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Diffstat (limited to 'OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs20
1 files changed, 11 insertions, 9 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs b/OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs
index 5e5f5c2..2164b0d 100644
--- a/OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs
+++ b/OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs
@@ -128,9 +128,9 @@ namespace OpenSim.Region.Environment.Scenes.Tests
128 // Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated. 128 // Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated.
129 grp1.LinkToGroup(grp2); 129 grp1.LinkToGroup(grp2);
130 130
131 // FIXME: Can't to these tests yet since group 2 still has the parts attached! We can't yet detach since 131 // FIXME: Can't do this test yet since group 2 still has its root part! We can't yet null this since
132 // it might cause SOG.ProcessBackup() to fail due to the race condition. This really needs to be fixed. 132 // it might cause SOG.ProcessBackup() to fail due to the race condition. This really needs to be fixed.
133 //Assert.That(grp2.IsDeleted, "SOG 2 was not registered as deleted after link."); 133 Assert.That(grp2.IsDeleted, "SOG 2 was not registered as deleted after link.");
134 Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained children after delink."); 134 Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained children after delink.");
135 Assert.That(grp1.Children.Count == 2); 135 Assert.That(grp1.Children.Count == 2);
136 136
@@ -220,16 +220,14 @@ namespace OpenSim.Region.Environment.Scenes.Tests
220 220
221 // Link grp4 to grp3. 221 // Link grp4 to grp3.
222 grp3.LinkToGroup(grp4); 222 grp3.LinkToGroup(grp4);
223 223
224 // Required for linking
225 grp1.RootPart.UpdateFlag = 0;
226 grp3.RootPart.UpdateFlag = 0;
227
228 // At this point we should have 4 parts total in two groups. 224 // At this point we should have 4 parts total in two groups.
229 Assert.That(grp1.Children.Count == 2); 225 Assert.That(grp1.Children.Count == 2);
226 Assert.That(grp2.IsDeleted, "Group 2 was not registered as deleted after link.");
230 Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained parts after delink."); 227 Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained parts after delink.");
231 Assert.That(grp3.Children.Count == 2); 228 Assert.That(grp3.Children.Count == 2);
232 Assert.That(grp4.Children.Count, Is.EqualTo(0), "Group 4 still contained parts after delink."); 229 Assert.That(grp4.IsDeleted, "Group 4 was not registered as deleted after link.");
230 Assert.That(grp4.Children.Count, Is.EqualTo(0), "Group 4 still contained parts after delink.");
233 231
234 if (debugtest) 232 if (debugtest)
235 { 233 {
@@ -243,7 +241,11 @@ namespace OpenSim.Region.Environment.Scenes.Tests
243 System.Console.WriteLine("Group3: Pos:{0}, Rot:{1}", grp3.AbsolutePosition, grp3.Rotation); 241 System.Console.WriteLine("Group3: Pos:{0}, Rot:{1}", grp3.AbsolutePosition, grp3.Rotation);
244 System.Console.WriteLine("Group3: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part3.OffsetPosition, part3.RotationOffset); 242 System.Console.WriteLine("Group3: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part3.OffsetPosition, part3.RotationOffset);
245 System.Console.WriteLine("Group3: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part4.OffsetPosition, part4.RotationOffset); 243 System.Console.WriteLine("Group3: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part4.OffsetPosition, part4.RotationOffset);
246 } 244 }
245
246 // Required for linking
247 grp1.RootPart.UpdateFlag = 0;
248 grp3.RootPart.UpdateFlag = 0;
247 249
248 // root part should have no offset position or rotation 250 // root part should have no offset position or rotation
249 Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity); 251 Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity);