diff options
author | Justin Clark-Casey (justincc) | 2011-02-18 21:54:44 +0000 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2011-02-18 21:54:44 +0000 |
commit | 88da253c947c78e97f78119203e3c2f216a788e2 (patch) | |
tree | 04a541c8255ebb71acdcaa43c4a23735d73648db /OpenSim | |
parent | minor: add method doc to a few ScenePresence methods (diff) | |
download | opensim-SC-88da253c947c78e97f78119203e3c2f216a788e2.zip opensim-SC-88da253c947c78e97f78119203e3c2f216a788e2.tar.gz opensim-SC-88da253c947c78e97f78119203e3c2f216a788e2.tar.bz2 opensim-SC-88da253c947c78e97f78119203e3c2f216a788e2.tar.xz |
Add very basic test which invokes the scene update loop once and checks the frame number.
This makes Scene.Update() match its original description of performing a single update, which also matches the semantics of SOG and ScenePresence.
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 307 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs | 3 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs | 71 |
3 files changed, 224 insertions, 157 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 02a0268..e0af2d6 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -129,7 +129,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
129 | protected ICapabilitiesModule m_capsModule; | 129 | protected ICapabilitiesModule m_capsModule; |
130 | // Central Update Loop | 130 | // Central Update Loop |
131 | protected int m_fps = 10; | 131 | protected int m_fps = 10; |
132 | protected uint m_frame; | 132 | |
133 | /// <summary> | ||
134 | /// Current scene frame number | ||
135 | /// </summary> | ||
136 | public uint Frame | ||
137 | { | ||
138 | get; | ||
139 | protected set; | ||
140 | } | ||
141 | |||
133 | protected float m_timespan = 0.089f; | 142 | protected float m_timespan = 0.089f; |
134 | protected DateTime m_lastupdate = DateTime.UtcNow; | 143 | protected DateTime m_lastupdate = DateTime.UtcNow; |
135 | 144 | ||
@@ -1183,7 +1192,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1183 | 1192 | ||
1184 | try | 1193 | try |
1185 | { | 1194 | { |
1186 | Update(); | 1195 | while (!shuttingdown) |
1196 | Update(); | ||
1187 | 1197 | ||
1188 | m_lastUpdate = Util.EnvironmentTickCount(); | 1198 | m_lastUpdate = Util.EnvironmentTickCount(); |
1189 | m_firstHeartbeat = false; | 1199 | m_firstHeartbeat = false; |
@@ -1200,187 +1210,176 @@ namespace OpenSim.Region.Framework.Scenes | |||
1200 | Watchdog.RemoveThread(); | 1210 | Watchdog.RemoveThread(); |
1201 | } | 1211 | } |
1202 | 1212 | ||
1203 | /// <summary> | ||
1204 | /// Performs per-frame updates on the scene, this should be the central scene loop | ||
1205 | /// </summary> | ||
1206 | public override void Update() | 1213 | public override void Update() |
1207 | { | 1214 | { |
1208 | float physicsFPS; | 1215 | TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate; |
1209 | int maintc; | 1216 | float physicsFPS = 0f; |
1210 | 1217 | ||
1211 | while (!shuttingdown) | 1218 | int maintc = Util.EnvironmentTickCount(); |
1219 | int tmpFrameMS = maintc; | ||
1220 | tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; | ||
1221 | |||
1222 | // Increment the frame counter | ||
1223 | ++Frame; | ||
1224 | |||
1225 | try | ||
1212 | { | 1226 | { |
1213 | TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate; | 1227 | // Check if any objects have reached their targets |
1214 | physicsFPS = 0f; | 1228 | CheckAtTargets(); |
1215 | 1229 | ||
1216 | maintc = Util.EnvironmentTickCount(); | 1230 | // Update SceneObjectGroups that have scheduled themselves for updates |
1217 | int tmpFrameMS = maintc; | 1231 | // Objects queue their updates onto all scene presences |
1218 | tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; | 1232 | if (Frame % m_update_objects == 0) |
1233 | m_sceneGraph.UpdateObjectGroups(); | ||
1219 | 1234 | ||
1220 | // Increment the frame counter | 1235 | // Run through all ScenePresences looking for updates |
1221 | ++m_frame; | 1236 | // Presence updates and queued object updates for each presence are sent to clients |
1237 | if (Frame % m_update_presences == 0) | ||
1238 | m_sceneGraph.UpdatePresences(); | ||
1222 | 1239 | ||
1223 | try | 1240 | // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) |
1241 | if (Frame % m_update_coarse_locations == 0) | ||
1224 | { | 1242 | { |
1225 | // Check if any objects have reached their targets | 1243 | List<Vector3> coarseLocations; |
1226 | CheckAtTargets(); | 1244 | List<UUID> avatarUUIDs; |
1227 | 1245 | SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); | |
1228 | // Update SceneObjectGroups that have scheduled themselves for updates | 1246 | // Send coarse locations to clients |
1229 | // Objects queue their updates onto all scene presences | 1247 | ForEachScenePresence(delegate(ScenePresence presence) |
1230 | if (m_frame % m_update_objects == 0) | 1248 | { |
1231 | m_sceneGraph.UpdateObjectGroups(); | 1249 | presence.SendCoarseLocations(coarseLocations, avatarUUIDs); |
1250 | }); | ||
1251 | } | ||
1232 | 1252 | ||
1233 | // Run through all ScenePresences looking for updates | 1253 | int tmpPhysicsMS2 = Util.EnvironmentTickCount(); |
1234 | // Presence updates and queued object updates for each presence are sent to clients | 1254 | if ((Frame % m_update_physics == 0) && m_physics_enabled) |
1235 | if (m_frame % m_update_presences == 0) | 1255 | m_sceneGraph.UpdatePreparePhysics(); |
1236 | m_sceneGraph.UpdatePresences(); | 1256 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); |
1237 | 1257 | ||
1238 | // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) | 1258 | // Apply any pending avatar force input to the avatar's velocity |
1239 | if (m_frame % m_update_coarse_locations == 0) | 1259 | if (Frame % m_update_entitymovement == 0) |
1240 | { | 1260 | m_sceneGraph.UpdateScenePresenceMovement(); |
1241 | List<Vector3> coarseLocations; | ||
1242 | List<UUID> avatarUUIDs; | ||
1243 | SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); | ||
1244 | // Send coarse locations to clients | ||
1245 | ForEachScenePresence(delegate(ScenePresence presence) | ||
1246 | { | ||
1247 | presence.SendCoarseLocations(coarseLocations, avatarUUIDs); | ||
1248 | }); | ||
1249 | } | ||
1250 | 1261 | ||
1251 | int tmpPhysicsMS2 = Util.EnvironmentTickCount(); | 1262 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their |
1252 | if ((m_frame % m_update_physics == 0) && m_physics_enabled) | 1263 | // velocity |
1253 | m_sceneGraph.UpdatePreparePhysics(); | 1264 | int tmpPhysicsMS = Util.EnvironmentTickCount(); |
1254 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); | 1265 | if (Frame % m_update_physics == 0) |
1266 | { | ||
1267 | if (m_physics_enabled) | ||
1268 | physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_timespan)); | ||
1269 | if (SynchronizeScene != null) | ||
1270 | SynchronizeScene(this); | ||
1271 | } | ||
1272 | physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); | ||
1255 | 1273 | ||
1256 | // Apply any pending avatar force input to the avatar's velocity | 1274 | // Delete temp-on-rez stuff |
1257 | if (m_frame % m_update_entitymovement == 0) | 1275 | if (Frame % 1000 == 0 && !m_cleaningTemps) |
1258 | m_sceneGraph.UpdateScenePresenceMovement(); | 1276 | { |
1277 | int tmpTempOnRezMS = Util.EnvironmentTickCount(); | ||
1278 | m_cleaningTemps = true; | ||
1279 | Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); | ||
1280 | tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS); | ||
1281 | } | ||
1259 | 1282 | ||
1260 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their | 1283 | if (RegionStatus != RegionStatus.SlaveScene) |
1261 | // velocity | 1284 | { |
1262 | int tmpPhysicsMS = Util.EnvironmentTickCount(); | 1285 | if (Frame % m_update_events == 0) |
1263 | if (m_frame % m_update_physics == 0) | ||
1264 | { | 1286 | { |
1265 | if (m_physics_enabled) | 1287 | int evMS = Util.EnvironmentTickCount(); |
1266 | physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_timespan)); | 1288 | UpdateEvents(); |
1267 | if (SynchronizeScene != null) | 1289 | eventMS = Util.EnvironmentTickCountSubtract(evMS); ; |
1268 | SynchronizeScene(this); | ||
1269 | } | 1290 | } |
1270 | physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); | ||
1271 | 1291 | ||
1272 | // Delete temp-on-rez stuff | 1292 | if (Frame % m_update_backup == 0) |
1273 | if (m_frame % 1000 == 0 && !m_cleaningTemps) | ||
1274 | { | 1293 | { |
1275 | int tmpTempOnRezMS = Util.EnvironmentTickCount(); | 1294 | int backMS = Util.EnvironmentTickCount(); |
1276 | m_cleaningTemps = true; | 1295 | UpdateStorageBackup(); |
1277 | Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); | 1296 | backupMS = Util.EnvironmentTickCountSubtract(backMS); |
1278 | tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS); | ||
1279 | } | 1297 | } |
1280 | 1298 | ||
1281 | if (RegionStatus != RegionStatus.SlaveScene) | 1299 | if (Frame % m_update_terrain == 0) |
1282 | { | 1300 | { |
1283 | if (m_frame % m_update_events == 0) | 1301 | int terMS = Util.EnvironmentTickCount(); |
1284 | { | 1302 | UpdateTerrain(); |
1285 | int evMS = Util.EnvironmentTickCount(); | 1303 | terrainMS = Util.EnvironmentTickCountSubtract(terMS); |
1286 | UpdateEvents(); | 1304 | } |
1287 | eventMS = Util.EnvironmentTickCountSubtract(evMS); ; | ||
1288 | } | ||
1289 | |||
1290 | if (m_frame % m_update_backup == 0) | ||
1291 | { | ||
1292 | int backMS = Util.EnvironmentTickCount(); | ||
1293 | UpdateStorageBackup(); | ||
1294 | backupMS = Util.EnvironmentTickCountSubtract(backMS); | ||
1295 | } | ||
1296 | 1305 | ||
1297 | if (m_frame % m_update_terrain == 0) | 1306 | //if (Frame % m_update_land == 0) |
1298 | { | 1307 | //{ |
1299 | int terMS = Util.EnvironmentTickCount(); | 1308 | // int ldMS = Util.EnvironmentTickCount(); |
1300 | UpdateTerrain(); | 1309 | // UpdateLand(); |
1301 | terrainMS = Util.EnvironmentTickCountSubtract(terMS); | 1310 | // landMS = Util.EnvironmentTickCountSubtract(ldMS); |
1302 | } | 1311 | //} |
1303 | 1312 | ||
1304 | //if (m_frame % m_update_land == 0) | 1313 | frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); |
1305 | //{ | 1314 | otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; |
1306 | // int ldMS = Util.EnvironmentTickCount(); | 1315 | lastCompletedFrame = Util.EnvironmentTickCount(); |
1307 | // UpdateLand(); | 1316 | |
1308 | // landMS = Util.EnvironmentTickCountSubtract(ldMS); | 1317 | // if (Frame%m_update_avatars == 0) |
1309 | //} | 1318 | // UpdateInWorldTime(); |
1319 | StatsReporter.AddPhysicsFPS(physicsFPS); | ||
1320 | StatsReporter.AddTimeDilation(TimeDilation); | ||
1321 | StatsReporter.AddFPS(1); | ||
1322 | StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount()); | ||
1323 | StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount()); | ||
1324 | StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount()); | ||
1325 | StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount()); | ||
1326 | StatsReporter.addFrameMS(frameMS); | ||
1327 | StatsReporter.addPhysicsMS(physicsMS + physicsMS2); | ||
1328 | StatsReporter.addOtherMS(otherMS); | ||
1329 | StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount()); | ||
1330 | StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); | ||
1331 | } | ||
1310 | 1332 | ||
1311 | frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); | 1333 | if (LoginsDisabled && Frame == 20) |
1312 | otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; | 1334 | { |
1313 | lastCompletedFrame = Util.EnvironmentTickCount(); | 1335 | // In 99.9% of cases it is a bad idea to manually force garbage collection. However, |
1314 | 1336 | // this is a rare case where we know we have just went through a long cycle of heap | |
1315 | // if (m_frame%m_update_avatars == 0) | 1337 | // allocations, and there is no more work to be done until someone logs in |
1316 | // UpdateInWorldTime(); | 1338 | GC.Collect(); |
1317 | StatsReporter.AddPhysicsFPS(physicsFPS); | ||
1318 | StatsReporter.AddTimeDilation(TimeDilation); | ||
1319 | StatsReporter.AddFPS(1); | ||
1320 | StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount()); | ||
1321 | StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount()); | ||
1322 | StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount()); | ||
1323 | StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount()); | ||
1324 | StatsReporter.addFrameMS(frameMS); | ||
1325 | StatsReporter.addPhysicsMS(physicsMS + physicsMS2); | ||
1326 | StatsReporter.addOtherMS(otherMS); | ||
1327 | StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount()); | ||
1328 | StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); | ||
1329 | } | ||
1330 | 1339 | ||
1331 | if (LoginsDisabled && m_frame == 20) | 1340 | IConfig startupConfig = m_config.Configs["Startup"]; |
1341 | if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false)) | ||
1332 | { | 1342 | { |
1333 | // In 99.9% of cases it is a bad idea to manually force garbage collection. However, | 1343 | m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName); |
1334 | // this is a rare case where we know we have just went through a long cycle of heap | 1344 | LoginsDisabled = false; |
1335 | // allocations, and there is no more work to be done until someone logs in | 1345 | m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo); |
1336 | GC.Collect(); | ||
1337 | |||
1338 | IConfig startupConfig = m_config.Configs["Startup"]; | ||
1339 | if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false)) | ||
1340 | { | ||
1341 | m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName); | ||
1342 | LoginsDisabled = false; | ||
1343 | m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo); | ||
1344 | } | ||
1345 | } | 1346 | } |
1346 | } | 1347 | } |
1347 | catch (NotImplementedException) | 1348 | } |
1348 | { | 1349 | catch (NotImplementedException) |
1349 | throw; | 1350 | { |
1350 | } | 1351 | throw; |
1351 | catch (AccessViolationException e) | 1352 | } |
1352 | { | 1353 | catch (AccessViolationException e) |
1353 | m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); | 1354 | { |
1354 | } | 1355 | m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); |
1355 | //catch (NullReferenceException e) | 1356 | } |
1356 | //{ | 1357 | //catch (NullReferenceException e) |
1357 | // m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); | 1358 | //{ |
1358 | //} | 1359 | // m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); |
1359 | catch (InvalidOperationException e) | 1360 | //} |
1360 | { | 1361 | catch (InvalidOperationException e) |
1361 | m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); | 1362 | { |
1362 | } | 1363 | m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); |
1363 | catch (Exception e) | 1364 | } |
1364 | { | 1365 | catch (Exception e) |
1365 | m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); | 1366 | { |
1366 | } | 1367 | m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); |
1367 | finally | 1368 | } |
1368 | { | 1369 | finally |
1369 | m_lastupdate = DateTime.UtcNow; | 1370 | { |
1370 | } | 1371 | m_lastupdate = DateTime.UtcNow; |
1371 | 1372 | } | |
1372 | maintc = Util.EnvironmentTickCountSubtract(maintc); | ||
1373 | maintc = (int)(m_timespan * 1000) - maintc; | ||
1374 | 1373 | ||
1375 | if (maintc > 0) | 1374 | maintc = Util.EnvironmentTickCountSubtract(maintc); |
1376 | Thread.Sleep(maintc); | 1375 | maintc = (int)(m_timespan * 1000) - maintc; |
1377 | 1376 | ||
1378 | // Tell the watchdog that this thread is still alive | 1377 | if (maintc > 0) |
1379 | Watchdog.UpdateThread(); | 1378 | Thread.Sleep(maintc); |
1380 | } | ||
1381 | } | ||
1382 | 1379 | ||
1383 | 1380 | // Tell the watchdog that this thread is still alive | |
1381 | Watchdog.UpdateThread(); | ||
1382 | } | ||
1384 | 1383 | ||
1385 | public void AddGroupTarget(SceneObjectGroup grp) | 1384 | public void AddGroupTarget(SceneObjectGroup grp) |
1386 | { | 1385 | { |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs index ef52363..8286e4f 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs | |||
@@ -116,9 +116,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
116 | agent.ChildrenCapSeeds = new Dictionary<ulong, string>(); | 116 | agent.ChildrenCapSeeds = new Dictionary<ulong, string>(); |
117 | agent.child = true; | 117 | agent.child = true; |
118 | 118 | ||
119 | if (scene.PresenceService == null) | ||
120 | Console.WriteLine("Presence Service is null"); | ||
121 | |||
122 | scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID); | 119 | scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID); |
123 | 120 | ||
124 | string reason; | 121 | string reason; |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs new file mode 100644 index 0000000..9aba8a8 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs | |||
@@ -0,0 +1,71 @@ | |||
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 System.Text; | ||
32 | using System.Threading; | ||
33 | using System.Timers; | ||
34 | using Timer=System.Timers.Timer; | ||
35 | using Nini.Config; | ||
36 | using NUnit.Framework; | ||
37 | using NUnit.Framework.SyntaxHelpers; | ||
38 | using OpenMetaverse; | ||
39 | using OpenSim.Framework; | ||
40 | using OpenSim.Framework.Communications; | ||
41 | using OpenSim.Region.Framework.Scenes; | ||
42 | using OpenSim.Region.Framework.Interfaces; | ||
43 | using OpenSim.Region.CoreModules.World.Serialiser; | ||
44 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; | ||
45 | using OpenSim.Tests.Common; | ||
46 | using OpenSim.Tests.Common.Mock; | ||
47 | using OpenSim.Tests.Common.Setup; | ||
48 | |||
49 | namespace OpenSim.Region.Framework.Scenes.Tests | ||
50 | { | ||
51 | /// <summary> | ||
52 | /// Scene presence tests | ||
53 | /// </summary> | ||
54 | [TestFixture] | ||
55 | public class SceneTests | ||
56 | { | ||
57 | /// <summary> | ||
58 | /// Very basic scene update test. Should become more elaborate with time. | ||
59 | /// </summary> | ||
60 | [Test] | ||
61 | public void TestUpdateScene() | ||
62 | { | ||
63 | TestHelper.InMethod(); | ||
64 | |||
65 | Scene scene = SceneSetupHelpers.SetupScene(); | ||
66 | scene.Update(); | ||
67 | |||
68 | Assert.That(scene.Frame, Is.EqualTo(1)); | ||
69 | } | ||
70 | } | ||
71 | } \ No newline at end of file | ||