Mantis #7937: don't send group info to NPCs

LSLKeyTest
Diva Canto 2016-06-23 12:10:50 -07:00
parent b522f0916a
commit cec5682da9
2 changed files with 10 additions and 0 deletions

View File

@ -1265,6 +1265,11 @@ 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);

View File

@ -1387,6 +1387,11 @@ 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);