diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 9eb0e383c0..eccf7a6977 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -251,6 +251,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
+
+ if (group.GetSittingAvatarsCount() != 0)
+ {
+// m_log.WarnFormat(
+// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it",
+// group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount());
+
+ return false;
+ }
if (sp.GetAttachments(attachmentPt).Contains(group))
{
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
index 5dcbd28f59..3e06900648 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
@@ -118,7 +118,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Scene scene = CreateDefaultTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
- ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
+ ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
string attName = "att";
@@ -154,6 +154,36 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// TestHelpers.DisableLogging();
}
+ ///
+ /// Test that we do not attempt to attach an in-world object that someone else is sitting on.
+ ///
+ [Test]
+ public void TestAddSatOnAttachmentFromGround()
+ {
+ TestHelpers.InMethod();
+// TestHelpers.EnableLogging();
+
+ Scene scene = CreateDefaultTestScene();
+ UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
+ ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
+
+ string attName = "att";
+
+ SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
+
+ UserAccount ua2 = UserAccountHelpers.CreateUserWithInventory(scene, 0x2);
+ ScenePresence sp2 = SceneHelpers.AddScenePresence(scene, ua2);
+
+ // Put avatar within 10m of the prim so that sit doesn't fail.
+ sp2.AbsolutePosition = new Vector3(0, 0, 0);
+ sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
+
+ scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false);
+
+ Assert.That(sp.HasAttachments(), Is.False);
+ Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
+ }
+
[Test]
public void TestAddAttachmentFromInventory()
{
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4e0e183b5f..fc0476157f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -3401,6 +3401,20 @@ namespace OpenSim.Region.Framework.Scenes
return count;
}
+ ///
+ /// Gets the number of sitting avatars.
+ ///
+ /// This applies to all sitting avatars whether there is a sit target set or not.
+ ///
+ public int GetSittingAvatarsCount()
+ {
+ int count = 0;
+
+ Array.ForEach(m_parts.GetArray(), p => count += p.GetSittingAvatarsCount());
+
+ return count;
+ }
+
public override string ToString()
{
return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 3d8135826b..6518b84e49 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -374,7 +374,6 @@ namespace OpenSim.Region.Framework.Scenes
private uint _category;
private Int32 _creationDate;
private uint _parentID = 0;
- private UUID m_sitTargetAvatar = UUID.Zero;
private uint _baseMask = (uint)PermissionMask.All;
private uint _ownerMask = (uint)PermissionMask.All;
private uint _groupMask = (uint)PermissionMask.None;
@@ -1233,13 +1232,20 @@ namespace OpenSim.Region.Framework.Scenes
}
///
- /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
+ /// 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
///
- public UUID SitTargetAvatar
- {
- get { return m_sitTargetAvatar; }
- set { m_sitTargetAvatar = value; }
- }
+ public UUID SitTargetAvatar { get; set; }
+
+ ///
+ /// IDs of all avatars start on this object part.
+ ///
+ ///
+ /// We need to track this so that we can stop sat upon prims from being attached.
+ ///
+ ///
+ /// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene.
+ ///
+ private HashSet m_sittingAvatars;
public virtual UUID RegionID
{
@@ -4493,5 +4499,83 @@ namespace OpenSim.Region.Framework.Scenes
Color color = Color;
return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
}
+
+ ///
+ /// Record an avatar sitting on this part.
+ ///
+ /// This is called for all the sitting avatars whether there is a sit target set or not.
+ ///
+ /// true if the avatar was not already recorded, false otherwise.
+ ///
+ ///
+ protected internal bool AddSittingAvatar(UUID avatarId)
+ {
+ HashSet sittingAvatars = m_sittingAvatars;
+
+ if (sittingAvatars == null)
+ sittingAvatars = new HashSet();
+
+ lock (sittingAvatars)
+ {
+ m_sittingAvatars = sittingAvatars;
+ return m_sittingAvatars.Add(avatarId);
+ }
+ }
+
+ ///
+ /// Remove an avatar recorded as sitting on this part.
+ ///
+ /// This applies to all sitting avatars whether there is a sit target set or not.
+ ///
+ /// true if the avatar was present and removed, false if it was not present.
+ ///
+ ///
+ protected internal bool RemoveSittingAvatar(UUID avatarId)
+ {
+ HashSet sittingAvatars = m_sittingAvatars;
+
+ // This can occur under a race condition where another thread
+ if (sittingAvatars == null)
+ return false;
+
+ lock (sittingAvatars)
+ {
+ if (sittingAvatars.Remove(avatarId))
+ {
+ if (sittingAvatars.Count == 0)
+ m_sittingAvatars = null;
+
+ return true;
+ }
+ }
+
+ return false;
+ }
+
+ ///
+ /// Get a copy of the list of sitting avatars.
+ ///
+ /// This applies to all sitting avatars whether there is a sit target set or not.
+ ///
+ public HashSet GetSittingAvatars()
+ {
+ return new HashSet(m_sittingAvatars);
+ }
+
+ ///
+ /// Gets the number of sitting avatars.
+ ///
+ /// This applies to all sitting avatars whether there is a sit target set or not.
+ ///
+ public int GetSittingAvatarsCount()
+ {
+ HashSet sittingAvatars = m_sittingAvatars;
+
+ if (sittingAvatars == null)
+ return 0;
+
+ lock (sittingAvatars)
+ return sittingAvatars.Count;
+ }
}
}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index c7a670f2c2..51ca9bdeaa 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -577,6 +577,12 @@ namespace OpenSim.Region.Framework.Scenes
///
public uint ParentID { get; set; }
+ ///
+ /// Are we sitting on an object?
+ ///
+ /// A more readable way of testing presence sit status than ParentID == 0
+ public bool IsSatOnObject { get { return ParentID != 0; } }
+
///
/// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
///
@@ -1808,6 +1814,8 @@ namespace OpenSim.Region.Framework.Scenes
SendAvatarDataToAllAgents();
m_requestedSitTargetID = 0;
+ part.RemoveSittingAvatar(UUID);
+
if (part != null)
part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
}
@@ -1887,7 +1895,7 @@ namespace OpenSim.Region.Framework.Scenes
)
));
-// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
+ m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
if (PhysicsActor != null)
m_sitAvatarHeight = PhysicsActor.Size.Z;
@@ -1920,6 +1928,12 @@ namespace OpenSim.Region.Framework.Scenes
AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
canSit = true;
}
+// else
+// {
+// m_log.DebugFormat(
+// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
+// Name, part.Name, part.LocalId);
+// }
}
if (canSit)
@@ -1930,6 +1944,8 @@ namespace OpenSim.Region.Framework.Scenes
RemoveFromPhysicalScene();
}
+ part.AddSittingAvatar(UUID);
+
cameraAtOffset = part.GetCameraAtOffset();
cameraEyeOffset = part.GetCameraEyeOffset();
forceMouselook = part.GetForceMouselook();
@@ -2203,6 +2219,15 @@ namespace OpenSim.Region.Framework.Scenes
if (part != null)
{
+ if (part.ParentGroup.IsAttachment)
+ {
+ m_log.WarnFormat(
+ "[SCENE PRESENCE]: Avatar {0} tried to sit on part {1} from object {2} in {3} but this is an attachment for avatar id {4}",
+ Name, part.Name, part.ParentGroup.Name, Scene.Name, part.ParentGroup.AttachedAvatar);
+
+ return;
+ }
+
if (part.SitTargetAvatar == UUID)
{
Vector3 sitTargetPos = part.SitTargetPosition;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 61394afe91..e90f57754e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -3190,13 +3190,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
CheckThreatLevel(ThreatLevel.High, "osForceAttachToAvatarFromInventory");
+ m_host.AddScriptLPS(1);
+
+ ForceAttachToAvatarFromInventory(m_host.OwnerID, itemName, attachmentPoint);
+ }
+
+ public void osForceAttachToOtherAvatarFromInventory(string rawAvatarId, string itemName, int attachmentPoint)
+ {
+ CheckThreatLevel(ThreatLevel.Severe, "osForceAttachToOtherAvatarFromInventory");
+
+ m_host.AddScriptLPS(1);
+
+ UUID avatarId;
+
+ if (!UUID.TryParse(rawAvatarId, out avatarId))
+ return;
+
+ ForceAttachToAvatarFromInventory(avatarId, itemName, attachmentPoint);
+ }
+
+ public void ForceAttachToAvatarFromInventory(UUID avatarId, string itemName, int attachmentPoint)
+ {
IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
if (attachmentsModule == null)
return;
- m_host.AddScriptLPS(1);
-
InitLSL();
TaskInventoryItem item = m_host.Inventory.GetInventoryItem(itemName);
@@ -3219,7 +3238,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return;
}
- ScenePresence sp = World.GetScenePresence(m_host.OwnerID);
+ ScenePresence sp = World.GetScenePresence(avatarId);
if (sp == null)
return;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index d38709e2b9..b5416c8b0e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -101,18 +101,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
// Attachment commands
///
- /// Attach the object containing this script to the avatar that owns it without checking for PERMISSION_ATTACH
+ /// Attach the object containing this script to the avatar that owns it without asking for PERMISSION_ATTACH
///
/// The attachment point. For example, ATTACH_CHEST
void osForceAttachToAvatar(int attachment);
///
- /// Attach the inventory item in the object containing this script to the avatar that owns it without checking for PERMISSION_ATTACH
+ /// Attach an inventory item in the object containing this script to the avatar that owns it without asking for PERMISSION_ATTACH
///
+ ///
+ /// Nothing happens if the owner is not in the region.
+ ///
/// Tha name of the item. If this is not found then a warning is said to the owner
/// The attachment point. For example, ATTACH_CHEST
void osForceAttachToAvatarFromInventory(string itemName, int attachment);
+ ///
+ /// Attach an inventory item in the object containing this script to any avatar in the region without asking for PERMISSION_ATTACH
+ ///
+ ///
+ /// Nothing happens if the avatar is not in the region.
+ ///
+ /// The UUID of the avatar to which to attach. Nothing happens if this is not a UUID
+ /// The name of the item. If this is not found then a warning is said to the owner
+ /// The attachment point. For example, ATTACH_CHEST
+ void osForceAttachToOtherAvatarFromInventory(string rawAvatarId, string itemName, int attachmentPoint);
+
///
/// Detach the object containing this script from the avatar it is attached to without checking for PERMISSION_ATTACH
///
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs
index 692bb0a510..b40bdf0b17 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs
@@ -301,6 +301,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
m_OSSL_Functions.osForceAttachToAvatarFromInventory(itemName, attachmentPoint);
}
+ public void osForceAttachToOtherAvatarFromInventory(string rawAvatarId, string itemName, int attachmentPoint)
+ {
+ m_OSSL_Functions.osForceAttachToOtherAvatarFromInventory(rawAvatarId, itemName, attachmentPoint);
+ }
+
public void osForceDetachFromAvatar()
{
m_OSSL_Functions.osForceDetachFromAvatar();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAttachmentTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAttachmentTests.cs
index 78db2c6a48..f5aa51843f 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAttachmentTests.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAttachmentTests.cs
@@ -174,5 +174,58 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
List attachmentsInAppearance = sp.Appearance.GetAttachments();
Assert.That(attachmentsInAppearance.Count, Is.EqualTo(0));
}
+
+ [Test]
+ public void TestOsForceAttachToOtherAvatarFromInventory()
+ {
+ TestHelpers.InMethod();
+ TestHelpers.EnableLogging();
+
+ string taskInvObjItemName = "sphere";
+ UUID taskInvObjItemId = UUID.Parse("00000000-0000-0000-0000-100000000000");
+ AttachmentPoint attachPoint = AttachmentPoint.Chin;
+
+ UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(m_scene, "user", "one", 0x1, "pass");
+ UserAccount ua2 = UserAccountHelpers.CreateUserWithInventory(m_scene, "user", "two", 0x2, "pass");
+
+ ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, ua1);
+ SceneObjectGroup inWorldObj = SceneHelpers.AddSceneObject(m_scene, "inWorldObj", ua1.PrincipalID);
+ TaskInventoryItem scriptItem = TaskInventoryHelpers.AddScript(m_scene, inWorldObj.RootPart);
+
+ new LSL_Api().Initialize(m_engine, inWorldObj.RootPart, scriptItem);
+ OSSL_Api osslApi = new OSSL_Api();
+ osslApi.Initialize(m_engine, inWorldObj.RootPart, scriptItem);
+
+ // Create an object embedded inside the first
+ TaskInventoryHelpers.AddSceneObject(m_scene, inWorldObj.RootPart, taskInvObjItemName, taskInvObjItemId, ua1.PrincipalID);
+
+ ScenePresence sp2 = SceneHelpers.AddScenePresence(m_scene, ua2);
+
+ osslApi.osForceAttachToOtherAvatarFromInventory(sp2.UUID.ToString(), taskInvObjItemName, (int)attachPoint);
+
+ // Check scene presence status
+ Assert.That(sp.HasAttachments(), Is.False);
+ List attachments = sp.GetAttachments();
+ Assert.That(attachments.Count, Is.EqualTo(0));
+
+ Assert.That(sp2.HasAttachments(), Is.True);
+ List attachments2 = sp2.GetAttachments();
+ Assert.That(attachments2.Count, Is.EqualTo(1));
+ SceneObjectGroup attSo = attachments2[0];
+ Assert.That(attSo.Name, Is.EqualTo(taskInvObjItemName));
+ Assert.That(attSo.OwnerID, Is.EqualTo(ua2.PrincipalID));
+ Assert.That(attSo.AttachmentPoint, Is.EqualTo((uint)attachPoint));
+ Assert.That(attSo.IsAttachment);
+ Assert.That(attSo.UsesPhysics, Is.False);
+ Assert.That(attSo.IsTemporary, Is.False);
+
+ // Check appearance status
+ List attachmentsInAppearance = sp.Appearance.GetAttachments();
+ Assert.That(attachmentsInAppearance.Count, Is.EqualTo(0));
+
+ List attachmentsInAppearance2 = sp2.Appearance.GetAttachments();
+ Assert.That(attachmentsInAppearance2.Count, Is.EqualTo(1));
+ Assert.That(sp2.Appearance.GetAttachpoint(attachmentsInAppearance2[0].ItemID), Is.EqualTo((uint)attachPoint));
+ }
}
}
\ No newline at end of file
diff --git a/OpenSim/Tests/Common/Helpers/SceneHelpers.cs b/OpenSim/Tests/Common/Helpers/SceneHelpers.cs
index d5354cbcac..769de83c9c 100644
--- a/OpenSim/Tests/Common/Helpers/SceneHelpers.cs
+++ b/OpenSim/Tests/Common/Helpers/SceneHelpers.cs
@@ -412,26 +412,49 @@ namespace OpenSim.Tests.Common
///
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();
+
+ return acd;
+ }
+
+ ///
+ /// Generate some standard agent connection data.
+ ///
+ ///
+ ///
+ 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();
- 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;
}
///
@@ -440,6 +463,9 @@ namespace OpenSim.Tests.Common
///
/// 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.
///
///
///
@@ -452,6 +478,10 @@ namespace OpenSim.Tests.Common
///
/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
///
+ ///
+ /// 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.
+ ///
///
///
///
@@ -461,6 +491,17 @@ namespace OpenSim.Tests.Common
return AddScenePresence(scene, GenerateAgentData(agentId), sceneManager);
}
+ ///
+ /// Add a root agent.
+ ///
+ ///
+ ///
+ ///
+ public static ScenePresence AddScenePresence(Scene scene, UserAccount ua)
+ {
+ return AddScenePresence(scene, GenerateAgentData(ua));
+ }
+
///
/// Add a root agent.
///
diff --git a/OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs b/OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs
index 3d3e65c58c..2fbebc4ea9 100644
--- a/OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs
+++ b/OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs
@@ -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)
{