private void SetupNeighbourRegions(TestScene sceneA, TestScene sceneB) { // XXX: HTTP server is not (and should not be) necessary for this test, though it's absence makes the // CapabilitiesModule complain when it can't set up HTTP endpoints. // BaseHttpServer httpServer = new BaseHttpServer(99999); // MainServer.AddHttpServer(httpServer); // MainServer.Instance = httpServer; // We need entity transfer modules so that when sp2 logs into the east region, the region calls // EntityTransferModuleto set up a child agent on the west region. // XXX: However, this is not an entity transfer so is misleading. EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); IConfigSource config = new IniConfigSource(); config.AddConfig("Chat"); IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, new ChatModule()); SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB, new ChatModule()); }
public override void SetUp() { base.SetUp(); uint port = 9999; uint sslPort = 9998; // This is an unfortunate bit of clean up we have to do because MainServer manages things through static // variables and the VM is not restarted between tests. MainServer.RemoveHttpServer(port); BaseHttpServer server = new BaseHttpServer(port, false, sslPort, ""); MainServer.AddHttpServer(server); MainServer.Instance = server; IConfigSource config = new IniConfigSource(); config.AddConfig("Startup"); config.Configs["Startup"].Set("EventQueue", "true"); CapabilitiesModule capsModule = new CapabilitiesModule(); m_eqgMod = new EventQueueGetModule(); // For NPC test support config.AddConfig("NPC"); config.Configs["NPC"].Set("Enabled", "true"); m_npcMod = new NPCModule(); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, config, capsModule, m_eqgMod, m_npcMod); }
public void Init() { //AppDomain.CurrentDomain.SetData("APPBASE", Environment.CurrentDirectory + "/bin"); // Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory); m_xEngine = new XEngine(); // Necessary to stop serialization complaining WorldCommModule wcModule = new WorldCommModule(); IniConfigSource configSource = new IniConfigSource(); IConfig startupConfig = configSource.AddConfig("Startup"); startupConfig.Set("DefaultScriptEngine", "XEngine"); IConfig xEngineConfig = configSource.AddConfig("XEngine"); xEngineConfig.Set("Enabled", "true"); // These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call // to AssemblyResolver.OnAssemblyResolve fails. xEngineConfig.Set("AppDomainLoading", "false"); m_scene = new SceneHelpers().SetupScene("My Test", UUID.Random(), 1000, 1000, configSource); SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine, wcModule); m_scene.EventManager.OnChatFromWorld += OnChatFromWorld; m_scene.StartScripts(); }
/// <summary> /// Set up a scene. If it's more then one scene, use the same CommunicationsManager to link regions /// or a different, to get a brand new scene with new shared region modules. /// </summary> /// <param name="name">Name of the region</param> /// <param name="id">ID of the region</param> /// <param name="x">X co-ordinate of the region</param> /// <param name="y">Y co-ordinate of the region</param> /// <param name="cm">This should be the same if simulating two scenes within a standalone</param> /// <returns></returns> public static TestScene SetupScene(string name, UUID id, uint x, uint y, CoreAssetCache cache) { Console.WriteLine("Setting up test scene {0}", name); // We must set up a console otherwise setup of some modules may fail MainConsole.Instance = new MockConsole("TEST PROMPT"); RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1"); regInfo.RegionName = name; regInfo.RegionID = id; AgentCircuitManager acm = new AgentCircuitManager(); SceneCommunicationService scs = new SceneCommunicationService(); ISimulationDataService simDataService = OpenSim.Server.Base.ServerUtils.LoadPlugin <ISimulationDataService>("OpenSim.Tests.Common.dll", null); IEstateDataService estateDataService = null; IConfigSource configSource = new IniConfigSource(); TestScene testScene = new TestScene( regInfo, acm, scs, simDataService, estateDataService, null, false, configSource, null); IRegionModule godsModule = new GodsModule(); godsModule.Initialise(testScene, new IniConfigSource()); testScene.AddModule(godsModule.Name, godsModule); LocalAssetServicesConnector assetService = StartAssetService(testScene, cache); StartAuthenticationService(testScene); LocalInventoryServicesConnector inventoryService = StartInventoryService(testScene); StartGridService(testScene); LocalUserAccountServicesConnector userAccountService = StartUserAccountService(testScene); LocalPresenceServicesConnector presenceService = StartPresenceService(testScene); inventoryService.PostInitialise(); assetService.PostInitialise(); userAccountService.PostInitialise(); presenceService.PostInitialise(); testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random(); testScene.SetModuleInterfaces(); testScene.LandChannel = new TestLandChannel(testScene); testScene.LoadWorldMap(); PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager(); physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll"); testScene.PhysicsScene = physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test"); testScene.RegionInfo.EstateSettings = new EstateSettings(); testScene.LoginsDisabled = false; testScene.RegisterRegionWithGrid(); return(testScene); }
public override void SetUp() { base.SetUp(); m_module = new MoapModule(); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, m_module); }
public override void SetUp() { base.SetUp(); SerialiserModule serialiserModule = new SerialiserModule(); m_archiverModule = new InventoryArchiverModule(); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, serialiserModule, m_archiverModule); }
public override void SetUp() { base.SetUp(); IConfigSource config = new IniConfigSource(); config.AddConfig("Messaging"); config.Configs["Messaging"].Set("InventoryTransferModule", "InventoryTransferModule"); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, config, new InventoryTransferModule()); }
public void TearDown() { scene.Close(); scene = null; GC.Collect(); GC.WaitForPendingFinalizers(); // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple // threads. Possibly, later tests should be rewritten not to worry about such things. Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; }
public override void SetUp() { base.SetUp(); m_archiverModule = new ArchiverModule(); m_serialiserModule = new SerialiserModule(); TerrainModule terrainModule = new TerrainModule(); m_sceneHelpers = new SceneHelpers(); m_scene = m_sceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(m_scene, m_archiverModule, m_serialiserModule, terrainModule); }
public override void SetUp() { base.SetUp(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("AssetCaching", "FlotsamAssetCache"); config.AddConfig("AssetCache"); config.Configs["AssetCache"].Set("FileCacheEnabled", "false"); config.Configs["AssetCache"].Set("MemoryCacheEnabled", "true"); m_cache = new FlotsamAssetCache(); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, config, m_cache); }
public void Init() { // We must clear friends data between tests since Data.Null holds it in static properties. This is necessary // so that different services and simulator can share the data in standalone mode. This is pretty horrible // effectively the statics are global variables. NullFriendsData.Clear(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); // Not strictly necessary since FriendsModule assumes it is the default (!) config.Configs["Modules"].Set("FriendsModule", "FriendsModule"); config.AddConfig("Friends"); config.Configs["Friends"].Set("Connector", "OpenSim.Services.FriendsService.dll"); config.AddConfig("FriendsService"); config.Configs["FriendsService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); m_scene = new SceneHelpers().SetupScene(); m_fm = new FriendsModule(); SceneHelpers.SetupSceneModules(m_scene, config, m_fm); }
public override void SetUp() { base.SetUp(); m_pcm = new PrimCountModule(); LandManagementModule lmm = new LandManagementModule(); m_scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(m_scene, lmm, m_pcm); int xParcelDivider = (int)Constants.RegionSize - 1; ILandObject lo = new LandObject(m_userId, false, m_scene); lo.LandData.Name = "m_lo"; lo.SetLandBitmap( lo.GetSquareLandBitmap(0, 0, xParcelDivider, (int)Constants.RegionSize)); m_lo = lmm.AddLandObject(lo); ILandObject lo2 = new LandObject(m_userId, false, m_scene); lo2.SetLandBitmap( lo2.GetSquareLandBitmap(xParcelDivider, 0, (int)Constants.RegionSize, (int)Constants.RegionSize)); lo2.LandData.Name = "m_lo2"; m_lo2 = lmm.AddLandObject(lo2); }
public override void SetUp() { base.SetUp(); m_iam = new BasicInventoryAccessModule(); IConfigSource config = new IniConfigSource(); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); SceneHelpers sceneHelpers = new SceneHelpers(); m_scene = sceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(m_scene, config, m_iam); // Create user string userFirstName = "Jock"; string userLastName = "Stirrup"; string userPassword = "******"; UserAccountHelpers.CreateUserWithInventory(m_scene, userFirstName, userLastName, m_userId, userPassword); AgentCircuitData acd = new AgentCircuitData(); acd.AgentID = m_userId; m_tc = new TestClient(acd, m_scene); }
/// <summary> /// Set up a scene. /// </summary> /// <param name="name">Name of the region</param> /// <param name="id">ID of the region</param> /// <param name="x">X co-ordinate of the region</param> /// <param name="y">Y co-ordinate of the region</param> /// <param name="configSource"></param> /// <returns></returns> public TestScene SetupScene( string name, UUID id, uint x, uint y, IConfigSource configSource) { Console.WriteLine("Setting up test scene {0}", name); // We must set up a console otherwise setup of some modules may fail MainConsole.Instance = new MockConsole(); RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1"); regInfo.RegionName = name; regInfo.RegionID = id; SceneCommunicationService scs = new SceneCommunicationService(); TestScene testScene = new TestScene( regInfo, m_acm, scs, m_simDataService, m_estateDataService, configSource, null); INonSharedRegionModule godsModule = new GodsModule(); godsModule.Initialise(new IniConfigSource()); godsModule.AddRegion(testScene); // Add scene to services m_assetService.AddRegion(testScene); if (m_cache != null) { m_cache.AddRegion(testScene); m_cache.RegionLoaded(testScene); testScene.AddRegionModule(m_cache.Name, m_cache); } m_assetService.RegionLoaded(testScene); testScene.AddRegionModule(m_assetService.Name, m_assetService); m_authenticationService.AddRegion(testScene); m_authenticationService.RegionLoaded(testScene); testScene.AddRegionModule(m_authenticationService.Name, m_authenticationService); m_inventoryService.AddRegion(testScene); m_inventoryService.RegionLoaded(testScene); testScene.AddRegionModule(m_inventoryService.Name, m_inventoryService); m_gridService.AddRegion(testScene); m_gridService.RegionLoaded(testScene); testScene.AddRegionModule(m_gridService.Name, m_gridService); m_userAccountService.AddRegion(testScene); m_userAccountService.RegionLoaded(testScene); testScene.AddRegionModule(m_userAccountService.Name, m_userAccountService); m_presenceService.AddRegion(testScene); m_presenceService.RegionLoaded(testScene); testScene.AddRegionModule(m_presenceService.Name, m_presenceService); testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random(); testScene.SetModuleInterfaces(); testScene.LandChannel = new TestLandChannel(testScene); testScene.LoadWorldMap(); PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager(); physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll"); testScene.PhysicsScene = physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test"); testScene.RegionInfo.EstateSettings = new EstateSettings(); testScene.LoginsEnabled = true; testScene.RegisterRegionWithGrid(); SceneManager.Add(testScene); return(testScene); }
public void Init() { m_scene = new SceneHelpers().SetupScene(); }
public void Init() { m_osChatMessageReceived = null; m_chatMessagesReceived = 0; m_chatMessagesThreshold = 0; m_chatEvent = new AutoResetEvent(false); m_stoppedEvent = new AutoResetEvent(false); //AppDomain.CurrentDomain.SetData("APPBASE", Environment.CurrentDirectory + "/bin"); // Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory); m_xEngine = new OpenSim.Region.ScriptEngine.XEngine.XEngine(); m_xEngine.DebugLevel = 1; IniConfigSource configSource = new IniConfigSource(); IConfig startupConfig = configSource.AddConfig("Startup"); startupConfig.Set("DefaultScriptEngine", "XEngine"); IConfig xEngineConfig = configSource.AddConfig("XEngine"); xEngineConfig.Set("Enabled", "true"); xEngineConfig.Set("StartDelay", "0"); // These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call // to AssemblyResolver.OnAssemblyResolve fails. xEngineConfig.Set("AppDomainLoading", "false"); xEngineConfig.Set("ScriptStopStrategy", "co-op"); // Make sure loops aren't actually being terminated by a script delay wait. xEngineConfig.Set("ScriptDelayFactor", 0); // This is really just set for debugging the test. xEngineConfig.Set("WriteScriptSourceToDebugFile", true); // Set to false if we need to debug test so the old scripts don't get wiped before each separate test // xEngineConfig.Set("DeleteScriptsOnStartup", false); // This is not currently used at all for co-op termination. Bumping up to demonstrate that co-op termination // has an effect - without it tests will fail due to a 120 second wait for the event to finish. xEngineConfig.Set("WaitForEventCompletionOnScriptStop", 120000); m_scene = new SceneHelpers().SetupScene("My Test", TestHelpers.ParseTail(0x9999), 1000, 1000, configSource); SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine); m_scene.StartScripts(); }
public void Init() { m_scene = new SceneHelpers().SetupScene(); m_sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1)); }
/// <summary> /// Set up a scene. /// </summary> /// <param name="name">Name of the region</param> /// <param name="id">ID of the region</param> /// <param name="x">X co-ordinate of the region</param> /// <param name="y">Y co-ordinate of the region</param> /// <param name="sizeX">X size of scene</param> /// <param name="sizeY">Y size of scene</param> /// <param name="configSource"></param> /// <returns></returns> public TestScene SetupScene( string name, UUID id, uint x, uint y, uint sizeX, uint sizeY, IConfigSource configSource) { Console.WriteLine("Setting up test scene {0}", name); // We must set up a console otherwise setup of some modules may fail MainConsole.Instance = new MockConsole(); RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1"); regInfo.RegionName = name; regInfo.RegionID = id; regInfo.RegionSizeX = sizeX; regInfo.RegionSizeY = sizeY; TestScene testScene = new TestScene( regInfo, m_acm, SimDataService, m_estateDataService, configSource, null); INonSharedRegionModule godsModule = new GodsModule(); godsModule.Initialise(new IniConfigSource()); godsModule.AddRegion(testScene); // Add scene to physics ((INonSharedRegionModule)m_physicsScene).AddRegion(testScene); ((INonSharedRegionModule)m_physicsScene).RegionLoaded(testScene); // Add scene to services m_assetService.AddRegion(testScene); if (m_cache != null) { m_cache.AddRegion(testScene); m_cache.RegionLoaded(testScene); testScene.AddRegionModule(m_cache.Name, m_cache); } m_assetService.RegionLoaded(testScene); testScene.AddRegionModule(m_assetService.Name, m_assetService); m_authenticationService.AddRegion(testScene); m_authenticationService.RegionLoaded(testScene); testScene.AddRegionModule(m_authenticationService.Name, m_authenticationService); m_inventoryService.AddRegion(testScene); m_inventoryService.RegionLoaded(testScene); testScene.AddRegionModule(m_inventoryService.Name, m_inventoryService); m_gridService.AddRegion(testScene); m_gridService.RegionLoaded(testScene); testScene.AddRegionModule(m_gridService.Name, m_gridService); m_userAccountService.AddRegion(testScene); m_userAccountService.RegionLoaded(testScene); testScene.AddRegionModule(m_userAccountService.Name, m_userAccountService); m_presenceService.AddRegion(testScene); m_presenceService.RegionLoaded(testScene); testScene.AddRegionModule(m_presenceService.Name, m_presenceService); testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random(); testScene.SetModuleInterfaces(); testScene.LandChannel = new TestLandChannel(testScene); testScene.LoadWorldMap(); testScene.RegionInfo.EstateSettings = new EstateSettings(); testScene.LoginsEnabled = true; testScene.RegisterRegionWithGrid(); SceneManager.Add(testScene); return testScene; }
public override void SetUp() { base.SetUp(); m_scene = new SceneHelpers().SetupScene(); }
public void TearDown() { m_scene.Close(); m_scene = null; GC.Collect(); GC.WaitForPendingFinalizers(); }
/// <summary> /// Set up a scene. /// </summary> /// <param name="name">Name of the region</param> /// <param name="id">ID of the region</param> /// <param name="x">X co-ordinate of the region</param> /// <param name="y">Y co-ordinate of the region</param> /// <param name="sizeX">X size of scene</param> /// <param name="sizeY">Y size of scene</param> /// <param name="configSource"></param> /// <returns></returns> public TestScene SetupScene( string name, UUID id, uint x, uint y, uint sizeX, uint sizeY, IConfigSource configSource) { Console.WriteLine("Setting up test scene {0}", name); // We must set up a console otherwise setup of some modules may fail MainConsole.Instance = new MockConsole(); RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1"); regInfo.RegionName = name; regInfo.RegionID = id; regInfo.RegionSizeX = sizeX; regInfo.RegionSizeY = sizeY; SceneCommunicationService scs = new SceneCommunicationService(); PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager(); physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll"); Vector3 regionExtent = new Vector3( regInfo.RegionSizeX, regInfo.RegionSizeY, regInfo.RegionSizeZ); PhysicsScene physicsScene = physicsPluginManager.GetPhysicsScene( "basicphysics", "ZeroMesher", new IniConfigSource(), "test", regionExtent); TestScene testScene = new TestScene( regInfo, m_acm, physicsScene, scs, SimDataService, m_estateDataService, configSource, null); INonSharedRegionModule godsModule = new GodsModule(); godsModule.Initialise(new IniConfigSource()); godsModule.AddRegion(testScene); // Add scene to services m_assetService.AddRegion(testScene); if (m_cache != null) { m_cache.AddRegion(testScene); m_cache.RegionLoaded(testScene); testScene.AddRegionModule(m_cache.Name, m_cache); } m_assetService.RegionLoaded(testScene); testScene.AddRegionModule(m_assetService.Name, m_assetService); m_authenticationService.AddRegion(testScene); m_authenticationService.RegionLoaded(testScene); testScene.AddRegionModule(m_authenticationService.Name, m_authenticationService); m_inventoryService.AddRegion(testScene); m_inventoryService.RegionLoaded(testScene); testScene.AddRegionModule(m_inventoryService.Name, m_inventoryService); m_gridService.AddRegion(testScene); m_gridService.RegionLoaded(testScene); testScene.AddRegionModule(m_gridService.Name, m_gridService); m_userAccountService.AddRegion(testScene); m_userAccountService.RegionLoaded(testScene); testScene.AddRegionModule(m_userAccountService.Name, m_userAccountService); m_presenceService.AddRegion(testScene); m_presenceService.RegionLoaded(testScene); testScene.AddRegionModule(m_presenceService.Name, m_presenceService); testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random(); testScene.SetModuleInterfaces(); testScene.LandChannel = new TestLandChannel(testScene); testScene.LoadWorldMap(); testScene.RegionInfo.EstateSettings = new EstateSettings(); testScene.LoginsEnabled = true; testScene.RegisterRegionWithGrid(); SceneManager.Add(testScene); return testScene; }
public void SetUpScene(uint sizeX, uint sizeY) { IConfigSource config = new IniConfigSource(); config.AddConfig("NPC"); config.Configs["NPC"].Set("Enabled", "true"); config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); m_afMod = new AvatarFactoryModule(); m_umMod = new UserManagementModule(); m_attMod = new AttachmentsModule(); m_npcMod = new NPCModule(); m_scene = new SceneHelpers().SetupScene("test scene", UUID.Random(), 1000, 1000, sizeX, sizeY, config); SceneHelpers.SetupSceneModules(m_scene, config, m_afMod, m_umMod, m_attMod, m_npcMod, new BasicInventoryAccessModule()); }
public void Init() { m_scene = new SceneHelpers().SetupScene(); m_so1 = SceneHelpers.CreateSceneObject(1, m_ownerId, "so1", 0x10); m_so2 = SceneHelpers.CreateSceneObject(1, m_ownerId, "so2", 0x20); }
/// <summary> /// Set up a scene. /// </summary> /// <param name="name">Name of the region</param> /// <param name="id">ID of the region</param> /// <param name="x">X co-ordinate of the region</param> /// <param name="y">Y co-ordinate of the region</param> /// <param name="sizeX">X size of scene</param> /// <param name="sizeY">Y size of scene</param> /// <param name="configSource"></param> /// <returns></returns> public TestScene SetupScene( string name, UUID id, uint x, uint y, uint sizeX, uint sizeY, IConfigSource configSource) { Console.WriteLine("Setting up test scene {0}", name); // We must set up a console otherwise setup of some modules may fail MainConsole.Instance = new MockConsole(); RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1"); regInfo.RegionName = name; regInfo.RegionID = id; regInfo.RegionSizeX = sizeX; regInfo.RegionSizeY = sizeY; regInfo.ServerURI = "http://127.0.0.1:9000/"; TestScene testScene = new TestScene( regInfo, m_acm, SimDataService, m_estateDataService, configSource, null); testScene.RegionInfo.EstateSettings = new EstateSettings(); testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random(); INonSharedRegionModule godsModule = new GodsModule(); godsModule.Initialise(new IniConfigSource()); godsModule.AddRegion(testScene); // Add scene to physics ((INonSharedRegionModule)m_physicsScene).AddRegion(testScene); ((INonSharedRegionModule)m_physicsScene).RegionLoaded(testScene); // Add scene to services m_assetService.AddRegion(testScene); if (m_cache != null) { m_cache.AddRegion(testScene); m_cache.RegionLoaded(testScene); testScene.AddRegionModule(m_cache.Name, m_cache); } m_assetService.RegionLoaded(testScene); testScene.AddRegionModule(m_assetService.Name, m_assetService); m_authenticationService.AddRegion(testScene); m_authenticationService.RegionLoaded(testScene); testScene.AddRegionModule(m_authenticationService.Name, m_authenticationService); m_inventoryService.AddRegion(testScene); m_inventoryService.RegionLoaded(testScene); testScene.AddRegionModule(m_inventoryService.Name, m_inventoryService); m_gridService.AddRegion(testScene); m_gridService.RegionLoaded(testScene); testScene.AddRegionModule(m_gridService.Name, m_gridService); m_userAccountService.AddRegion(testScene); m_userAccountService.RegionLoaded(testScene); testScene.AddRegionModule(m_userAccountService.Name, m_userAccountService); m_presenceService.AddRegion(testScene); m_presenceService.RegionLoaded(testScene); testScene.AddRegionModule(m_presenceService.Name, m_presenceService); testScene.SetModuleInterfaces(); testScene.LandChannel = new TestLandChannel(testScene); testScene.LoadWorldMap(); testScene.LoginsEnabled = true; testScene.RegisterRegionWithGrid(); SceneManager.Add(testScene); return(testScene); }
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(); scene = new SceneHelpers().SetupScene(); SceneHelpers.SetupSceneModules(scene, config, afm, umm, am, new BasicInventoryAccessModule(), new NPCModule()); }