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Added a MockRegionDataPlugin to do in-memory persistence for tests since adding this to OpenSim.Data.Null.NullDataStore doesn't seem appropriate NullDataStore can do nothing because OpenSim only ever retrieve region objects from the database on startup. Adding an in-memory store here would be unecessary overhead.
564 lines
25 KiB
C#
564 lines
25 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Net;
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using System.Collections.Generic;
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using Nini.Config;
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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.Framework.Console;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.CoreModules.Agent.Capabilities;
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using OpenSim.Region.CoreModules.Avatar.Gods;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Authentication;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence;
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using OpenSim.Services.Interfaces;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Tests.Common.Setup
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{
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/// <summary>
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/// Helpers for setting up scenes.
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/// </summary>
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public class SceneSetupHelpers
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{
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// These static variables in order to allow regions to be linked by shared modules and same
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// CommunicationsManager.
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private static ISharedRegionModule m_assetService = null;
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// private static ISharedRegionModule m_authenticationService = null;
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private static ISharedRegionModule m_inventoryService = null;
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private static ISharedRegionModule m_gridService = null;
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private static ISharedRegionModule m_userAccountService = null;
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private static ISharedRegionModule m_presenceService = null;
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/// <summary>
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/// Set up a test scene
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/// </summary>
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///
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/// Automatically starts service threads, as would the normal runtime.
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///
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/// <returns></returns>
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public static TestScene SetupScene()
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{
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return SetupScene("");
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}
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/// <summary>
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/// Set up a test scene
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/// </summary>
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///
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/// <param name="realServices">Starts real inventory and asset services, as opposed to mock ones, if true</param>
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/// <returns></returns>
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public static TestScene SetupScene(String realServices)
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{
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return SetupScene(
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"Unit test region", UUID.Random(), 1000, 1000, realServices);
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}
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// REFACTORING PROBLEM. No idea what the difference is with the previous one
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///// <summary>
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///// Set up a test scene
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///// </summary>
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/////
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///// <param name="realServices">Starts real inventory and asset services, as opposed to mock ones, if true</param>
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///// <param name="cm">This should be the same if simulating two scenes within a standalone</param>
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///// <returns></returns>
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//public static TestScene SetupScene(String realServices)
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//{
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// return SetupScene(
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// "Unit test region", UUID.Random(), 1000, 1000, "");
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//}
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/// <summary>
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/// Set up a test scene
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/// </summary>
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/// <param name="name">Name of the region</param>
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/// <param name="id">ID of the region</param>
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/// <param name="x">X co-ordinate of the region</param>
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/// <param name="y">Y co-ordinate of the region</param>
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/// <param name="cm">This should be the same if simulating two scenes within a standalone</param>
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/// <returns></returns>
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public static TestScene SetupScene(string name, UUID id, uint x, uint y)
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{
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return SetupScene(name, id, x, y,"");
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}
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/// <summary>
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/// Set up a scene. If it's more then one scene, use the same CommunicationsManager to link regions
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/// or a different, to get a brand new scene with new shared region modules.
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/// </summary>
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/// <param name="name">Name of the region</param>
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/// <param name="id">ID of the region</param>
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/// <param name="x">X co-ordinate of the region</param>
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/// <param name="y">Y co-ordinate of the region</param>
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/// <param name="cm">This should be the same if simulating two scenes within a standalone</param>
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/// <param name="realServices">Starts real inventory and asset services, as opposed to mock ones, if true</param>
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/// <returns></returns>
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public static TestScene SetupScene(
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string name, UUID id, uint x, uint y, String realServices)
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{
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bool newScene = false;
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Console.WriteLine("Setting up test scene {0}", name);
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// REFACTORING PROBLEM!
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//// If cm is the same as our last commsManager used, this means the tester wants to link
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//// regions. In this case, don't use the sameshared region modules and dont initialize them again.
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//// Also, no need to start another MainServer and MainConsole instance.
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//if (cm == null || cm != commsManager)
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//{
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// System.Console.WriteLine("Starting a brand new scene");
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// newScene = true;
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MainConsole.Instance = new MockConsole("TEST PROMPT");
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// MainServer.Instance = new BaseHttpServer(980);
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// commsManager = cm;
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//}
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// We must set up a console otherwise setup of some modules may fail
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RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1");
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regInfo.RegionName = name;
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regInfo.RegionID = id;
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AgentCircuitManager acm = new AgentCircuitManager();
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SceneCommunicationService scs = new SceneCommunicationService();
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StorageManager sm = new StorageManager("OpenSim.Tests.Common.dll", "", "");
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IConfigSource configSource = new IniConfigSource();
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TestScene testScene = new TestScene(
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regInfo, acm, scs, sm, null, false, false, false, configSource, null);
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INonSharedRegionModule capsModule = new CapabilitiesModule();
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capsModule.Initialise(new IniConfigSource());
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testScene.AddRegionModule(capsModule.Name, capsModule);
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capsModule.AddRegion(testScene);
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IRegionModule godsModule = new GodsModule();
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godsModule.Initialise(testScene, new IniConfigSource());
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testScene.AddModule(godsModule.Name, godsModule);
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realServices = realServices.ToLower();
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// IConfigSource config = new IniConfigSource();
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// If we have a brand new scene, need to initialize shared region modules
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if ((m_assetService == null && m_inventoryService == null) || newScene)
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{
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if (realServices.Contains("asset"))
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StartAssetService(testScene, true);
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else
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StartAssetService(testScene, false);
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// For now, always started a 'real' authentication service
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StartAuthenticationService(testScene, true);
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if (realServices.Contains("inventory"))
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StartInventoryService(testScene, true);
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else
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StartInventoryService(testScene, false);
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StartGridService(testScene, true);
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StartUserAccountService(testScene);
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StartPresenceService(testScene);
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}
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// If not, make sure the shared module gets references to this new scene
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else
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{
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m_assetService.AddRegion(testScene);
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m_assetService.RegionLoaded(testScene);
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m_inventoryService.AddRegion(testScene);
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m_inventoryService.RegionLoaded(testScene);
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m_userAccountService.AddRegion(testScene);
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m_userAccountService.RegionLoaded(testScene);
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m_presenceService.AddRegion(testScene);
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m_presenceService.RegionLoaded(testScene);
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}
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m_inventoryService.PostInitialise();
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m_assetService.PostInitialise();
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m_userAccountService.PostInitialise();
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m_presenceService.PostInitialise();
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testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random();
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testScene.SetModuleInterfaces();
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testScene.LandChannel = new TestLandChannel(testScene);
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testScene.LoadWorldMap();
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PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager();
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physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll");
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testScene.PhysicsScene
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= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test");
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// It's really not a good idea to use static variables as they carry over between tests, leading to
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// problems that are extremely hard to debug. Really, these static fields need to be eliminated -
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// tests using multiple regions that need to share modules need to find another solution.
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m_assetService = null;
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m_inventoryService = null;
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m_gridService = null;
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m_userAccountService = null;
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m_presenceService = null;
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testScene.RegionInfo.EstateSettings = new EstateSettings();
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testScene.LoginsDisabled = false;
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return testScene;
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}
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private static void StartAssetService(Scene testScene, bool real)
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{
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ISharedRegionModule assetService = new LocalAssetServicesConnector();
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.AddConfig("AssetService");
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config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector");
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if (real)
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config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService");
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else
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config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Tests.Common.dll:MockAssetService");
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config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
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assetService.Initialise(config);
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assetService.AddRegion(testScene);
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assetService.RegionLoaded(testScene);
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testScene.AddRegionModule(assetService.Name, assetService);
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m_assetService = assetService;
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}
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private static void StartAuthenticationService(Scene testScene, bool real)
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{
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ISharedRegionModule service = new LocalAuthenticationServicesConnector();
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.AddConfig("AuthenticationService");
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config.Configs["Modules"].Set("AuthenticationServices", "LocalAuthenticationServicesConnector");
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if (real)
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config.Configs["AuthenticationService"].Set(
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"LocalServiceModule", "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService");
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else
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config.Configs["AuthenticationService"].Set(
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"LocalServiceModule", "OpenSim.Tests.Common.dll:MockAuthenticationService");
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config.Configs["AuthenticationService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
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service.Initialise(config);
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service.AddRegion(testScene);
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service.RegionLoaded(testScene);
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testScene.AddRegionModule(service.Name, service);
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//m_authenticationService = service;
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}
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private static void StartInventoryService(Scene testScene, bool real)
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{
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ISharedRegionModule inventoryService = new LocalInventoryServicesConnector();
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.AddConfig("InventoryService");
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config.Configs["Modules"].Set("InventoryServices", "LocalInventoryServicesConnector");
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if (real)
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{
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config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Services.InventoryService.dll:InventoryService");
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}
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else
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{
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config.Configs["InventoryService"].Set("LocalServiceModule", "OpenSim.Tests.Common.dll:MockInventoryService");
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}
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config.Configs["InventoryService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
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inventoryService.Initialise(config);
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inventoryService.AddRegion(testScene);
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inventoryService.RegionLoaded(testScene);
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testScene.AddRegionModule(inventoryService.Name, inventoryService);
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m_inventoryService = inventoryService;
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}
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private static void StartGridService(Scene testScene, bool real)
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{
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.AddConfig("GridService");
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config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector");
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config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll:NullRegionData");
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if (real)
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config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService");
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if (m_gridService == null)
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{
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ISharedRegionModule gridService = new LocalGridServicesConnector();
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gridService.Initialise(config);
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m_gridService = gridService;
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}
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//else
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// config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Tests.Common.dll:TestGridService");
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m_gridService.AddRegion(testScene);
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m_gridService.RegionLoaded(testScene);
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//testScene.AddRegionModule(m_gridService.Name, m_gridService);
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}
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/// <summary>
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/// Start a user account service
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/// </summary>
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/// <param name="testScene"></param>
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private static void StartUserAccountService(Scene testScene)
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{
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.AddConfig("UserAccountService");
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config.Configs["Modules"].Set("UserAccountServices", "LocalUserAccountServicesConnector");
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config.Configs["UserAccountService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
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config.Configs["UserAccountService"].Set(
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"LocalServiceModule", "OpenSim.Services.UserAccountService.dll:UserAccountService");
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if (m_userAccountService == null)
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{
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ISharedRegionModule userAccountService = new LocalUserAccountServicesConnector();
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userAccountService.Initialise(config);
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m_userAccountService = userAccountService;
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}
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m_userAccountService.AddRegion(testScene);
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m_userAccountService.RegionLoaded(testScene);
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testScene.AddRegionModule(m_userAccountService.Name, m_userAccountService);
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}
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/// <summary>
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/// Start a presence service
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/// </summary>
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/// <param name="testScene"></param>
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private static void StartPresenceService(Scene testScene)
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{
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.AddConfig("PresenceService");
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config.Configs["Modules"].Set("PresenceServices", "LocalPresenceServicesConnector");
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config.Configs["PresenceService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
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config.Configs["PresenceService"].Set(
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"LocalServiceModule", "OpenSim.Services.PresenceService.dll:PresenceService");
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if (m_presenceService == null)
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{
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ISharedRegionModule presenceService = new LocalPresenceServicesConnector();
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presenceService.Initialise(config);
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m_presenceService = presenceService;
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}
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m_presenceService.AddRegion(testScene);
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m_presenceService.RegionLoaded(testScene);
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testScene.AddRegionModule(m_presenceService.Name, m_presenceService);
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}
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/// <summary>
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/// Setup modules for a scene using their default settings.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="modules"></param>
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public static void SetupSceneModules(Scene scene, params object[] modules)
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{
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SetupSceneModules(scene, new IniConfigSource(), modules);
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}
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/// <summary>
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/// Setup modules for a scene.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="config"></param>
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/// <param name="modules"></param>
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public static void SetupSceneModules(Scene scene, IConfigSource config, params object[] modules)
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{
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List<IRegionModuleBase> newModules = new List<IRegionModuleBase>();
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foreach (object module in modules)
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{
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if (module is IRegionModule)
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{
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IRegionModule m = (IRegionModule)module;
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m.Initialise(scene, config);
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scene.AddModule(m.Name, m);
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m.PostInitialise();
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}
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else if (module is IRegionModuleBase)
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{
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// for the new system, everything has to be initialised first,
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// shared modules have to be post-initialised, then all get an AddRegion with the scene
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IRegionModuleBase m = (IRegionModuleBase)module;
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m.Initialise(config);
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newModules.Add(m);
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}
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}
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foreach (IRegionModuleBase module in newModules)
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{
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if (module is ISharedRegionModule) ((ISharedRegionModule)module).PostInitialise();
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}
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foreach (IRegionModuleBase module in newModules)
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{
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module.AddRegion(scene);
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module.RegionLoaded(scene);
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scene.AddRegionModule(module.Name, module);
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}
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scene.SetModuleInterfaces();
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}
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/// <summary>
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/// Generate some standard agent connection data.
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/// </summary>
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/// <param name="agentId"></param>
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/// <returns></returns>
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public static AgentCircuitData GenerateAgentData(UUID agentId)
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{
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string firstName = "testfirstname";
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AgentCircuitData agentData = new AgentCircuitData();
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agentData.AgentID = agentId;
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agentData.firstname = firstName;
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agentData.lastname = "testlastname";
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agentData.SessionID = UUID.Zero;
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agentData.SecureSessionID = UUID.Zero;
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agentData.circuitcode = 123;
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agentData.BaseFolder = UUID.Zero;
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agentData.InventoryFolder = UUID.Zero;
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agentData.startpos = Vector3.Zero;
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agentData.CapsPath = "http://wibble.com";
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return agentData;
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}
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/// <summary>
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/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="agentId"></param>
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/// <returns></returns>
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public static TestClient AddRootAgent(Scene scene, UUID agentId)
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{
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return AddRootAgent(scene, GenerateAgentData(agentId));
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}
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/// <summary>
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/// Add a root agent.
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/// </summary>
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///
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/// This function
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///
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/// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the
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/// userserver if grid) would give initial login data back to the client and separately tell the scene that the
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|
/// agent was coming.
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|
///
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|
/// 2) Connects the agent with the scene
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|
///
|
|
/// This function performs actions equivalent with notifying the scene that an agent is
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|
/// coming and then actually connecting the agent to the scene. The one step missed out is the very first
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|
///
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|
/// <param name="scene"></param>
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|
/// <param name="agentData"></param>
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|
/// <returns></returns>
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|
public static TestClient AddRootAgent(Scene scene, AgentCircuitData agentData)
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|
{
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|
string reason;
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|
|
|
// We emulate the proper login sequence here by doing things in four stages
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|
|
|
// Stage 0: log the presence
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|
scene.PresenceService.LoginAgent(agentData.AgentID.ToString(), agentData.SessionID, agentData.SecureSessionID);
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|
|
|
// Stage 1: simulate login by telling the scene to expect a new user connection
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|
if (!scene.NewUserConnection(agentData, (uint)TeleportFlags.ViaLogin, out reason))
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|
Console.WriteLine("NewUserConnection failed: " + reason);
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|
|
|
// Stage 2: add the new client as a child agent to the scene
|
|
TestClient client = new TestClient(agentData, scene);
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|
scene.AddNewClient(client);
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|
|
|
// Stage 3: Invoke agent crossing, which converts the child agent into a root agent (with appearance,
|
|
// inventory, etc.)
|
|
//scene.AgentCrossing(agentData.AgentID, new Vector3(90, 90, 90), false); OBSOLETE
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|
|
|
ScenePresence scp = scene.GetScenePresence(agentData.AgentID);
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|
scp.MakeRootAgent(new Vector3(90, 90, 90), true);
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|
|
|
return client;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a test object
|
|
/// </summary>
|
|
/// <param name="scene"></param>
|
|
/// <returns></returns>
|
|
public static SceneObjectPart AddSceneObject(Scene scene)
|
|
{
|
|
return AddSceneObject(scene, "Test Object");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a test object
|
|
/// </summary>
|
|
/// <param name="scene"></param>
|
|
/// <param name="name"></param>
|
|
/// <returns></returns>
|
|
public static SceneObjectPart AddSceneObject(Scene scene, string name)
|
|
{
|
|
SceneObjectPart part
|
|
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
|
|
part.Name = name;
|
|
|
|
//part.UpdatePrimFlags(false, false, true);
|
|
//part.ObjectFlags |= (uint)PrimFlags.Phantom;
|
|
|
|
scene.AddNewSceneObject(new SceneObjectGroup(part), false);
|
|
|
|
return part;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delete a scene object asynchronously
|
|
/// </summary>
|
|
/// <param name="scene"></param>
|
|
/// <param name="part"></param>
|
|
/// <param name="action"></param>
|
|
/// <param name="destinationId"></param>
|
|
/// <param name="client"></param>
|
|
public static void DeleteSceneObjectAsync(
|
|
TestScene scene, SceneObjectPart part, DeRezAction action, UUID destinationId, IClientAPI client)
|
|
{
|
|
// Turn off the timer on the async sog deleter - we'll crank it by hand within a unit test
|
|
AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
|
|
sogd.Enabled = false;
|
|
|
|
scene.DeRezObject(client, part.LocalId, UUID.Zero, action, destinationId);
|
|
sogd.InventoryDeQueueAndDelete();
|
|
}
|
|
}
|
|
|
|
}
|