diff options
Merge branch 'master' into careminster
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
Diffstat (limited to 'OpenSim/Region/Framework')
4 files changed, 189 insertions, 122 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs b/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs index 345f01b..b67312e 100644 --- a/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs | |||
@@ -41,6 +41,16 @@ namespace OpenSim.Region.Framework.Interfaces | |||
41 | Value = 3 | 41 | Value = 3 |
42 | } | 42 | } |
43 | 43 | ||
44 | public enum JsonStoreValueType | ||
45 | { | ||
46 | Undefined = 0, | ||
47 | Boolean = 1, | ||
48 | Integer = 2, | ||
49 | Float = 3, | ||
50 | String = 4, | ||
51 | UUID = 5 | ||
52 | } | ||
53 | |||
44 | public delegate void TakeValueCallback(string s); | 54 | public delegate void TakeValueCallback(string s); |
45 | 55 | ||
46 | public interface IJsonStoreModule | 56 | public interface IJsonStoreModule |
@@ -49,7 +59,9 @@ namespace OpenSim.Region.Framework.Interfaces | |||
49 | bool CreateStore(string value, ref UUID result); | 59 | bool CreateStore(string value, ref UUID result); |
50 | bool DestroyStore(UUID storeID); | 60 | bool DestroyStore(UUID storeID); |
51 | 61 | ||
52 | JsonStoreNodeType GetPathType(UUID storeID, string path); | 62 | JsonStoreNodeType GetNodeType(UUID storeID, string path); |
63 | JsonStoreValueType GetValueType(UUID storeID, string path); | ||
64 | |||
53 | bool TestStore(UUID storeID); | 65 | bool TestStore(UUID storeID); |
54 | 66 | ||
55 | bool SetValue(UUID storeID, string path, string value, bool useJson); | 67 | bool SetValue(UUID storeID, string path, string value, bool useJson); |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index f2aa0c5..cda438f 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -1841,32 +1841,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1841 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || | 1841 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || |
1842 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 1842 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
1843 | 1843 | ||
1844 | |||
1845 | //m_log.Debug("[CONTROL]: " +flags); | 1844 | //m_log.Debug("[CONTROL]: " +flags); |
1846 | // Applies a satisfying roll effect to the avatar when flying. | 1845 | // Applies a satisfying roll effect to the avatar when flying. |
1847 | if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)) | 1846 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) |
1848 | { | 1847 | { |
1849 | 1848 | ApplyFlyingRoll( | |
1850 | ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)); | 1849 | FLY_ROLL_RADIANS_PER_UPDATE, |
1851 | 1850 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, | |
1852 | 1851 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); | |
1853 | } | 1852 | } |
1854 | else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) && | 1853 | else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 && |
1855 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)) | 1854 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) |
1856 | { | 1855 | { |
1857 | ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)); | 1856 | ApplyFlyingRoll( |
1858 | 1857 | -FLY_ROLL_RADIANS_PER_UPDATE, | |
1859 | 1858 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, | |
1859 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); | ||
1860 | } | 1860 | } |
1861 | else | 1861 | else |
1862 | { | 1862 | { |
1863 | if (m_AngularVelocity.Z != 0) | 1863 | if (m_AngularVelocity.Z != 0) |
1864 | m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); | 1864 | m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); |
1865 | 1865 | } | |
1866 | } | ||
1867 | |||
1868 | |||
1869 | |||
1870 | 1866 | ||
1871 | if (Flying && IsColliding && controlland) | 1867 | if (Flying && IsColliding && controlland) |
1872 | { | 1868 | { |
@@ -2584,7 +2580,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2584 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2580 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2585 | public void AddNewMovement(Vector3 vec) | 2581 | public void AddNewMovement(Vector3 vec) |
2586 | { | 2582 | { |
2587 | // m_log.DebugFormat("[SCENE PRESENCE]: Adding new movement {0} for {1}", vec, Name); | 2583 | // m_log.DebugFormat( |
2584 | // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1} for {2}", vec, Rotation, Name); | ||
2588 | 2585 | ||
2589 | Vector3 direc = vec * Rotation; | 2586 | Vector3 direc = vec * Rotation; |
2590 | direc.Normalize(); | 2587 | direc.Normalize(); |
@@ -2604,6 +2601,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2604 | 2601 | ||
2605 | direc *= 0.03f * 128f * SpeedModifier; | 2602 | direc *= 0.03f * 128f * SpeedModifier; |
2606 | 2603 | ||
2604 | // m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); | ||
2605 | |||
2607 | if (PhysicsActor != null) | 2606 | if (PhysicsActor != null) |
2608 | { | 2607 | { |
2609 | if (Flying) | 2608 | if (Flying) |
@@ -2637,6 +2636,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2637 | } | 2636 | } |
2638 | } | 2637 | } |
2639 | 2638 | ||
2639 | // m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name); | ||
2640 | |||
2640 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2641 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2641 | m_forceToApply = direc; | 2642 | m_forceToApply = direc; |
2642 | Animator.UpdateMovementAnimations(); | 2643 | Animator.UpdateMovementAnimations(); |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs index 5faf131..bbfbbfc 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs | |||
@@ -289,108 +289,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
289 | // | 289 | // |
290 | // Assert.That(presence, Is.Null, "presence is not null"); | 290 | // Assert.That(presence, Is.Null, "presence is not null"); |
291 | // } | 291 | // } |
292 | |||
293 | // I'm commenting this test because it does not represent | ||
294 | // crossings. The Thread.Sleep's in here are not meaningful mocks, | ||
295 | // and they sometimes fail in panda. | ||
296 | // We need to talk in order to develop a test | ||
297 | // that really tests region crossings. There are 3 async components, | ||
298 | // but things are synchronous among them. So there should be | ||
299 | // 3 threads in here. | ||
300 | //[Test] | ||
301 | // public void T021_TestCrossToNewRegion() | ||
302 | // { | ||
303 | // TestHelpers.InMethod(); | ||
304 | // | ||
305 | // scene.RegisterRegionWithGrid(); | ||
306 | // scene2.RegisterRegionWithGrid(); | ||
307 | // | ||
308 | // // Adding child agent to region 1001 | ||
309 | // string reason; | ||
310 | // scene2.NewUserConnection(acd1,0, out reason); | ||
311 | // scene2.AddNewClient(testclient, PresenceType.User); | ||
312 | // | ||
313 | // ScenePresence presence = scene.GetScenePresence(agent1); | ||
314 | // presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true); | ||
315 | // | ||
316 | // ScenePresence presence2 = scene2.GetScenePresence(agent1); | ||
317 | // | ||
318 | // // Adding neighbour region caps info to presence2 | ||
319 | // | ||
320 | // string cap = presence.ControllingClient.RequestClientInfo().CapsPath; | ||
321 | // presence2.AddNeighbourRegion(region1, cap); | ||
322 | // | ||
323 | // Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region."); | ||
324 | // Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region."); | ||
325 | // | ||
326 | // // Cross to x+1 | ||
327 | // presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100); | ||
328 | // presence.Update(); | ||
329 | // | ||
330 | // EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing"); | ||
331 | // | ||
332 | // // Mimicking communication between client and server, by waiting OK from client | ||
333 | // // sent by TestClient.CrossRegion call. Originally, this is network comm. | ||
334 | // if (!wh.WaitOne(5000,false)) | ||
335 | // { | ||
336 | // presence.Update(); | ||
337 | // if (!wh.WaitOne(8000,false)) | ||
338 | // throw new ArgumentException("1 - Timeout waiting for signal/variable."); | ||
339 | // } | ||
340 | // | ||
341 | // // This is a TestClient specific method that fires OnCompleteMovementToRegion event, which | ||
342 | // // would normally be fired after receiving the reply packet from comm. done on the last line. | ||
343 | // testclient.CompleteMovement(); | ||
344 | // | ||
345 | // // Crossings are asynchronous | ||
346 | // int timer = 10; | ||
347 | // | ||
348 | // // Make sure cross hasn't already finished | ||
349 | // if (!presence.IsInTransit && !presence.IsChildAgent) | ||
350 | // { | ||
351 | // // If not and not in transit yet, give it some more time | ||
352 | // Thread.Sleep(5000); | ||
353 | // } | ||
354 | // | ||
355 | // // Enough time, should at least be in transit by now. | ||
356 | // while (presence.IsInTransit && timer > 0) | ||
357 | // { | ||
358 | // Thread.Sleep(1000); | ||
359 | // timer-=1; | ||
360 | // } | ||
361 | // | ||
362 | // Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1."); | ||
363 | // Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected."); | ||
364 | // Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent."); | ||
365 | // | ||
366 | // // Cross Back | ||
367 | // presence2.AbsolutePosition = new Vector3(-10, 3, 100); | ||
368 | // presence2.Update(); | ||
369 | // | ||
370 | // if (!wh.WaitOne(5000,false)) | ||
371 | // { | ||
372 | // presence2.Update(); | ||
373 | // if (!wh.WaitOne(8000,false)) | ||
374 | // throw new ArgumentException("2 - Timeout waiting for signal/variable."); | ||
375 | // } | ||
376 | // testclient.CompleteMovement(); | ||
377 | // | ||
378 | // if (!presence2.IsInTransit && !presence2.IsChildAgent) | ||
379 | // { | ||
380 | // // If not and not in transit yet, give it some more time | ||
381 | // Thread.Sleep(5000); | ||
382 | // } | ||
383 | // | ||
384 | // // Enough time, should at least be in transit by now. | ||
385 | // while (presence2.IsInTransit && timer > 0) | ||
386 | // { | ||
387 | // Thread.Sleep(1000); | ||
388 | // timer-=1; | ||
389 | // } | ||
390 | // | ||
391 | // Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2."); | ||
392 | // Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected."); | ||
393 | // Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again."); | ||
394 | // } | ||
395 | } | 292 | } |
396 | } \ No newline at end of file | 293 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs new file mode 100644 index 0000000..81a2fcc --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs | |||
@@ -0,0 +1,157 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using Nini.Config; | ||
32 | using NUnit.Framework; | ||
33 | using OpenMetaverse; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Framework.Communications; | ||
36 | using OpenSim.Framework.Servers; | ||
37 | using OpenSim.Region.Framework.Interfaces; | ||
38 | using OpenSim.Region.CoreModules.Framework; | ||
39 | using OpenSim.Region.CoreModules.Framework.EntityTransfer; | ||
40 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; | ||
41 | using OpenSim.Tests.Common; | ||
42 | using OpenSim.Tests.Common.Mock; | ||
43 | |||
44 | namespace OpenSim.Region.Framework.Scenes.Tests | ||
45 | { | ||
46 | [TestFixture] | ||
47 | public class ScenePresenceCrossingTests : OpenSimTestCase | ||
48 | { | ||
49 | [TestFixtureSetUp] | ||
50 | public void FixtureInit() | ||
51 | { | ||
52 | // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. | ||
53 | Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest; | ||
54 | } | ||
55 | |||
56 | [TestFixtureTearDown] | ||
57 | public void TearDown() | ||
58 | { | ||
59 | // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple | ||
60 | // threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression | ||
61 | // tests really shouldn't). | ||
62 | Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; | ||
63 | } | ||
64 | |||
65 | [Test] | ||
66 | public void TestCrossOnSameSimulator() | ||
67 | { | ||
68 | TestHelpers.InMethod(); | ||
69 | // TestHelpers.EnableLogging(); | ||
70 | |||
71 | UUID userId = TestHelpers.ParseTail(0x1); | ||
72 | |||
73 | // TestEventQueueGetModule eqmA = new TestEventQueueGetModule(); | ||
74 | EntityTransferModule etmA = new EntityTransferModule(); | ||
75 | EntityTransferModule etmB = new EntityTransferModule(); | ||
76 | LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); | ||
77 | |||
78 | IConfigSource config = new IniConfigSource(); | ||
79 | IConfig modulesConfig = config.AddConfig("Modules"); | ||
80 | modulesConfig.Set("EntityTransferModule", etmA.Name); | ||
81 | modulesConfig.Set("SimulationServices", lscm.Name); | ||
82 | // IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); | ||
83 | |||
84 | // In order to run a single threaded regression test we do not want the entity transfer module waiting | ||
85 | // for a callback from the destination scene before removing its avatar data. | ||
86 | // entityTransferConfig.Set("wait_for_callback", false); | ||
87 | |||
88 | SceneHelpers sh = new SceneHelpers(); | ||
89 | TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); | ||
90 | TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999); | ||
91 | |||
92 | SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); | ||
93 | SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); | ||
94 | // SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, eqmA); | ||
95 | SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); | ||
96 | |||
97 | ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager); | ||
98 | originalSp.AbsolutePosition = new Vector3(128, 32, 10); | ||
99 | |||
100 | // originalSp.Flying = true; | ||
101 | |||
102 | // Console.WriteLine("First pos {0}", originalSp.AbsolutePosition); | ||
103 | |||
104 | // eqmA.ClearEvents(); | ||
105 | |||
106 | AgentUpdateArgs moveArgs = new AgentUpdateArgs(); | ||
107 | //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); | ||
108 | moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); | ||
109 | moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; | ||
110 | |||
111 | originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs); | ||
112 | |||
113 | sceneA.Update(1); | ||
114 | |||
115 | // Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition); | ||
116 | |||
117 | // FIXME: This is a sufficient number of updates to for the presence to reach the northern border. | ||
118 | // But really we want to do this in a more robust way. | ||
119 | for (int i = 0; i < 100; i++) | ||
120 | { | ||
121 | sceneA.Update(1); | ||
122 | // Console.WriteLine("Pos {0}", originalSp.AbsolutePosition); | ||
123 | } | ||
124 | |||
125 | // Need to sort processing of EnableSimulator message on adding scene presences before we can test eqm | ||
126 | // messages | ||
127 | // Dictionary<UUID, List<TestEventQueueGetModule.Event>> eqmEvents = eqmA.Events; | ||
128 | // | ||
129 | // Assert.That(eqmEvents.Count, Is.EqualTo(1)); | ||
130 | // Assert.That(eqmEvents.ContainsKey(originalSp.UUID), Is.True); | ||
131 | // | ||
132 | // List<TestEventQueueGetModule.Event> spEqmEvents = eqmEvents[originalSp.UUID]; | ||
133 | // | ||
134 | // Assert.That(spEqmEvents.Count, Is.EqualTo(1)); | ||
135 | // Assert.That(spEqmEvents[0].Name, Is.EqualTo("CrossRegion")); | ||
136 | |||
137 | // sceneA should now only have a child agent | ||
138 | ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID); | ||
139 | Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True); | ||
140 | |||
141 | ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID); | ||
142 | |||
143 | // Agent remains a child until the client triggers complete movement | ||
144 | Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); | ||
145 | |||
146 | TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient); | ||
147 | |||
148 | int agentMovementCompleteReceived = 0; | ||
149 | sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++; | ||
150 | |||
151 | sceneBTc.CompleteMovement(); | ||
152 | |||
153 | Assert.That(agentMovementCompleteReceived, Is.EqualTo(1)); | ||
154 | Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False); | ||
155 | } | ||
156 | } | ||
157 | } \ No newline at end of file | ||