/* * 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)); } } }