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items need owner
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@@ -168,6 +168,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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item1.Name = itemName;
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item1.AssetID = asset1.FullID;
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item1.ID = item1Id;
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item1.Owner = userId;
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InventoryFolderBase objsFolder
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= InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, userId, "Objects")[0];
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item1.Folder = objsFolder.ID;
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@@ -118,6 +118,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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MemoryStream archiveWriteStream = new MemoryStream();
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InventoryFolderBase objects = scene.InventoryService.GetFolderForType(m_uaLL1.PrincipalID, FolderType.Object);
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// Create scene object asset
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UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
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SceneObjectGroup object1 = SceneHelpers.CreateSceneObject(1, ownerId, "Ray Gun Object", 0x50);
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@@ -134,7 +135,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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item1.GroupID = UUID.Random();
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item1.CreatorId = m_uaLL1.PrincipalID.ToString();
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item1.Owner = m_uaLL1.PrincipalID;
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item1.Folder = scene.InventoryService.GetRootFolder(m_uaLL1.PrincipalID).ID;
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item1.Folder = objects.ID;
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scene.AddInventoryItem(item1);
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// Create coalesced objects asset
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@@ -157,7 +158,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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coaItem.GroupID = UUID.Random();
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coaItem.CreatorId = m_uaLL1.PrincipalID.ToString();
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coaItem.Owner = m_uaLL1.PrincipalID;
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coaItem.Folder = scene.InventoryService.GetRootFolder(m_uaLL1.PrincipalID).ID;
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coaItem.Folder = objects.ID;
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scene.AddInventoryItem(coaItem);
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archiverModule.ArchiveInventory(
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@@ -77,7 +77,7 @@ namespace OpenSim.Region.Framework.Tests
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public void TestRezObjectFromInventoryItem()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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//log4net.Config.XmlConfigurator.Configure();
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Scene scene = new SceneHelpers().SetupScene();
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UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene);
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@@ -103,7 +103,7 @@ namespace OpenSim.Region.Framework.Tests
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Assert.That(rezzedObject.AbsolutePosition, Is.EqualTo(rezPos));
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// Velocity doesn't get applied, probably because there is no physics in tests (yet)
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// Assert.That(rezzedObject.Velocity, Is.EqualTo(rezVel));
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//Assert.That(rezzedObject.Velocity, Is.EqualTo(rezVel));
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Assert.That(rezzedObject.Velocity, Is.EqualTo(Vector3.Zero));
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// Confusingly, this isn't the rezzedObject.Rotation
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