document & 80-character width terminal formatting
Signed-off-by: Diva Canto <diva@metaverseink.com>integration
parent
23605cf93d
commit
f560d581bb
|
@ -32,14 +32,16 @@ using OpenSim.Region.Framework.Scenes;
|
|||
namespace OpenSim.Region.Framework.Interfaces
|
||||
{
|
||||
/// <summary>
|
||||
/// Temporary interface. More methods to come at some point to make NPCs more object oriented rather than
|
||||
/// controlling purely through module level interface calls (e.g. sit/stand).
|
||||
/// Temporary interface. More methods to come at some point to make NPCs
|
||||
/// more object oriented rather than controlling purely through module
|
||||
/// level interface calls (e.g. sit/stand).
|
||||
/// </summary>
|
||||
public interface INPC
|
||||
{
|
||||
/// <summary>
|
||||
/// Should this NPC be sensed by LSL sensors as an 'agent' (interpreted here to mean a normal user)
|
||||
/// rather than an OpenSim specific NPC extension?
|
||||
/// Should this NPC be sensed by LSL sensors as an 'agent'
|
||||
/// (interpreted here to mean a normal user) rather than an OpenSim
|
||||
/// specific NPC extension?
|
||||
/// </summary>
|
||||
bool SenseAsAgent { get; }
|
||||
}
|
||||
|
@ -53,35 +55,42 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <param name="lastname"></param>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="senseAsAgent">
|
||||
/// Make the NPC show up as an agent on LSL sensors. The default is that they
|
||||
/// show up as the NPC type instead, but this is currently an OpenSim-only extension.
|
||||
/// Make the NPC show up as an agent on LSL sensors. The default is
|
||||
/// that they show up as the NPC type instead, but this is currently
|
||||
/// an OpenSim-only extension.
|
||||
/// </param>
|
||||
/// <param name="scene"></param>
|
||||
/// <param name="appearance">The avatar appearance to use for the new NPC.</param>
|
||||
/// <returns>The UUID of the ScenePresence created. UUID.Zero if there was a failure.</returns>
|
||||
UUID CreateNPC(
|
||||
string firstname,
|
||||
string lastname,
|
||||
Vector3 position,
|
||||
UUID owner,
|
||||
bool senseAsAgent,
|
||||
Scene scene,
|
||||
AvatarAppearance appearance);
|
||||
/// <param name="appearance">
|
||||
/// The avatar appearance to use for the new NPC.
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// The UUID of the ScenePresence created. UUID.Zero if there was a
|
||||
/// failure.
|
||||
/// </returns>
|
||||
UUID CreateNPC(string firstname, string lastname, Vector3 position,
|
||||
UUID owner, bool senseAsAgent, Scene scene,
|
||||
AvatarAppearance appearance);
|
||||
|
||||
/// <summary>
|
||||
/// Check if the agent is an NPC.
|
||||
/// </summary>
|
||||
/// <param name="agentID"></param>
|
||||
/// <param name="scene"></param>
|
||||
/// <returns>True if the agent is an NPC in the given scene. False otherwise.</returns>
|
||||
/// <returns>
|
||||
/// True if the agent is an NPC in the given scene. False otherwise.
|
||||
/// </returns>
|
||||
bool IsNPC(UUID agentID, Scene scene);
|
||||
|
||||
/// <summary>
|
||||
/// Get the NPC. This is not currently complete - manipulation of NPCs still occurs through the region interface
|
||||
/// Get the NPC.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is not currently complete - manipulation of NPCs still occurs
|
||||
/// through the region interface.
|
||||
/// </remarks>
|
||||
/// <param name="agentID"></param>
|
||||
/// <param name="scene"></param>
|
||||
/// <returns>The NPC. null if it does not exist.</returns>
|
||||
/// <returns>The NPC. null if it does not exist.</returns>
|
||||
INPC GetNPC(UUID agentID, Scene scene);
|
||||
|
||||
/// <summary>
|
||||
|
@ -89,7 +98,10 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// </summary>
|
||||
/// <param name="npcID"></param>
|
||||
/// <param name="callerID"></param>
|
||||
/// <returns>true if they do, false if they don't or if there's no NPC with the given ID.</returns>
|
||||
/// <returns>
|
||||
/// true if they do, false if they don't or if there's no NPC with the
|
||||
/// given ID.
|
||||
/// </returns>
|
||||
bool CheckPermissions(UUID npcID, UUID callerID);
|
||||
|
||||
/// <summary>
|
||||
|
@ -98,8 +110,12 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <param name="agentID"></param>
|
||||
/// <param name="appearance"></param>
|
||||
/// <param name="scene"></param>
|
||||
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
|
||||
bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance, Scene scene);
|
||||
/// <returns>
|
||||
/// True if the operation succeeded, false if there was no such agent
|
||||
/// or the agent was not an NPC.
|
||||
/// </returns>
|
||||
bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance,
|
||||
Scene scene);
|
||||
|
||||
/// <summary>
|
||||
/// Move an NPC to a target over time.
|
||||
|
@ -108,23 +124,29 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <param name="scene"></param>
|
||||
/// <param name="pos"></param>
|
||||
/// <param name="noFly">
|
||||
/// If true, then the avatar will attempt to walk to the location even if it's up in the air.
|
||||
/// This is to allow walking on prims.
|
||||
/// If true, then the avatar will attempt to walk to the location even
|
||||
/// if it's up in the air. This is to allow walking on prims.
|
||||
/// </param>
|
||||
/// <param name="landAtTarget">
|
||||
/// If true and the avatar is flying when it reaches the target, land.
|
||||
/// </param> name="running">
|
||||
/// If true, NPC moves with running speed.
|
||||
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
|
||||
///
|
||||
bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running);
|
||||
/// <returns>
|
||||
/// True if the operation succeeded, false if there was no such agent
|
||||
/// or the agent was not an NPC.
|
||||
/// </returns>
|
||||
bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly,
|
||||
bool landAtTarget, bool running);
|
||||
|
||||
/// <summary>
|
||||
/// Stop the NPC's current movement.
|
||||
/// </summary>
|
||||
/// <param name="agentID">The UUID of the NPC</param>
|
||||
/// <param name="scene"></param>
|
||||
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
|
||||
/// <returns>
|
||||
/// True if the operation succeeded, false if there was no such agent
|
||||
/// or the agent was not an NPC.
|
||||
/// </returns>
|
||||
bool StopMoveToTarget(UUID agentID, Scene scene);
|
||||
|
||||
/// <summary>
|
||||
|
@ -133,7 +155,10 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <param name="agentID">The UUID of the NPC</param>
|
||||
/// <param name="scene"></param>
|
||||
/// <param name="text"></param>
|
||||
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
|
||||
/// <returns>
|
||||
/// True if the operation succeeded, false if there was no such agent
|
||||
/// or the agent was not an NPC.
|
||||
/// </returns>
|
||||
bool Say(UUID agentID, Scene scene, string text);
|
||||
|
||||
/// <summary>
|
||||
|
@ -143,7 +168,10 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <param name="scene"></param>
|
||||
/// <param name="text"></param>
|
||||
/// <param name="channel"></param>
|
||||
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
|
||||
/// <returns>
|
||||
/// True if the operation succeeded, false if there was no such agent
|
||||
/// or the agent was not an NPC.
|
||||
/// </returns>
|
||||
bool Say(UUID agentID, Scene scene, string text, int channel);
|
||||
|
||||
/// <summary>
|
||||
|
@ -153,7 +181,10 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <param name="scene"></param>
|
||||
/// <param name="text"></param>
|
||||
/// <param name="channel"></param>
|
||||
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
|
||||
/// <returns>
|
||||
/// True if the operation succeeded, false if there was no such agent
|
||||
/// or the agent was not an NPC.
|
||||
/// </returns>
|
||||
bool Shout(UUID agentID, Scene scene, string text, int channel);
|
||||
|
||||
/// <summary>
|
||||
|
@ -163,7 +194,10 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <param name="scene"></param>
|
||||
/// <param name="text"></param>
|
||||
/// <param name="channel"></param>
|
||||
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
|
||||
/// <returns>
|
||||
/// True if the operation succeeded, false if there was no such agent
|
||||
/// or the agent was not an NPC.
|
||||
/// </returns>
|
||||
bool Whisper(UUID agentID, Scene scene, string text, int channel);
|
||||
|
||||
/// <summary>
|
||||
|
@ -188,7 +222,9 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// </summary>
|
||||
/// <param name="agentID"></param>
|
||||
/// <param name="partID"></param>
|
||||
/// <returns>true if the touch is actually attempted, false if not</returns>
|
||||
/// <returns>
|
||||
/// true if the touch is actually attempted, false if not.
|
||||
/// </returns>
|
||||
bool Touch(UUID agentID, UUID partID);
|
||||
|
||||
/// <summary>
|
||||
|
@ -196,14 +232,20 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// </summary>
|
||||
/// <param name="agentID">The UUID of the NPC</param>
|
||||
/// <param name="scene"></param>
|
||||
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
|
||||
/// <returns>
|
||||
/// True if the operation succeeded, false if there was no such agent
|
||||
/// or the agent was not an NPC.
|
||||
/// </returns>
|
||||
bool DeleteNPC(UUID agentID, Scene scene);
|
||||
|
||||
/// <summary>
|
||||
/// Get the owner of a NPC
|
||||
/// </summary>
|
||||
/// <param name="agentID">The UUID of the NPC</param>
|
||||
/// <returns>UUID of owner if the NPC exists, UUID.Zero if there was no such agent, the agent is unowned or the agent was not an NPC</returns>
|
||||
/// <returns>
|
||||
/// UUID of owner if the NPC exists, UUID.Zero if there was no such
|
||||
/// agent, the agent is unowned or the agent was not an NPC.
|
||||
/// </returns>
|
||||
UUID GetOwner(UUID agentID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -29,14 +29,16 @@ using System;
|
|||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using System.Threading;
|
||||
using Timer = System.Timers.Timer;
|
||||
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
using Mono.Addins;
|
||||
using OpenMetaverse;
|
||||
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Framework;
|
||||
using Timer=System.Timers.Timer;
|
||||
using OpenSim.Services.Interfaces;
|
||||
|
||||
namespace OpenSim.Region.OptionalModules.World.NPC
|
||||
|
@ -44,9 +46,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
|
||||
public class NPCModule : INPCModule, ISharedRegionModule
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly ILog m_log = LogManager.GetLogger(
|
||||
MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private Dictionary<UUID, NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
|
||||
private Dictionary<UUID, NPCAvatar> m_avatars =
|
||||
new Dictionary<UUID, NPCAvatar>();
|
||||
|
||||
public bool Enabled { get; private set; }
|
||||
|
||||
|
@ -89,8 +93,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
|
||||
public bool IsNPC(UUID agentId, Scene scene)
|
||||
{
|
||||
// FIXME: This implementation could not just use the ScenePresence.PresenceType (and callers could inspect
|
||||
// that directly).
|
||||
// FIXME: This implementation could not just use the
|
||||
// ScenePresence.PresenceType (and callers could inspect that
|
||||
// directly).
|
||||
ScenePresence sp = scene.GetScenePresence(agentId);
|
||||
if (sp == null || sp.IsChildAgent)
|
||||
return false;
|
||||
|
@ -99,7 +104,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
return m_avatars.ContainsKey(agentId);
|
||||
}
|
||||
|
||||
public bool SetNPCAppearance(UUID agentId, AvatarAppearance appearance, Scene scene)
|
||||
public bool SetNPCAppearance(UUID agentId,
|
||||
AvatarAppearance appearance, Scene scene)
|
||||
{
|
||||
ScenePresence npc = scene.GetScenePresence(agentId);
|
||||
if (npc == null || npc.IsChildAgent)
|
||||
|
@ -112,34 +118,35 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
// Delete existing npc attachments
|
||||
scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false);
|
||||
|
||||
// XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet since it doesn't transfer attachments
|
||||
AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
|
||||
// XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet
|
||||
// since it doesn't transfer attachments
|
||||
AvatarAppearance npcAppearance = new AvatarAppearance(appearance,
|
||||
true);
|
||||
npc.Appearance = npcAppearance;
|
||||
|
||||
|
||||
// Rez needed npc attachments
|
||||
scene.AttachmentsModule.RezAttachments(npc);
|
||||
|
||||
IAvatarFactoryModule module = scene.RequestModuleInterface<IAvatarFactoryModule>();
|
||||
IAvatarFactoryModule module =
|
||||
scene.RequestModuleInterface<IAvatarFactoryModule>();
|
||||
module.SendAppearance(npc.UUID);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public UUID CreateNPC(
|
||||
string firstname,
|
||||
string lastname,
|
||||
Vector3 position,
|
||||
UUID owner,
|
||||
bool senseAsAgent,
|
||||
Scene scene,
|
||||
AvatarAppearance appearance)
|
||||
public UUID CreateNPC(string firstname, string lastname,
|
||||
Vector3 position, UUID owner, bool senseAsAgent, Scene scene,
|
||||
AvatarAppearance appearance)
|
||||
{
|
||||
NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, owner, senseAsAgent, scene);
|
||||
npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue);
|
||||
NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position,
|
||||
owner, senseAsAgent, scene);
|
||||
npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0,
|
||||
int.MaxValue);
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}",
|
||||
firstname, lastname, npcAvatar.AgentId, owner, senseAsAgent, position, scene.RegionInfo.RegionName);
|
||||
"[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}",
|
||||
firstname, lastname, npcAvatar.AgentId, owner,
|
||||
senseAsAgent, position, scene.RegionInfo.RegionName);
|
||||
|
||||
AgentCircuitData acd = new AgentCircuitData();
|
||||
acd.AgentID = npcAvatar.AgentId;
|
||||
|
@ -147,42 +154,55 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
acd.lastname = lastname;
|
||||
acd.ServiceURLs = new Dictionary<string, object>();
|
||||
|
||||
AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
|
||||
AvatarAppearance npcAppearance = new AvatarAppearance(appearance,
|
||||
true);
|
||||
acd.Appearance = npcAppearance;
|
||||
|
||||
// for (int i = 0; i < acd.Appearance.Texture.FaceTextures.Length; i++)
|
||||
// {
|
||||
// m_log.DebugFormat(
|
||||
// "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
|
||||
// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
|
||||
// }
|
||||
/*
|
||||
for (int i = 0;
|
||||
i < acd.Appearance.Texture.FaceTextures.Length; i++)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
|
||||
acd.AgentID, i,
|
||||
acd.Appearance.Texture.FaceTextures[i]);
|
||||
}
|
||||
*/
|
||||
|
||||
lock (m_avatars)
|
||||
{
|
||||
scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
|
||||
scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode,
|
||||
acd);
|
||||
scene.AddNewClient(npcAvatar, PresenceType.Npc);
|
||||
|
||||
ScenePresence sp;
|
||||
if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
|
||||
/*
|
||||
m_log.DebugFormat(
|
||||
"[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}",
|
||||
sp.Name, sp.UUID);
|
||||
*/
|
||||
|
||||
sp.CompleteMovement(npcAvatar, false);
|
||||
m_avatars.Add(npcAvatar.AgentId, npcAvatar);
|
||||
m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
|
||||
m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}",
|
||||
npcAvatar.AgentId, sp.Name);
|
||||
|
||||
return npcAvatar.AgentId;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
|
||||
m_log.WarnFormat(
|
||||
"[NPC MODULE]: Could not find scene presence for NPC {0} {1}",
|
||||
sp.Name, sp.UUID);
|
||||
return UUID.Zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running)
|
||||
public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos,
|
||||
bool noFly, bool landAtTarget, bool running)
|
||||
{
|
||||
lock (m_avatars)
|
||||
{
|
||||
|
@ -192,12 +212,13 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
if (scene.TryGetScenePresence(agentID, out sp))
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
|
||||
sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget);
|
||||
"[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
|
||||
sp.Name, pos, scene.RegionInfo.RegionName,
|
||||
noFly, landAtTarget);
|
||||
|
||||
sp.MoveToTarget(pos, noFly, landAtTarget);
|
||||
sp.SetAlwaysRun = running;
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -270,9 +291,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
ScenePresence sp;
|
||||
if (scene.TryGetScenePresence(agentID, out sp))
|
||||
{
|
||||
sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero);
|
||||
// sp.HandleAgentSit(m_avatars[agentID], agentID);
|
||||
|
||||
sp.HandleAgentRequestSit(m_avatars[agentID], agentID,
|
||||
partID, Vector3.Zero);
|
||||
//sp.HandleAgentSit(m_avatars[agentID], agentID);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -281,7 +303,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
return false;
|
||||
}
|
||||
|
||||
public bool Whisper(UUID agentID, Scene scene, string text, int channel)
|
||||
public bool Whisper(UUID agentID, Scene scene, string text,
|
||||
int channel)
|
||||
{
|
||||
lock (m_avatars)
|
||||
{
|
||||
|
@ -356,16 +379,23 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
NPCAvatar av;
|
||||
if (m_avatars.TryGetValue(agentID, out av))
|
||||
{
|
||||
// m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove", agentID, av.Name);
|
||||
/*
|
||||
m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove",
|
||||
agentID, av.Name);
|
||||
*/
|
||||
scene.RemoveClient(agentID, false);
|
||||
m_avatars.Remove(agentID);
|
||||
|
||||
m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", agentID, av.Name);
|
||||
/*
|
||||
m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}",
|
||||
agentID, av.Name);
|
||||
*/
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove", agentID);
|
||||
/*
|
||||
m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove",
|
||||
agentID);
|
||||
*/
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -389,7 +419,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
/// <returns>true if they do, false if they don't.</returns>
|
||||
private bool CheckPermissions(NPCAvatar av, UUID callerID)
|
||||
{
|
||||
return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID;
|
||||
return callerID == UUID.Zero || av.OwnerID == UUID.Zero ||
|
||||
av.OwnerID == callerID;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue