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* Dump OpenSim 0.9.0.1 into it's own branch.onefang2019-05-192-132/+132
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* Initial update to OpenSim 0.8.2.1 source code.David Walter Seikel2016-11-032-1/+266
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* minor: Fix more compiler warnings in CoreModules tests by properly ↵Justin Clark-Casey (justincc)2012-12-051-1/+3
| | | | overriding OpenSimTestCase.SetUp()
* Consistenly make NUnit test cases inherit from OpenSimTestCase which ↵Justin Clark-Casey (justincc)2012-11-241-1/+1
| | | | automatically turns off any logging enabled between tests
* Add regression test for teleporting an agent between separated regions on ↵Justin Clark-Casey (justincc)2012-04-271-1/+1
| | | | | | | | the same simulator. This involves a large amount of change in test scene setup code to allow test scenes to share shared modules SetupScene is now an instance method that requires an instantiation of SceneHelpers, though other SceneHelpers methods are still static May split these out into separate classes in the future.
* rename TestHelper => TestHelpers for consistencyJustin Clark-Casey (justincc)2011-08-061-9/+9
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* rename test SceneSetupHelpers -> SceneHelpers for consistencyJustin Clark-Casey (justincc)2011-08-061-16/+16
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* Get rid of OpenSim.Tests.Common.Setup subpackage in favour of just ↵Justin Clark-Casey (justincc)2011-05-211-1/+0
| | | | OpenSim.Tests.Common instead
* Signal prim count taint if the AbsolutePosition of a scene object changes.Justin Clark-Casey (justincc)2011-04-061-4/+26
| | | | | This updates prim counts correctly if an object is moved by something other than an avatar (e.g. scripts, region modules) Create TestMoveOwnerObject() regression test for this case.
* Improve previous ILandObject method doc.Justin Clark-Casey (justincc)2011-04-061-43/+59
| | | | For test code, take a part name prefix when creating objects, so that these can be more easily identified in the logs
* Add method doc to some land bitmap methods in ILandObject.Justin Clark-Casey (justincc)2011-04-061-5/+47
| | | | Also changes prim count tests to use the correct upper region bounds, though the method actually ignores the overage.
* add test for removing group owned objectsJustin Clark-Casey (justincc)2011-04-021-0/+32
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* add test for adding group object, factor out initial zero counts testJustin Clark-Casey (justincc)2011-04-021-7/+45
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* add remove others object prim count testJustin Clark-Casey (justincc)2011-04-021-0/+23
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* refactor: rename m_dummyUserId to m_otherUserIdJustin Clark-Casey (justincc)2011-04-021-9/+9
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* If the land has no group ownership (it is UUID.Zero) then don't put prims in ↵Justin Clark-Casey (justincc)2011-04-021-0/+21
| | | | | | the group count when they are also not group owned. Also adds simple test for others owned count when an object is added
* (re)implement selected prim count.Justin Clark-Casey (justincc)2011-03-301-0/+6
| | | | This does not currently count objects that are sat upon (which the viewer ui implies should be included in this count)
* move total parcel prim calculations into IPrimCounts instead of doing this ↵Justin Clark-Casey (justincc)2011-03-261-1/+7
| | | | | | in LLClientView need to move selected prim counts from LandData/LMM still
* When an object is duplicated, add the dupe to the uuid/local id indexes as ↵Justin Clark-Casey (justincc)2011-03-261-0/+23
| | | | | | | | | well as the basic entities list. Added a prim counts test to reinforce this - shift-copy was no incrementing prim count. This will sometime become a basic scene test. New code needs to be refactored so we just call SceneGraph.AddSceneObject(). This will happen in the near future. With this, basic owner prim counts on a single parcel appear to be working fine (with the same previous existing taint calls as used by the land management module). More work to do.
* Add test for PCM taint. This currently fails due to unexpected behaviour of ↵Justin Clark-Casey (justincc)2011-03-261-1/+23
| | | | | | SceneGraph.ForEachSOG(). This will be corrected soon. Also adds lots of temproarily debug logging
* Add ILandObject.IPrimCounts for the new prim count module.Justin Clark-Casey (justincc)2011-03-251-28/+32
| | | | Not functional yet, but tests now act against this object rather than interrogating the module directly
* factor out common test setup code in PCM testsJustin Clark-Casey (justincc)2011-03-231-57/+53
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* extend TestAddOwnerObject() to add a second objectJustin Clark-Casey (justincc)2011-03-231-4/+14
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* Add PrimCountModuleTests.TestRemoveOwnerObject().Justin Clark-Casey (justincc)2011-03-231-1/+38
| | | | Also adds SceneSetupHelpers methods to easily create sogs with different part UUIDs
* refactor: simplify part of AddSceneObject() test setup by moving sog ↵Justin Clark-Casey (justincc)2011-03-231-10/+1
| | | | construction into SceneSetupHelpers.CreateSceneObject()
* use a 3 part object for the pcm test rather than a 1 part, for improved test ↵Justin Clark-Casey (justincc)2011-03-231-10/+14
| | | | coverage
* user a non UUID.Zero user in pcm test to avoid any special treatment of ↵Justin Clark-Casey (justincc)2011-03-231-4/+5
| | | | UUID.Zero
* Extend simple PCM add object test to check all countsJustin Clark-Casey (justincc)2011-03-231-0/+11
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* Add generic EventManager.OnObjectAddedToScene and get PrimCountModule to ↵Justin Clark-Casey (justincc)2011-03-231-0/+2
| | | | | | | listen for that rather than EventManager.OnParcelPrimCountAdd OnParcelPrimCountAdd had the wrong semantics for the PrimCountModule - it was invoked for every entity in the scene, not just new ones, which would screw up the untainted count. Extend automated test for this scenario.
* Add an initial confidence-building TestAddObject() for prim counts.Justin Clark-Casey (justincc)2011-03-221-0/+75