/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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*/
using System;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Servers;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.PhysicsModules.SharedBase;
using OpenSim.Services.Interfaces;
namespace OpenSim.Tests.Common
{
public class TestScene : Scene
{
public TestScene(
RegionInfo regInfo, AgentCircuitManager authen,
ISimulationDataService simDataService, IEstateDataService estateDataService,
IConfigSource config, string simulatorVersion)
: base(regInfo, authen, simDataService, estateDataService,
config, simulatorVersion)
{
}
~TestScene()
{
//Console.WriteLine("TestScene destructor called for {0}", RegionInfo.RegionName);
Console.WriteLine("TestScene destructor called");
}
///
/// Temporarily override session authentication for tests (namely teleport).
///
///
/// TODO: This needs to be mocked out properly.
///
///
///
public override bool VerifyUserPresence(AgentCircuitData agent, out string reason)
{
reason = String.Empty;
return true;
}
public AsyncSceneObjectGroupDeleter SceneObjectGroupDeleter
{
get { return m_asyncSceneObjectDeleter; }
}
}
}