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-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs23
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs46
2 files changed, 57 insertions, 12 deletions
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index 78e9b29..68f21c8 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -88,25 +88,26 @@ namespace OpenSim.Region.OptionalModules.World.NPC
88 88
89 public bool SetNPCAppearance(UUID agentId, AvatarAppearance appearance, Scene scene) 89 public bool SetNPCAppearance(UUID agentId, AvatarAppearance appearance, Scene scene)
90 { 90 {
91 ScenePresence sp = scene.GetScenePresence(agentId); 91 ScenePresence npc = scene.GetScenePresence(agentId);
92 if (sp == null || sp.IsChildAgent) 92 if (npc == null || npc.IsChildAgent)
93 return false; 93 return false;
94 94
95 lock (m_avatars) 95 lock (m_avatars)
96 if (!m_avatars.ContainsKey(agentId)) 96 if (!m_avatars.ContainsKey(agentId))
97 return false; 97 return false;
98 98
99 // Delete existing sp attachments 99 // Delete existing npc attachments
100 scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false); 100 scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false);
101
102 AvatarAppearance app = new AvatarAppearance(appearance, true);
103 sp.Appearance = app;
104 101
105 // Set new sp appearance. Also sends to clients. 102 // XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet since it doesn't transfer attachments
106 scene.RequestModuleInterface<IAvatarFactoryModule>().SetAppearance(sp, app); 103 AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
104 npc.Appearance = npcAppearance;
107 105
108 // Rez needed sp attachments 106 // Rez needed npc attachments
109 scene.AttachmentsModule.RezAttachments(sp); 107 scene.AttachmentsModule.RezAttachments(npc);
108
109 IAvatarFactoryModule module = scene.RequestModuleInterface<IAvatarFactoryModule>();
110 module.SendAppearance(npc.UUID);
110 111
111 return true; 112 return true;
112 } 113 }
diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
index d507822..36e2d4a 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
@@ -139,7 +139,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
139 } 139 }
140 140
141 [Test] 141 [Test]
142 public void TestAttachments() 142 public void TestCreateWithAttachments()
143 { 143 {
144 TestHelpers.InMethod(); 144 TestHelpers.InMethod();
145// log4net.Config.XmlConfigurator.Configure(); 145// log4net.Config.XmlConfigurator.Configure();
@@ -179,6 +179,50 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
179 } 179 }
180 180
181 [Test] 181 [Test]
182 public void TestLoadAppearance()
183 {
184 TestHelpers.InMethod();
185// log4net.Config.XmlConfigurator.Configure();
186
187 UUID userId = TestHelpers.ParseTail(0x1);
188 UserAccountHelpers.CreateUserWithInventory(scene, userId);
189 ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
190
191 INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
192 UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance);
193
194 // Now add the attachment to the original avatar and use that to load a new appearance
195 // TODO: Could also run tests loading from a notecard though this isn't much different for our purposes here
196 UUID attItemId = TestHelpers.ParseTail(0x2);
197 UUID attAssetId = TestHelpers.ParseTail(0x3);
198 string attName = "att";
199
200 UserInventoryHelpers.CreateInventoryItem(scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
201
202 am.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
203
204 npcModule.SetNPCAppearance(npcId, sp.Appearance, scene);
205
206 ScenePresence npc = scene.GetScenePresence(npcId);
207
208 // Check scene presence status
209 Assert.That(npc.HasAttachments(), Is.True);
210 List<SceneObjectGroup> attachments = npc.GetAttachments();
211 Assert.That(attachments.Count, Is.EqualTo(1));
212 SceneObjectGroup attSo = attachments[0];
213
214 // Just for now, we won't test the name since this is (wrongly) the asset part name rather than the item
215 // name. TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC.
216// Assert.That(attSo.Name, Is.EqualTo(attName));
217
218 Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
219 Assert.That(attSo.IsAttachment);
220 Assert.That(attSo.UsesPhysics, Is.False);
221 Assert.That(attSo.IsTemporary, Is.False);
222 Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID));
223 }
224
225 [Test]
182 public void TestMove() 226 public void TestMove()
183 { 227 {
184 TestHelpers.InMethod(); 228 TestHelpers.InMethod();