make sure all new scenepresences have fresh groups information at creation time (grouptitle missing but not that needed at that point) (use direct calls exactly where we want things to happen), reusing a funtion name to rename later
parent
a66e747c95
commit
e57d3edf6f
|
@ -1284,7 +1284,7 @@ namespace OpenSim.Groups
|
|||
|
||||
GroupMembershipData[] membershipArray = GetProfileListedGroupMemberships(remoteClient, agentID);
|
||||
|
||||
remoteClient.RefreshGroupMembership();
|
||||
remoteClient.UpdateGroupMembership(membershipArray);
|
||||
remoteClient.SendAgentGroupDataUpdate(agentID, membershipArray);
|
||||
}
|
||||
|
||||
|
|
|
@ -13148,11 +13148,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
{
|
||||
lock(m_groupPowers)
|
||||
{
|
||||
GroupMembershipData activeMembership = null;
|
||||
if (m_GroupsModule != null)
|
||||
{
|
||||
GroupMembershipData[] GroupMembership =
|
||||
m_GroupsModule.GetMembershipData(AgentId);
|
||||
|
||||
|
||||
m_groupPowers.Clear();
|
||||
|
||||
if (GroupMembership != null)
|
||||
|
@ -13162,6 +13163,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
m_groupPowers[GroupMembership[i].GroupID] = GroupMembership[i].GroupPowers;
|
||||
}
|
||||
}
|
||||
|
||||
activeMembership = m_GroupsModule.GetActiveMembershipData(AgentId);
|
||||
if(activeMembership != null)
|
||||
{
|
||||
if(!m_groupPowers.ContainsKey(activeMembership.GroupID))
|
||||
activeMembership = null;
|
||||
else
|
||||
{
|
||||
m_activeGroupID = activeMembership.GroupID;
|
||||
m_activeGroupName = activeMembership.GroupName;
|
||||
m_activeGroupPowers = ActiveGroupPowers;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(activeMembership == null)
|
||||
{
|
||||
m_activeGroupID = UUID.Zero;
|
||||
m_activeGroupName = "";
|
||||
m_activeGroupPowers = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1094,6 +1094,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_LandingPointBehavior = LandingPointBehavior.SL;
|
||||
}
|
||||
|
||||
ControllingClient.RefreshGroupMembership();
|
||||
|
||||
}
|
||||
|
||||
private float lastHealthSent = 0;
|
||||
|
|
Loading…
Reference in New Issue