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/*
* 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:
* * Redistributions of source code must retain the above copyright
* 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
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Reflection;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Servers;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
using System.Threading;
namespace OpenSim.Region.Framework.Scenes.Tests
{
[TestFixture]
public class ScenePresenceSitTests
{
private TestScene m_scene;
// private AvatarFactoryModule afm;
// private UserManagementModule umm;
// private AttachmentsModule am;
[SetUp]
public void Init()
{
// IConfigSource config = new IniConfigSource();
// config.AddConfig("NPC");
// config.Configs["NPC"].Set("Enabled", "true");
// config.AddConfig("Modules");
// config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
//
// afm = new AvatarFactoryModule();
// umm = new UserManagementModule();
// am = new AttachmentsModule();
m_scene = SceneHelpers.SetupScene();
// SceneHelpers.SetupSceneModules(scene, config, afm, umm, am, new BasicInventoryAccessModule(), new NPCModule());
}
[Test]
public void TestSitAndStandWithNoSitTarget()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
// FIXME: To get this to work for now, we are going to place the npc right next to the target so that
// the autopilot doesn't trigger
Vector3 startPos = new Vector3(1, 1, 1);
sp.AbsolutePosition = startPos;
SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene);
sp.HandleAgentRequestSit(sp.ControllingClient, sp.UUID, part.UUID, Vector3.Zero);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(sp.ParentID, Is.EqualTo(part.LocalId));
// FIXME: This is different for live avatars - z position is adjusted. This is half the height of the
// default avatar.
// Curiously, Vector3.ToString() will not display the last two places of the float. For example,
// printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337>
Assert.That(
sp.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f)));
sp.StandUp();
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(sp.ParentID, Is.EqualTo(0));
}
}
}
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