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https://github.com/opensim/opensim.git
synced 2026-08-06 17:32:42 +08:00
Fix issue where objects removed via llDie() would not disappear for users looking in from neighbouring sims.
This was because this particular code path (unlike user delete) only sent kills to root presences, for no apparent good reason. Added regression test for this case. This fixes http://opensimulator.org/mantis/view.php?id=6627
This commit is contained in:
@@ -1221,11 +1221,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Delete this group from its scene.
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/// </summary>
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///
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/// <remarks>
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/// This only handles the in-world consequences of deletion (e.g. any avatars sitting on it are forcibly stood
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/// up and all avatars receive notification of its removal. Removal of the scene object from database backup
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/// must be handled by the caller.
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///
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/// </remarks>
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/// <param name="silent">If true then deletion is not broadcast to clients</param>
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public void DeleteGroupFromScene(bool silent)
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{
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@@ -1234,10 +1234,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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SceneObjectPart part = parts[i];
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Scene.ForEachRootScenePresence(delegate(ScenePresence avatar)
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Scene.ForEachScenePresence(sp =>
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{
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if (avatar.ParentID == LocalId)
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avatar.StandUp();
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if (!sp.IsChildAgent && sp.ParentID == LocalId)
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sp.StandUp();
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if (!silent)
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{
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@@ -1245,9 +1245,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (part == m_rootPart)
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{
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if (!IsAttachment
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|| AttachedAvatar == avatar.ControllingClient.AgentId
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|| AttachedAvatar == sp.UUID
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|| !HasPrivateAttachmentPoint)
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avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId });
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sp.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId });
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}
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}
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});
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@@ -33,7 +33,9 @@ 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.EntityTransfer;
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using OpenSim.Region.CoreModules.Framework.InventoryAccess;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
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using OpenSim.Region.CoreModules.World.Permissions;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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@@ -52,6 +54,24 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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[TestFixture]
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public class SceneObjectDeRezTests : OpenSimTestCase
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{
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[TestFixtureSetUp]
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public void FixtureInit()
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{
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// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
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// This facility was added after the original async delete tests were written, so it may be possible now
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// to not bother explicitly disabling their async (since everything will be running sync).
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Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
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}
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[TestFixtureTearDown]
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public void TearDown()
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{
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// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
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// threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
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// tests really shouldn't).
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Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
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}
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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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@@ -63,7 +83,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
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TestScene scene = new SceneHelpers().SetupScene();
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SceneHelpers.SetupSceneModules(scene, new object[] { new PermissionsModule() });
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SceneHelpers.SetupSceneModules(scene, new PermissionsModule());
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IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
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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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@@ -87,7 +107,59 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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sogd.InventoryDeQueueAndDelete();
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SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId);
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Assert.That(retrievedPart2, Is.Null);
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Assert.That(retrievedPart2, Is.Null);
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}
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/// <summary>
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/// Test that child and root agents correctly receive KillObject notifications.
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/// </summary>
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[Test]
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public void TestDeRezSceneObjectToAgents()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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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), 1000, 999);
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// We need this so that the creation of the root client for userB in sceneB can trigger the creation of a child client in sceneA
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LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
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EntityTransferModule etmB = new EntityTransferModule();
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IConfigSource config = new IniConfigSource();
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IConfig modulesConfig = config.AddConfig("Modules");
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modulesConfig.Set("EntityTransferModule", etmB.Name);
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modulesConfig.Set("SimulationServices", lscm.Name);
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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
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SceneHelpers.SetupSceneModules(sceneB, config, etmB);
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// We need this for derez
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SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule());
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UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, "");
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UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, "");
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TestClient clientA = (TestClient)SceneHelpers.AddScenePresence(sceneA, uaA).ControllingClient;
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// This is the more long-winded route we have to take to get a child client created for userB in sceneA
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// rather than just calling AddScenePresence() as for userA
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AgentCircuitData acd = SceneHelpers.GenerateAgentData(uaB);
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TestClient clientB = new TestClient(acd, sceneB);
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List<TestClient> childClientsB = new List<TestClient>();
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EntityTransferHelpers.SetUpInformClientOfNeighbour(clientB, childClientsB);
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SceneHelpers.AddScenePresence(sceneB, clientB, acd);
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SceneObjectGroup so = SceneHelpers.AddSceneObject(sceneA);
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uint soLocalId = so.LocalId;
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sceneA.DeleteSceneObject(so, false);
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Assert.That(clientA.ReceivedKills.Count, Is.EqualTo(1));
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Assert.That(clientA.ReceivedKills[0], Is.EqualTo(soLocalId));
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Assert.That(childClientsB[0].ReceivedKills.Count, Is.EqualTo(1));
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Assert.That(childClientsB[0].ReceivedKills[0], Is.EqualTo(soLocalId));
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}
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/// <summary>
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@@ -106,7 +178,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001");
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TestScene scene = new SceneHelpers().SetupScene();
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SceneHelpers.SetupSceneModules(scene, new object[] { new PermissionsModule() });
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SceneHelpers.SetupSceneModules(scene, new PermissionsModule());
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IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
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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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@@ -95,11 +95,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
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AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
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TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
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TestClient tc = new TestClient(acd, sceneA);
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List<TestClient> destinationTestClients = new List<TestClient>();
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EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
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ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
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ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
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originalSp.AbsolutePosition = new Vector3(128, 32, 10);
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// originalSp.Flying = true;
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@@ -139,7 +139,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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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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ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
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sp.AbsolutePosition = new Vector3(30, 31, 32);
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List<TestClient> destinationTestClients = new List<TestClient>();
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@@ -224,7 +224,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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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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ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
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sp.AbsolutePosition = preTeleportPosition;
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// Make sceneB return false on query access
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@@ -300,7 +300,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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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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ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
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sp.AbsolutePosition = preTeleportPosition;
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// Make sceneB refuse CreateAgent
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@@ -389,7 +389,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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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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ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
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sp.AbsolutePosition = preTeleportPosition;
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sceneA.RequestTeleportLocation(
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@@ -428,7 +428,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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public void TestSameSimulatorNeighbouringRegions()
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{
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TestHelpers.InMethod();
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TestHelpers.EnableLogging();
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// TestHelpers.EnableLogging();
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UUID userId = TestHelpers.ParseTail(0x1);
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@@ -458,11 +458,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Vector3 teleportLookAt = new Vector3(20, 21, 22);
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AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
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TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
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TestClient tc = new TestClient(acd, sceneA);
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List<TestClient> destinationTestClients = new List<TestClient>();
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EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
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ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
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ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
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beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32);
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Assert.That(beforeSceneASp, Is.Not.Null);
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