Improved method doc for AddFriend() - it actually does set up a two-way relationship.
Rename IFriendsModule.AddFriend() to AddFriendship()iar_mods
parent
a64def8b73
commit
e5ff7f389b
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@ -572,10 +572,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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{
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{
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m_log.DebugFormat("[FRIENDS]: {0} accepted friendship from {1}", client.AgentId, friendID);
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m_log.DebugFormat("[FRIENDS]: {0} accepted friendship from {1}", client.AgentId, friendID);
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AddFriend(client, friendID);
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AddFriendship(client, friendID);
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}
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}
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public void AddFriend(IClientAPI client, UUID friendID)
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public void AddFriendship(IClientAPI client, UUID friendID)
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{
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{
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StoreFriendships(client.AgentId, friendID);
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StoreFriendships(client.AgentId, friendID);
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@ -87,8 +87,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends.Tests
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
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SceneHelpers.AddScenePresence(m_scene, user2Id);
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SceneHelpers.AddScenePresence(m_scene, user2Id);
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// This friendship is currently only one-way, which might be pathalogical in Second Life.
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// This fiendship is two-way but without a connector, only the first user will receive the online
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m_fm.AddFriend(sp.ControllingClient, user2Id);
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// notification.
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m_fm.AddFriendship(sp.ControllingClient, user2Id);
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Assert.That(((TestClient)sp.ControllingClient).OfflineNotificationsReceived.Count, Is.EqualTo(0));
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Assert.That(((TestClient)sp.ControllingClient).OfflineNotificationsReceived.Count, Is.EqualTo(0));
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Assert.That(((TestClient)sp.ControllingClient).OnlineNotificationsReceived.Count, Is.EqualTo(1));
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Assert.That(((TestClient)sp.ControllingClient).OnlineNotificationsReceived.Count, Is.EqualTo(1));
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@ -34,18 +34,15 @@ namespace OpenSim.Region.Framework.Interfaces
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public interface IFriendsModule
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public interface IFriendsModule
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{
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{
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/// <summary>
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/// <summary>
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/// Add a friend for the given user.
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/// Add a friendship between two users.
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/// </summary>
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/// </summary>
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/// <remarks>
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/// <remarks>
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/// This is a one-way friendship. To make a two way friendship you will need to call this again with the
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/// client and friend reversed.
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///
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/// Ultimately, it would be more useful to take in a user account here rather than having to have a user
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/// Ultimately, it would be more useful to take in a user account here rather than having to have a user
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/// present in the scene.
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/// present in the scene.
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/// </remarks>
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/// </remarks>
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/// <param name="client"></param>
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/// <param name="client"></param>
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/// <param name="friendID"></param>
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/// <param name="friendID"></param>
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void AddFriend(IClientAPI client, UUID friendID);
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void AddFriendship(IClientAPI client, UUID friendID);
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uint GetFriendPerms(UUID PrincipalID, UUID FriendID);
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uint GetFriendPerms(UUID PrincipalID, UUID FriendID);
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bool SendFriendsOnlineIfNeeded(IClientAPI client);
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bool SendFriendsOnlineIfNeeded(IClientAPI client);
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