Add regression TestSameSimulatorSeparatedRegionsCreateAgentFails()
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bae48a9394
commit
ef5925fa18
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@ -234,6 +234,73 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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// position instead).
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// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
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// TestHelpers.DisableLogging();
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}
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/// <summary>
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/// Test teleport procedures when the target simulator returns false when queried about access.
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/// </summary>
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[Test]
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public void TestSameSimulatorSeparatedRegionsCreateAgentFails()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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UUID userId = TestHelpers.ParseTail(0x1);
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Vector3 preTeleportPosition = new Vector3(30, 31, 32);
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EntityTransferModule etm = new EntityTransferModule();
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LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.Configs["Modules"].Set("EntityTransferModule", etm.Name);
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config.Configs["Modules"].Set("SimulationServices", lscm.Name);
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config.AddConfig("EntityTransfer");
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// In order to run a single threaded regression test we do not want the entity transfer module waiting
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// for a callback from the destination scene before removing its avatar data.
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config.Configs["EntityTransfer"].Set("wait_for_callback", false);
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SceneHelpers sh = new SceneHelpers();
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TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
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TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
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// Shared scene modules
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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, etm, lscm);
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Vector3 teleportPosition = new Vector3(10, 11, 12);
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Vector3 teleportLookAt = new Vector3(20, 21, 22);
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ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
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sp.AbsolutePosition = preTeleportPosition;
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// Make sceneB refuse CreateAgent
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sceneB.LoginsDisabled = true;
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sceneA.RequestTeleportLocation(
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sp.ControllingClient,
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sceneB.RegionInfo.RegionHandle,
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teleportPosition,
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teleportLookAt,
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(uint)TeleportFlags.ViaLocation);
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// ((TestClient)sp.ControllingClient).CompleteTeleportClientSide();
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Assert.That(sceneB.GetScenePresence(userId), Is.Null);
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ScenePresence sceneASp = sceneA.GetScenePresence(userId);
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Assert.That(sceneASp, Is.Not.Null);
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Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
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Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
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// TODO: Add assertions to check correct circuit details in both scenes.
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// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
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// position instead).
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// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
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// TestHelpers.DisableLogging();
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}
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