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using Nini.Config;
using NUnit.Framework;
using NUnit.Framework.SyntaxHelpers;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.Environment;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.Communications.REST;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.Environment.Scenes.Tests
{
///
/// Teleport tests in a standalone OpenSim
///
[TestFixture]
public class StandaloneTeleportTests
{
///
/// Test a teleport between two regions that are not neighbours and do not share any neighbours in common.
///
/// Does not yet do what is says on the tin.
[Test]
public void TestSimpleNotNeighboursTeleport()
{
log4net.Config.XmlConfigurator.Configure();
UUID sceneAId = UUID.Parse("00000000-0000-0000-0000-000000000100");
UUID sceneBId = UUID.Parse("00000000-0000-0000-0000-000000000200");
CommunicationsManager cm = new TestCommunicationsManager();
// shared module
IRegionModule interregionComms = new RESTInterregionComms();
// TODO: Clean this up
Scene sceneA = SceneTestUtils.SetupScene("sceneA", sceneAId, 1000, 1000, cm);
interregionComms.Initialise(sceneA, new IniConfigSource());
sceneA.AddModule(interregionComms.Name, interregionComms);
sceneA.SetModuleInterfaces();
sceneA.RegisterRegionWithGrid();
// TODO: Clean this up
Scene sceneB = SceneTestUtils.SetupScene("sceneB", sceneBId, 1010, 1010, cm);
interregionComms.Initialise(sceneB, new IniConfigSource());
sceneB.AddModule(interregionComms.Name, interregionComms);
sceneB.SetModuleInterfaces();
sceneB.RegisterRegionWithGrid();
UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000041");
TestClient client = SceneTestUtils.AddRootAgent(sceneA, agentId);
// FIXME: This is a hack to get the test working - really the normal OpenSim mechanisms should be used.
client.TeleportTargetScene = sceneB;
client.Teleport(sceneB.RegionInfo.RegionHandle, new Vector3(100, 100, 100), new Vector3(40, 40, 40));
Assert.That(sceneB.GetScenePresence(agentId), Is.Not.Null, "Client does not have an agent in sceneB");
Assert.That(sceneA.GetScenePresence(agentId), Is.Null, "Client still had an agent in sceneA");
// TODO: Check that more of everything is as it should be
// TODO: test what happens if we try to teleport to a region that doesn't exist
}
}
}