Don't try and send group updates to NPCs via event queue, since NPCs have no event queue.
I think there is an argument for sending this information to NPCs anyway since in some cases it appears a lot easier to write server-side bots by hooking into such internal events. However, would need to stop event messages building up on NPC queues if they are never retrieved.0.7.6-extended
parent
f3edc0d8b7
commit
377fe63c60
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@ -1223,12 +1223,16 @@ namespace OpenSim.Groups
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{
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if (m_debugEnabled) m_log.InfoFormat("[Groups]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().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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OSDArray AgentData = new OSDArray(1);
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OSDMap AgentDataMap = new OSDMap(1);
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AgentDataMap.Add("AgentID", OSD.FromUUID(dataForAgentID));
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AgentData.Add(AgentDataMap);
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OSDArray GroupData = new OSDArray(data.Length);
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OSDArray NewGroupData = new OSDArray(data.Length);
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@ -1275,7 +1279,6 @@ namespace OpenSim.Groups
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{
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queue.Enqueue(queue.BuildEvent("AgentGroupDataUpdate", llDataStruct), GetRequestingAgentID(remoteClient));
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}
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}
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private void SendScenePresenceUpdate(UUID AgentID, string Title)
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@ -1337,6 +1340,7 @@ namespace OpenSim.Groups
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GroupMembershipData[] membershipArray = GetProfileListedGroupMemberships(remoteClient, dataForAgentID);
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SendGroupMembershipInfoViaCaps(remoteClient, dataForAgentID, membershipArray);
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//remoteClient.SendAvatarGroupsReply(dataForAgentID, membershipArray);
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if (remoteClient.AgentId == dataForAgentID)
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remoteClient.RefreshGroupMembership();
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@ -1212,7 +1212,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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AgentDataMap.Add("AgentID", OSD.FromUUID(dataForAgentID));
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AgentData.Add(AgentDataMap);
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OSDArray GroupData = new OSDArray(data.Length);
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OSDArray NewGroupData = new OSDArray(data.Length);
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