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Combine TestDeleteSceneObjectAsync() with TestDeRezSceneObject() as they are functionally identical.
Move TestDeleteSceneObjectAsync() and TestDeleteSceneObjectAsyncToUserInventory() from SceneObjectBasicTests -> SceneObjectDeRezTests
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@@ -34,7 +34,6 @@ using NUnit.Framework;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Region.CoreModules.Framework.InventoryAccess;
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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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@@ -184,6 +183,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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/// <summary>
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/// Test deleting an object from a scene.
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/// </summary>
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/// <remarks>
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/// This is the most basic form of delete. For all more sophisticated forms of derez (done asynchrnously
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/// and where object can be taken to user inventory, etc.), see SceneObjectDeRezTests.
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/// </remarks>
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[Test]
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public void TestDeleteSceneObject()
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{
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@@ -202,103 +205,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(retrievedPart, Is.Null);
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}
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/// <summary>
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/// Test deleting an object asynchronously
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/// </summary>
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[Test]
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public void TestDeleteSceneObjectAsync()
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{
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TestHelpers.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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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);
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IClientAPI client = SceneHelpers.AddScenePresence(scene, agentId).ControllingClient;
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scene.DeRezObjects(client, new System.Collections.Generic.List<uint>() { so.LocalId }, UUID.Zero, DeRezAction.Delete, UUID.Zero);
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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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}
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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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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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IConfigSource configSource = new IniConfigSource();
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IConfig config = configSource.AddConfig("Modules");
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config.Set("InventoryAccessModule", "BasicInventoryAccessModule");
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SceneHelpers.SetupSceneModules(
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scene, configSource, new object[] { new BasicInventoryAccessModule() });
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SceneHelpers.SetupSceneModules(scene, new object[] { });
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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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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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/// in a scene and is useful if one wants to supply a UUID directly rather than use the one generated by
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@@ -334,4 +240,4 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(sog.Parts.Length, Is.EqualTo(2));
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}
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}
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}
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}
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