public void TestSameSimulatorNeighbouringRegionsV1() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); // In order to run a single threaded regression test we do not want the entity transfer module waiting // for a callback from the destination scene before removing its avatar data. entityTransferConfig.Set("wait_for_callback", false); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); // FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour lscm.ServiceVersion = "SIMULATION/0.1"; Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); TestClient tc = new TestClient(acd, sceneA); List <TestClient> destinationTestClients = new List <TestClient>(); EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd); beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32); Assert.That(beforeSceneASp, Is.Not.Null); Assert.That(beforeSceneASp.IsChildAgent, Is.False); ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId); Assert.That(beforeSceneBSp, Is.Not.Null); Assert.That(beforeSceneBSp.IsChildAgent, Is.True); // In this case, we will not receieve a second InformClientOfNeighbour since the viewer already knows // about the neighbour region it is teleporting to. sceneA.RequestTeleportLocation( beforeSceneASp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); destinationTestClients[0].CompleteMovement(); ScenePresence afterSceneASp = sceneA.GetScenePresence(userId); Assert.That(afterSceneASp, Is.Not.Null); Assert.That(afterSceneASp.IsChildAgent, Is.True); ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId); Assert.That(afterSceneBSp, Is.Not.Null); Assert.That(afterSceneBSp.IsChildAgent, Is.False); Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName)); Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition)); Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0)); Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1)); Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1)); Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); // TODO: Add assertions to check correct circuit details in both scenes. // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera // position instead). // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); // TestHelpers.DisableLogging(); }
public void TestSameSimulatorNeighbouringRegionsV2() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); TestClient tc = new TestClient(acd, sceneA); List <TestClient> destinationTestClients = new List <TestClient>(); EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd); beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32); Assert.That(beforeSceneASp, Is.Not.Null); Assert.That(beforeSceneASp.IsChildAgent, Is.False); ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId); Assert.That(beforeSceneBSp, Is.Not.Null); Assert.That(beforeSceneBSp.IsChildAgent, Is.True); // Here, we need to make clientA's receipt of SendRegionTeleport trigger clientB's CompleteMovement(). This // is to operate the teleport V2 mechanism where the EntityTransferModule will first request the client to // CompleteMovement to the region and then call UpdateAgent to the destination region to confirm the receipt // Both these operations will occur on different threads and will wait for each other. // We have to do this via ThreadPool directly since FireAndForget has been switched to sync for the V1 // test protocol, where we are trying to avoid unpredictable async operations in regression tests. tc.OnTestClientSendRegionTeleport += (regionHandle, simAccess, regionExternalEndPoint, locationID, flags, capsURL) => ThreadPool.UnsafeQueueUserWorkItem(o => destinationTestClients[0].CompleteMovement(), null); sceneA.RequestTeleportLocation( beforeSceneASp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); ScenePresence afterSceneASp = sceneA.GetScenePresence(userId); Assert.That(afterSceneASp, Is.Not.Null); Assert.That(afterSceneASp.IsChildAgent, Is.True); ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId); Assert.That(afterSceneBSp, Is.Not.Null); Assert.That(afterSceneBSp.IsChildAgent, Is.False); Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName)); Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition)); Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0)); Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1)); Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1)); Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); // TODO: Add assertions to check correct circuit details in both scenes. // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera // position instead). // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); // TestHelpers.DisableLogging(); }
public void TestSameSimulatorIsolatedRegions_DestinationDidNotProcessViewerConnection() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); Vector3 preTeleportPosition = new Vector3(30, 31, 32); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("EntityTransferModule", etmA.Name); config.Configs["Modules"].Set("SimulationServices", lscm.Name); config.AddConfig("EntityTransfer"); // In order to run a single threaded regression test we do not want the entity transfer module waiting // for a callback from the destination scene before removing its avatar data. config.Configs["EntityTransfer"].Set("wait_for_callback", false); // config.AddConfig("Startup"); // config.Configs["Startup"].Set("serverside_object_permissions", true); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000); SceneHelpers.SetupSceneModules(sceneA, config, etmA); // We need to set up the permisions module on scene B so that our later use of agent limit to deny // QueryAccess won't succeed anyway because administrators are always allowed in and the default // IsAdministrator if no permissions module is present is true. SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new PermissionsModule(), etmB }); // Shared scene modules SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId); sp.AbsolutePosition = preTeleportPosition; sceneA.RequestTeleportLocation( sp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); // FIXME: Not setting up InformClientOfNeighbour on the TestClient means that it does not initiate // communication with the destination region. But this is a very non-obvious way of doing it - really we // should be forced to expicitly set this up. Assert.That(sceneB.GetScenePresence(userId), Is.Null); ScenePresence sceneASp = sceneA.GetScenePresence(userId); Assert.That(sceneASp, Is.Not.Null); Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName)); Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition)); Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1)); Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0)); Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0)); Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); // TODO: Add assertions to check correct circuit details in both scenes. // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera // position instead). // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); // TestHelpers.DisableLogging(); }
public void TestSameSimulatorIsolatedRegions_DeniedOnCreateAgent() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); Vector3 preTeleportPosition = new Vector3(30, 31, 32); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("EntityTransferModule", etmA.Name); config.Configs["Modules"].Set("SimulationServices", lscm.Name); config.AddConfig("EntityTransfer"); // In order to run a single threaded regression test we do not want the entity transfer module waiting // for a callback from the destination scene before removing its avatar data. config.Configs["EntityTransfer"].Set("wait_for_callback", false); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000); SceneHelpers.SetupSceneModules(sceneA, config, etmA); SceneHelpers.SetupSceneModules(sceneB, config, etmB); // Shared scene modules SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId); sp.AbsolutePosition = preTeleportPosition; // Make sceneB refuse CreateAgent sceneB.LoginsEnabled = false; sceneA.RequestTeleportLocation( sp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); // ((TestClient)sp.ControllingClient).CompleteTeleportClientSide(); Assert.That(sceneB.GetScenePresence(userId), Is.Null); ScenePresence sceneASp = sceneA.GetScenePresence(userId); Assert.That(sceneASp, Is.Not.Null); Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName)); Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition)); Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1)); Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0)); Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0)); Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); // TODO: Add assertions to check correct circuit details in both scenes. // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera // position instead). // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); // TestHelpers.DisableLogging(); }
public void TestSameSimulatorIsolatedRegionsV2() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000); SceneHelpers.SetupSceneModules(sceneA, config, etmA); SceneHelpers.SetupSceneModules(sceneB, config, etmB); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId); sp.AbsolutePosition = new Vector3(30, 31, 32); List <TestClient> destinationTestClients = new List <TestClient>(); EntityTransferHelpers.SetupSendRegionTeleportTriggersDestinationClientCreateAndCompleteMovement( (TestClient)sp.ControllingClient, destinationTestClients); sceneA.RequestTeleportLocation( sp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); Assert.That(sceneA.GetScenePresence(userId), Is.Null); ScenePresence sceneBSp = sceneB.GetScenePresence(userId); Assert.That(sceneBSp, Is.Not.Null); Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName)); Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition)); Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0)); Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0)); Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1)); Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); // TODO: Add assertions to check correct circuit details in both scenes. // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera // position instead). // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); }
public void TestSameSimulatorIsolatedRegionsV1() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); // In order to run a single threaded regression test we do not want the entity transfer module waiting // for a callback from the destination scene before removing its avatar data. entityTransferConfig.Set("wait_for_callback", false); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000); SceneHelpers.SetupSceneModules(sceneA, config, etmA); SceneHelpers.SetupSceneModules(sceneB, config, etmB); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); // FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour lscm.ServiceVersion = "SIMULATION/0.1"; Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId); sp.AbsolutePosition = new Vector3(30, 31, 32); List <TestClient> destinationTestClients = new List <TestClient>(); EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate( (TestClient)sp.ControllingClient, destinationTestClients); sceneA.RequestTeleportLocation( sp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); // SetupInformClientOfNeighbour() will have handled the callback into the target scene to setup the child // agent. This call will now complete the movement of the user into the destination and upgrade the agent // from child to root. destinationTestClients[0].CompleteMovement(); Assert.That(sceneA.GetScenePresence(userId), Is.Null); ScenePresence sceneBSp = sceneB.GetScenePresence(userId); Assert.That(sceneBSp, Is.Not.Null); Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName)); Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition)); Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0)); Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0)); Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1)); Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); // TODO: Add assertions to check correct circuit details in both scenes. // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera // position instead). // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); }
public void TestSameSimulatorNeighbouringRegionsTeleport() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); // In order to run a single threaded regression test we do not want the entity transfer module waiting // for a callback from the destination scene before removing its avatar data. entityTransferConfig.Set("wait_for_callback", false); SceneHelpers sh = new SceneHelpers(); TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager); originalSp.AbsolutePosition = new Vector3(30, 31, 32); ScenePresence beforeSceneASp = sceneA.GetScenePresence(userId); Assert.That(beforeSceneASp, Is.Not.Null); Assert.That(beforeSceneASp.IsChildAgent, Is.False); ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId); Assert.That(beforeSceneBSp, Is.Not.Null); Assert.That(beforeSceneBSp.IsChildAgent, Is.True); // XXX: A very nasty hack to tell the client about the destination scene without having to crank the whole // UDP stack (?) // ((TestClient)beforeSceneASp.ControllingClient).TeleportTargetScene = sceneB; sceneA.RequestTeleportLocation( beforeSceneASp.ControllingClient, sceneB.RegionInfo.RegionHandle, teleportPosition, teleportLookAt, (uint)TeleportFlags.ViaLocation); ((TestClient)beforeSceneASp.ControllingClient).CompleteTeleportClientSide(); ScenePresence afterSceneASp = sceneA.GetScenePresence(userId); Assert.That(afterSceneASp, Is.Not.Null); Assert.That(afterSceneASp.IsChildAgent, Is.True); ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId); Assert.That(afterSceneBSp, Is.Not.Null); Assert.That(afterSceneBSp.IsChildAgent, Is.False); Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName)); Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition)); Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0)); Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1)); Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1)); Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); // TODO: Add assertions to check correct circuit details in both scenes. // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera // position instead). // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); // TestHelpers.DisableLogging(); }