Improved method doc for AddFriend() - it actually does set up a two-way relationship.

Rename IFriendsModule.AddFriend() to AddFriendship()
iar_mods
Justin Clark-Casey (justincc) 2011-11-14 20:31:16 +00:00
parent a64def8b73
commit e5ff7f389b
3 changed files with 7 additions and 9 deletions

View File

@ -572,10 +572,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
{ {
m_log.DebugFormat("[FRIENDS]: {0} accepted friendship from {1}", client.AgentId, friendID); m_log.DebugFormat("[FRIENDS]: {0} accepted friendship from {1}", client.AgentId, friendID);
AddFriend(client, friendID); AddFriendship(client, friendID);
} }
public void AddFriend(IClientAPI client, UUID friendID) public void AddFriendship(IClientAPI client, UUID friendID)
{ {
StoreFriendships(client.AgentId, friendID); StoreFriendships(client.AgentId, friendID);

View File

@ -87,8 +87,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId); ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
SceneHelpers.AddScenePresence(m_scene, user2Id); SceneHelpers.AddScenePresence(m_scene, user2Id);
// This friendship is currently only one-way, which might be pathalogical in Second Life. // This fiendship is two-way but without a connector, only the first user will receive the online
m_fm.AddFriend(sp.ControllingClient, user2Id); // notification.
m_fm.AddFriendship(sp.ControllingClient, user2Id);
Assert.That(((TestClient)sp.ControllingClient).OfflineNotificationsReceived.Count, Is.EqualTo(0)); Assert.That(((TestClient)sp.ControllingClient).OfflineNotificationsReceived.Count, Is.EqualTo(0));
Assert.That(((TestClient)sp.ControllingClient).OnlineNotificationsReceived.Count, Is.EqualTo(1)); Assert.That(((TestClient)sp.ControllingClient).OnlineNotificationsReceived.Count, Is.EqualTo(1));

View File

@ -34,18 +34,15 @@ namespace OpenSim.Region.Framework.Interfaces
public interface IFriendsModule public interface IFriendsModule
{ {
/// <summary> /// <summary>
/// Add a friend for the given user. /// Add a friendship between two users.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// This is a one-way friendship. To make a two way friendship you will need to call this again with the
/// client and friend reversed.
///
/// Ultimately, it would be more useful to take in a user account here rather than having to have a user /// Ultimately, it would be more useful to take in a user account here rather than having to have a user
/// present in the scene. /// present in the scene.
/// </remarks> /// </remarks>
/// <param name="client"></param> /// <param name="client"></param>
/// <param name="friendID"></param> /// <param name="friendID"></param>
void AddFriend(IClientAPI client, UUID friendID); void AddFriendship(IClientAPI client, UUID friendID);
uint GetFriendPerms(UUID PrincipalID, UUID FriendID); uint GetFriendPerms(UUID PrincipalID, UUID FriendID);
bool SendFriendsOnlineIfNeeded(IClientAPI client); bool SendFriendsOnlineIfNeeded(IClientAPI client);