don't try to send initial AgentGroupDataUpdate to NPCs

LSLKeyTest
UbitUmarov 2016-06-28 23:52:00 +01:00
parent 90b825cda8
commit 84a6a6e008
2 changed files with 6 additions and 20 deletions

View File

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

View File

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