Mantis #7937: don't send group info to NPCs
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b522f0916a
commit
cec5682da9
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@ -1265,6 +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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@ -1387,6 +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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