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2011-12-05Add test for not found response from GetTexture cap handler.Justin Clark-Casey (justincc)1-0/+179
Add OpenSim.Region.Capabilities.Handlers.Tests.dll into test suite
2011-12-05Implement IOSHttpRequest and IOSHttpResponse http interfaces and use instead ↵Justin Clark-Casey (justincc)1-15/+97
of OSHttpRequest/OSHttpResponse. This is required for the substitution of different HTTP servers or the newer HttpServer.dll without having to commit to a particular implementation. This is also required to write regression tests that involve the HTTP layer. If you need to recompile, all you need to do is replace OSHttpRequest/OSHttpResponse references with IOSHttpRequest/IOSHttpResponse.
2011-11-14Add test for removing a friendship.Justin Clark-Casey (justincc)1-6/+9
2011-11-14Add very simple FriendsModuleTests.TestNoFriends()Justin Clark-Casey (justincc)1-2/+9
2011-11-06Convert SendKillObject to take a list of uint rather than sending oneMelanie1-1/+1
packet per prim. More to come as we change to make use of this.
2011-10-17refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter ↵Justin Clark-Casey (justincc)1-3/+1
without a getter
2011-10-15move see_into_this_sim_from_neighbor [Startup] flag parsing into Scene with ↵Justin Clark-Casey (justincc)1-4/+4
the others
2011-10-15fetch physical_prim switch from [Startup] config from inside scene, as is ↵Justin Clark-Casey (justincc)1-2/+2
done for most other scene config params
2011-10-14refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵Justin Clark-Casey (justincc)1-1/+1
sends entity updates (including presence ones), not just prims.
2011-09-22Reinstate option to land an npc when it reaches a target.Justin Clark-Casey (justincc)1-1/+1
This is moved into ScenePresence for now as a general facility
2011-09-09Fix unit tests from RegionSettings commitJustin Clark-Casey (justincc)1-0/+4
2011-08-18Don't try to save changed attachment states when an NPC with attachments is ↵Justin Clark-Casey (justincc)1-1/+1
removed from the scene. This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc. This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
2011-08-10early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)1-1/+1
this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path. currently implemented in osNpcMoveToTarget(), but none of this is final.
2011-08-10Stop trying to deregister caps or close child agents when an NPC is removedJustin Clark-Casey (justincc)1-1/+1
2011-08-09When an NPC is created, stop telling neighbouring regions to expect a child ↵Justin Clark-Casey (justincc)1-3/+4
agent
2011-08-03get rid of vestigal move to parametersJustin Clark-Casey (justincc)1-1/+1
2011-07-23Fix LLTextBox to work with the updated libOMVMelanie1-1/+1
2011-05-31Fill in the new OwnerData field in the LLUDP ScriptDialog message.Justin Clark-Casey (justincc)1-1/+1
If we don't do this then viewer 2.8 crashes. Resolves http://opensimulator.org/mantis/view.php?id=5510
2011-05-14When loading an OAR that doesn't have parcels, create a default parcelOren Hurvitz1-2/+11
2011-04-15remove mock asset service for tests in favour of always using the real oneJustin Clark-Casey (justincc)1-123/+0
2011-04-15Remove the mock inventory service for tests and just use the real one all ↵Justin Clark-Casey (justincc)1-186/+0
the time with an in-memory data plugin
2011-04-15Make all the objects in a coalescence reappears after being loaded from an ↵Justin Clark-Casey (justincc)1-4/+18
IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing. From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug. It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
2011-04-13First pass at moving object property requests into a queue similarMic Bowman1-9/+2
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-12First pass at moving object property requests into a queue similarMic Bowman1-9/+2
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-12First pass at moving object property requests into a queue similarMic Bowman1-9/+2
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-03-25Start using IPrimCounts populated by PrimCountModule instead of LandData ↵Justin Clark-Casey (justincc)1-1/+1
counts populated by LandManagementModule. In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci Counts are showing odd behaviour at the moment, this will be addressed shortly.
2011-02-18Put some CapabilitiesModule null checks in SceneJustin Clark-Casey (justincc)1-2/+5
Stop tests setting up a capabilities module by default
2011-01-27When an oar is loaded, do not create a default parcel before loading the ↵Justin Clark-Casey (justincc)1-1/+1
parcels from the OAR. The region spanning parcel shouldn't exist in this situation. If it does, when the land data is loaded it is repersisted with a local ID which comes after the ones loaded via the oar, which obliterates the oar loaded one. Resaving the data we just loaded from the database is somewhat odd in itself (though this makes sense from the way that OAR loading was already using the same event).
2011-01-27Fix OAR parcel loading so that old parcels are replaced by the new instead ↵Justin Clark-Casey (justincc)1-0/+5
of merged. The --merge switch will still merge the old and new land parcelling.
2010-12-30Implement SendPlacesReplyMelanie1-0/+4
2010-12-21* Adds AbortXfer to the ClientAPI mixTeravus Ovares (Dan Olivares)1-0/+5
* Adds an item that checks to see if the top request has been there for longer then 30 seconds without an update and sends an AbortXfer if it encounters one. This allows the client to cancel the Xfer on it's side so you can re-select the prim and get the inventory when it fails the first time. * Some interesting locking... Using NewFiles to lock the rest of them. We'll see how that goes. * The goal of this is to ensure that Xfers are restartable when they fail. The client will not do that on it's own.
2010-12-14Start implementing a test for 'share with group' object functionality. Not ↵Justin Clark-Casey (justincc)1-2/+3
yet complete. While implementing this, a bug was fixed in scene setup helpers where module RegionLoaded() was called immediately after AddRegion() instead of waiting for all AddRegions() to complete. Also, XmlRpcGroupsModule non-message functionality will now work without a message transfer module (as indicated in the comments but with a contradictory implementation)
2010-12-14Add mock group services connector and use this in testsJustin Clark-Casey (justincc)1-0/+236
2010-11-03Add lsClearWindlightScene() to the lightshare module to remove WL settingsMelanie1-1/+9
from a region and allow normal day cycles to be reestablished
2010-10-20Major refactoring of appearance handling.Master ScienceSim1-1/+1
AvatarService -- add two new methods, GetAppearance and SetAppearance to get around the lossy encoding in AvatarData. Preseve the old functions to avoid changing the behavior for ROBUST services. AvatarAppearance -- major refactor, moved the various encoding methods used by AgentCircuitData, ClientAgentUpdate and ScenePresence into one location. Changed initialization. AvatarAttachments -- added a class specifically to handle attachments in preparation for additional functionality that will be needed for viewer 2. AvatarFactory -- removed a number of unused or methods duplicated in other locations. Moved in all appearance event handling from ScenePresence. Required a change to IClientAPI that propogated throughout all the IClientAPI implementations.
2010-09-16Changed SceneObjectGroup to store parts with the fast and thread-safe ↵John Hurliman1-1/+1
MapAndArray collection
2010-09-16minor: remove some mono compiler warningsJustin Clark-Casey (justincc)1-3/+3
2010-09-12Fix unit test SceneSetupHelpers to load the mock simulation data storeJohn Hurliman1-0/+75
2010-09-12* Added ISimulationDataService and IEstateDataServiceJohn Hurliman1-7/+3
* Removed StorageManager * CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
2010-09-12Formatting cleanup.Jeff Ames2-4/+4
2010-09-11Changed all string references of "IRegionDataStore" to "ISimulationDataStore"John Hurliman1-1/+0
2010-09-11Fixed the naming mess around data connectors for simulation dataJohn Hurliman1-1/+1
2010-09-07Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)2-14/+68
Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
2010-09-07Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)2-14/+68
Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
2010-09-06Add test to check persistence of newly added pre-linked objectsJustin Clark-Casey (justincc)2-2/+155
Added a MockRegionDataPlugin to do in-memory persistence for tests since adding this to OpenSim.Data.Null.NullDataStore doesn't seem appropriate NullDataStore can do nothing because OpenSim only ever retrieve region objects from the database on startup. Adding an in-memory store here would be unecessary overhead.
2010-08-27allow inventory path specified in "load iar" to start with a / (e.g. ↵Justin Clark-Casey (justincc)1-12/+12
/Objects is now valid where it wasn't before)
2010-08-24Add automated test at the opensim 'api' level to check that a given item ↵Justin Clark-Casey (justincc)2-13/+30
goes to the correct directory Also removes some mono compiler warnings
2010-08-16Added SendTeleportProgress to IClientAPI. Ya know what that means... 8 files ↵Diva Canto1-0/+4
affected.
2010-08-16Work on TeleportStart: renamed method from TeleportLocationStart to ↵Diva Canto1-1/+1
TeleportStart, and now sending this upon all teleports, not just some, and in the right place (EntityTransferModule).
2010-08-13minor: remove mono compiler warningJustin Clark-Casey (justincc)1-1/+1