Revert " don't try to send initial AgentGroupDataUpdate to NPCs" this was
already done
This reverts commit 84a6a6e008
.
LSLKeyTest
parent
84a6a6e008
commit
158e0ae402
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@ -249,8 +249,7 @@ namespace OpenSim.Groups
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// There might be some problem with the thread we're generating this on but not
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// doing the update at this time causes problems (Mantis #7920 and #7915)
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// TODO: move sending this update to a later time in the rootification of the client.
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if(!sp.isNPC)
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SendAgentGroupDataUpdate(sp.ControllingClient, false);
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SendAgentGroupDataUpdate(sp.ControllingClient, false);
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}
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private void OnMakeChild(ScenePresence sp)
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@ -1266,6 +1265,11 @@ namespace OpenSim.Groups
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{
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if (m_debugEnabled) m_log.InfoFormat("[Groups]: {0} called for {1}", System.Reflection.MethodBase.GetCurrentMethod().Name, remoteClient.Name);
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// NPCs currently don't have a CAPs structure or event queues. There is a strong argument for conveying this information
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// to them anyway since it makes writing server-side bots a lot easier, but for now we don't do anything.
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if (remoteClient.SceneAgent.PresenceType == PresenceType.Npc)
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return;
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// TODO: All the client update functions need to be reexamined because most do too much and send too much stuff
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UUID agentID = GetRequestingAgentID(remoteClient);
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@ -1274,7 +1278,10 @@ namespace OpenSim.Groups
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GroupMembershipData[] membershipArray = GetProfileListedGroupMemberships(remoteClient, agentID);
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IEventQueue eq = remoteClient.Scene.RequestModuleInterface<IEventQueue>();
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eq.GroupMembershipData(GetRequestingAgentID(remoteClient), dataForClientID, membershipArray);
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if (eq != null)
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eq.GroupMembershipData(GetRequestingAgentID(remoteClient), dataForClientID, membershipArray);
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else
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remoteClient.SendGroupMembership(membershipArray);
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remoteClient.RefreshGroupMembership();
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}
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@ -271,8 +271,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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// There might be some problem with the thread we're generating this on but not
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// doing the update at this time causes problems (Mantis #7920 and #7915)
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// TODO: move sending this update to a later time in the rootification of the client.
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if(!sp.isNPC)
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SendAgentGroupDataUpdate(sp.ControllingClient, false);
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SendAgentGroupDataUpdate(sp.ControllingClient, false);
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}
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private void OnMakeChild(ScenePresence sp)
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@ -1388,6 +1387,11 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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{
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if (m_debugEnabled) m_log.InfoFormat("[GROUPS]: {0} called for {1}", System.Reflection.MethodBase.GetCurrentMethod().Name, remoteClient.Name);
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// NPCs currently don't have a CAPs structure or event queues. There is a strong argument for conveying this information
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// to them anyway since it makes writing server-side bots a lot easier, but for now we don't do anything.
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if (remoteClient.SceneAgent.PresenceType == PresenceType.Npc)
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return;
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// TODO: All the client update functions need to be reexamined because most do too much and send too much stuff
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UUID agentID = GetRequestingAgentID(remoteClient);
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@ -1396,7 +1400,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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GroupMembershipData[] membershipArray = GetProfileListedGroupMemberships(remoteClient, agentID);
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IEventQueue eq = remoteClient.Scene.RequestModuleInterface<IEventQueue>();
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eq.GroupMembershipData(GetRequestingAgentID(remoteClient), dataForClientID, membershipArray);
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if (eq != null)
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eq.GroupMembershipData(GetRequestingAgentID(remoteClient), dataForClientID, membershipArray);
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else
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remoteClient.SendGroupMembership(membershipArray);
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remoteClient.RefreshGroupMembership();
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}
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