()
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{
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HashSet<UUID> sittingAvatars = m_sittingAvatars;
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if (sittingAvatars == null)
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return 0;
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lock (sittingAvatars)
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return sittingAvatars.Count;
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}
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}
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}
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@ -577,6 +577,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public uint ParentID { get; set; }
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/// <summary>
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/// Are we sitting on an object?
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/// </summary>
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/// <remarks>A more readable way of testing presence sit status than ParentID == 0</remarks>
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public bool IsSatOnObject { get { return ParentID != 0; } }
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/// <summary>
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/// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
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/// </summary>
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@ -1808,6 +1814,8 @@ namespace OpenSim.Region.Framework.Scenes
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SendAvatarDataToAllAgents();
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m_requestedSitTargetID = 0;
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part.RemoveSittingAvatar(UUID);
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if (part != null)
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part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
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}
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@ -1887,7 +1895,7 @@ namespace OpenSim.Region.Framework.Scenes
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)
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));
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// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
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m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
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if (PhysicsActor != null)
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m_sitAvatarHeight = PhysicsActor.Size.Z;
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@ -1920,6 +1928,12 @@ namespace OpenSim.Region.Framework.Scenes
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AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
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canSit = true;
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}
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// else
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// {
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
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// Name, part.Name, part.LocalId);
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// }
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}
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if (canSit)
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@ -1930,6 +1944,8 @@ namespace OpenSim.Region.Framework.Scenes
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RemoveFromPhysicalScene();
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}
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part.AddSittingAvatar(UUID);
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cameraAtOffset = part.GetCameraAtOffset();
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cameraEyeOffset = part.GetCameraEyeOffset();
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forceMouselook = part.GetForceMouselook();
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@ -2203,6 +2219,15 @@ namespace OpenSim.Region.Framework.Scenes
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if (part != null)
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{
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if (part.ParentGroup.IsAttachment)
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{
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m_log.WarnFormat(
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"[SCENE PRESENCE]: Avatar {0} tried to sit on part {1} from object {2} in {3} but this is an attachment for avatar id {4}",
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Name, part.Name, part.ParentGroup.Name, Scene.Name, part.ParentGroup.AttachedAvatar);
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return;
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}
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if (part.SitTargetAvatar == UUID)
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{
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Vector3 sitTargetPos = part.SitTargetPosition;
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@ -3190,13 +3190,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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CheckThreatLevel(ThreatLevel.High, "osForceAttachToAvatarFromInventory");
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m_host.AddScriptLPS(1);
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ForceAttachToAvatarFromInventory(m_host.OwnerID, itemName, attachmentPoint);
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}
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public void osForceAttachToOtherAvatarFromInventory(string rawAvatarId, string itemName, int attachmentPoint)
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{
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CheckThreatLevel(ThreatLevel.Severe, "osForceAttachToOtherAvatarFromInventory");
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m_host.AddScriptLPS(1);
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UUID avatarId;
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if (!UUID.TryParse(rawAvatarId, out avatarId))
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return;
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ForceAttachToAvatarFromInventory(avatarId, itemName, attachmentPoint);
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}
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public void ForceAttachToAvatarFromInventory(UUID avatarId, string itemName, int attachmentPoint)
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{
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IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
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if (attachmentsModule == null)
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return;
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m_host.AddScriptLPS(1);
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InitLSL();
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TaskInventoryItem item = m_host.Inventory.GetInventoryItem(itemName);
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@ -3219,7 +3238,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return;
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}
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ScenePresence sp = World.GetScenePresence(m_host.OwnerID);
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ScenePresence sp = World.GetScenePresence(avatarId);
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if (sp == null)
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return;
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@ -101,18 +101,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
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// Attachment commands
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/// <summary>
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/// Attach the object containing this script to the avatar that owns it without checking for PERMISSION_ATTACH
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/// Attach the object containing this script to the avatar that owns it without asking for PERMISSION_ATTACH
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/// </summary>
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/// <param name='attachment'>The attachment point. For example, ATTACH_CHEST</param>
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void osForceAttachToAvatar(int attachment);
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/// <summary>
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/// Attach the inventory item in the object containing this script to the avatar that owns it without checking for PERMISSION_ATTACH
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/// Attach an inventory item in the object containing this script to the avatar that owns it without asking for PERMISSION_ATTACH
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/// </summary>
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/// <remarks>
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/// Nothing happens if the owner is not in the region.
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/// </remarks>
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/// <param name='itemName'>Tha name of the item. If this is not found then a warning is said to the owner</param>
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/// <param name='attachment'>The attachment point. For example, ATTACH_CHEST</param>
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void osForceAttachToAvatarFromInventory(string itemName, int attachment);
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/// <summary>
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/// Attach an inventory item in the object containing this script to any avatar in the region without asking for PERMISSION_ATTACH
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/// </summary>
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/// <remarks>
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/// Nothing happens if the avatar is not in the region.
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/// </remarks>
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/// <param name='rawAvatarId'>The UUID of the avatar to which to attach. Nothing happens if this is not a UUID</para>
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/// <param name='itemName'>The name of the item. If this is not found then a warning is said to the owner</param>
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/// <param name='attachment'>The attachment point. For example, ATTACH_CHEST</param>
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void osForceAttachToOtherAvatarFromInventory(string rawAvatarId, string itemName, int attachmentPoint);
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/// <summary>
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/// Detach the object containing this script from the avatar it is attached to without checking for PERMISSION_ATTACH
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/// </summary>
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|
|
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@ -301,6 +301,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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m_OSSL_Functions.osForceAttachToAvatarFromInventory(itemName, attachmentPoint);
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}
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public void osForceAttachToOtherAvatarFromInventory(string rawAvatarId, string itemName, int attachmentPoint)
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{
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m_OSSL_Functions.osForceAttachToOtherAvatarFromInventory(rawAvatarId, itemName, attachmentPoint);
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}
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public void osForceDetachFromAvatar()
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{
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m_OSSL_Functions.osForceDetachFromAvatar();
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|
|
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@ -174,5 +174,58 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
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List<AvatarAttachment> attachmentsInAppearance = sp.Appearance.GetAttachments();
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Assert.That(attachmentsInAppearance.Count, Is.EqualTo(0));
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}
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[Test]
|
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public void TestOsForceAttachToOtherAvatarFromInventory()
|
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{
|
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TestHelpers.InMethod();
|
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TestHelpers.EnableLogging();
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|
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string taskInvObjItemName = "sphere";
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UUID taskInvObjItemId = UUID.Parse("00000000-0000-0000-0000-100000000000");
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AttachmentPoint attachPoint = AttachmentPoint.Chin;
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|
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UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(m_scene, "user", "one", 0x1, "pass");
|
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UserAccount ua2 = UserAccountHelpers.CreateUserWithInventory(m_scene, "user", "two", 0x2, "pass");
|
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|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, ua1);
|
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SceneObjectGroup inWorldObj = SceneHelpers.AddSceneObject(m_scene, "inWorldObj", ua1.PrincipalID);
|
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TaskInventoryItem scriptItem = TaskInventoryHelpers.AddScript(m_scene, inWorldObj.RootPart);
|
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|
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new LSL_Api().Initialize(m_engine, inWorldObj.RootPart, scriptItem);
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OSSL_Api osslApi = new OSSL_Api();
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osslApi.Initialize(m_engine, inWorldObj.RootPart, scriptItem);
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|
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// Create an object embedded inside the first
|
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TaskInventoryHelpers.AddSceneObject(m_scene, inWorldObj.RootPart, taskInvObjItemName, taskInvObjItemId, ua1.PrincipalID);
|
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|
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ScenePresence sp2 = SceneHelpers.AddScenePresence(m_scene, ua2);
|
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|
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osslApi.osForceAttachToOtherAvatarFromInventory(sp2.UUID.ToString(), taskInvObjItemName, (int)attachPoint);
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// Check scene presence status
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Assert.That(sp.HasAttachments(), Is.False);
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List<SceneObjectGroup> attachments = sp.GetAttachments();
|
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Assert.That(attachments.Count, Is.EqualTo(0));
|
||||
|
||||
Assert.That(sp2.HasAttachments(), Is.True);
|
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List<SceneObjectGroup> attachments2 = sp2.GetAttachments();
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Assert.That(attachments2.Count, Is.EqualTo(1));
|
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SceneObjectGroup attSo = attachments2[0];
|
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Assert.That(attSo.Name, Is.EqualTo(taskInvObjItemName));
|
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Assert.That(attSo.OwnerID, Is.EqualTo(ua2.PrincipalID));
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Assert.That(attSo.AttachmentPoint, Is.EqualTo((uint)attachPoint));
|
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Assert.That(attSo.IsAttachment);
|
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Assert.That(attSo.UsesPhysics, Is.False);
|
||||
Assert.That(attSo.IsTemporary, Is.False);
|
||||
|
||||
// Check appearance status
|
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List<AvatarAttachment> attachmentsInAppearance = sp.Appearance.GetAttachments();
|
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Assert.That(attachmentsInAppearance.Count, Is.EqualTo(0));
|
||||
|
||||
List<AvatarAttachment> attachmentsInAppearance2 = sp2.Appearance.GetAttachments();
|
||||
Assert.That(attachmentsInAppearance2.Count, Is.EqualTo(1));
|
||||
Assert.That(sp2.Appearance.GetAttachpoint(attachmentsInAppearance2[0].ItemID), Is.EqualTo((uint)attachPoint));
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||||
}
|
||||
}
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||||
}
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|
@ -412,26 +412,49 @@ namespace OpenSim.Tests.Common
|
|||
/// <returns></returns>
|
||||
public static AgentCircuitData GenerateAgentData(UUID agentId)
|
||||
{
|
||||
string firstName = "testfirstname";
|
||||
AgentCircuitData acd = GenerateCommonAgentData();
|
||||
|
||||
AgentCircuitData agentData = new AgentCircuitData();
|
||||
agentData.AgentID = agentId;
|
||||
agentData.firstname = firstName;
|
||||
agentData.lastname = "testlastname";
|
||||
acd.AgentID = agentId;
|
||||
acd.firstname = "testfirstname";
|
||||
acd.lastname = "testlastname";
|
||||
acd.ServiceURLs = new Dictionary<string, object>();
|
||||
|
||||
return acd;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generate some standard agent connection data.
|
||||
/// </summary>
|
||||
/// <param name="agentId"></param>
|
||||
/// <returns></returns>
|
||||
public static AgentCircuitData GenerateAgentData(UserAccount ua)
|
||||
{
|
||||
AgentCircuitData acd = GenerateCommonAgentData();
|
||||
|
||||
acd.AgentID = ua.PrincipalID;
|
||||
acd.firstname = ua.FirstName;
|
||||
acd.lastname = ua.LastName;
|
||||
acd.ServiceURLs = ua.ServiceURLs;
|
||||
|
||||
return acd;
|
||||
}
|
||||
|
||||
private static AgentCircuitData GenerateCommonAgentData()
|
||||
{
|
||||
AgentCircuitData acd = new AgentCircuitData();
|
||||
|
||||
// XXX: Sessions must be unique, otherwise one presence can overwrite another in NullPresenceData.
|
||||
agentData.SessionID = UUID.Random();
|
||||
agentData.SecureSessionID = UUID.Random();
|
||||
acd.SessionID = UUID.Random();
|
||||
acd.SecureSessionID = UUID.Random();
|
||||
|
||||
agentData.circuitcode = 123;
|
||||
agentData.BaseFolder = UUID.Zero;
|
||||
agentData.InventoryFolder = UUID.Zero;
|
||||
agentData.startpos = Vector3.Zero;
|
||||
agentData.CapsPath = "http://wibble.com";
|
||||
agentData.ServiceURLs = new Dictionary<string, object>();
|
||||
agentData.Appearance = new AvatarAppearance();
|
||||
acd.circuitcode = 123;
|
||||
acd.BaseFolder = UUID.Zero;
|
||||
acd.InventoryFolder = UUID.Zero;
|
||||
acd.startpos = Vector3.Zero;
|
||||
acd.CapsPath = "http://wibble.com";
|
||||
acd.Appearance = new AvatarAppearance();
|
||||
|
||||
return agentData;
|
||||
return acd;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -440,6 +463,9 @@ namespace OpenSim.Tests.Common
|
|||
/// <remarks>
|
||||
/// This can be used for tests where there is only one region or where there are multiple non-neighbour regions
|
||||
/// and teleport doesn't take place.
|
||||
///
|
||||
/// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
|
||||
/// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
|
||||
/// </remarks>
|
||||
/// <param name="scene"></param>
|
||||
/// <param name="agentId"></param>
|
||||
|
@ -452,6 +478,10 @@ namespace OpenSim.Tests.Common
|
|||
/// <summary>
|
||||
/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
|
||||
/// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
|
||||
/// </remarks>
|
||||
/// <param name="scene"></param>
|
||||
/// <param name="agentId"></param>
|
||||
/// <param name="sceneManager"></param>
|
||||
|
@ -461,6 +491,17 @@ namespace OpenSim.Tests.Common
|
|||
return AddScenePresence(scene, GenerateAgentData(agentId), sceneManager);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a root agent.
|
||||
/// </summary>
|
||||
/// <param name="scene"></param>
|
||||
/// <param name="ua"></param>
|
||||
/// <returns></returns>
|
||||
public static ScenePresence AddScenePresence(Scene scene, UserAccount ua)
|
||||
{
|
||||
return AddScenePresence(scene, GenerateAgentData(ua));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a root agent.
|
||||
/// </summary>
|
||||
|
|
|
@ -138,6 +138,15 @@ namespace OpenSim.Tests.Common
|
|||
CreateUserWithInventory(scene, ua, pw);
|
||||
return ua;
|
||||
}
|
||||
|
||||
public static UserAccount CreateUserWithInventory(
|
||||
Scene scene, string firstName, string lastName, int userId, string pw)
|
||||
{
|
||||
UserAccount ua
|
||||
= new UserAccount(TestHelpers.ParseTail(userId)) { FirstName = firstName, LastName = lastName };
|
||||
CreateUserWithInventory(scene, ua, pw);
|
||||
return ua;
|
||||
}
|
||||
|
||||
public static void CreateUserWithInventory(Scene scene, UserAccount ua, string pw)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue