diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Addons/Groups/GroupsModule.cs | 5 | ||||
-rw-r--r-- | OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs | 5 |
2 files changed, 10 insertions, 0 deletions
diff --git a/OpenSim/Addons/Groups/GroupsModule.cs b/OpenSim/Addons/Groups/GroupsModule.cs index 1d0acf4..3336e94 100644 --- a/OpenSim/Addons/Groups/GroupsModule.cs +++ b/OpenSim/Addons/Groups/GroupsModule.cs | |||
@@ -1265,6 +1265,11 @@ namespace OpenSim.Groups | |||
1265 | { | 1265 | { |
1266 | if (m_debugEnabled) m_log.InfoFormat("[Groups]: {0} called for {1}", System.Reflection.MethodBase.GetCurrentMethod().Name, remoteClient.Name); | 1266 | if (m_debugEnabled) m_log.InfoFormat("[Groups]: {0} called for {1}", System.Reflection.MethodBase.GetCurrentMethod().Name, remoteClient.Name); |
1267 | 1267 | ||
1268 | // NPCs currently don't have a CAPs structure or event queues. There is a strong argument for conveying this information | ||
1269 | // to them anyway since it makes writing server-side bots a lot easier, but for now we don't do anything. | ||
1270 | if (remoteClient.SceneAgent.PresenceType == PresenceType.Npc) | ||
1271 | return; | ||
1272 | |||
1268 | // TODO: All the client update functions need to be reexamined because most do too much and send too much stuff | 1273 | // TODO: All the client update functions need to be reexamined because most do too much and send too much stuff |
1269 | 1274 | ||
1270 | UUID agentID = GetRequestingAgentID(remoteClient); | 1275 | UUID agentID = GetRequestingAgentID(remoteClient); |
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs index 0849daf..62f863b 100644 --- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs | |||
@@ -1387,6 +1387,11 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups | |||
1387 | { | 1387 | { |
1388 | if (m_debugEnabled) m_log.InfoFormat("[GROUPS]: {0} called for {1}", System.Reflection.MethodBase.GetCurrentMethod().Name, remoteClient.Name); | 1388 | if (m_debugEnabled) m_log.InfoFormat("[GROUPS]: {0} called for {1}", System.Reflection.MethodBase.GetCurrentMethod().Name, remoteClient.Name); |
1389 | 1389 | ||
1390 | // NPCs currently don't have a CAPs structure or event queues. There is a strong argument for conveying this information | ||
1391 | // to them anyway since it makes writing server-side bots a lot easier, but for now we don't do anything. | ||
1392 | if (remoteClient.SceneAgent.PresenceType == PresenceType.Npc) | ||
1393 | return; | ||
1394 | |||
1390 | // TODO: All the client update functions need to be reexamined because most do too much and send too much stuff | 1395 | // TODO: All the client update functions need to be reexamined because most do too much and send too much stuff |
1391 | 1396 | ||
1392 | UUID agentID = GetRequestingAgentID(remoteClient); | 1397 | UUID agentID = GetRequestingAgentID(remoteClient); |