aboutsummaryrefslogtreecommitdiffstatshomepage
diff options
context:
space:
mode:
authorJustin Clark-Casey (justincc)2011-08-16 23:12:58 +0100
committerJustin Clark-Casey (justincc)2011-08-16 23:12:58 +0100
commitd73c42407848edbf7d9c37fab17585fd6038c269 (patch)
tree9ff05344e531bf09f7aded7a56ca48ec992d9c7e
parentAdd new FireAndForgetMethod.None. (diff)
downloadopensim-SC_OLD-d73c42407848edbf7d9c37fab17585fd6038c269.zip
opensim-SC_OLD-d73c42407848edbf7d9c37fab17585fd6038c269.tar.gz
opensim-SC_OLD-d73c42407848edbf7d9c37fab17585fd6038c269.tar.bz2
opensim-SC_OLD-d73c42407848edbf7d9c37fab17585fd6038c269.tar.xz
get rid of logged warnings about lack of some modules - afaik these never occur in real life and just clutter up tests
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs10
1 files changed, 0 insertions, 10 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 18632d7..90c4706 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1197,10 +1197,6 @@ namespace OpenSim.Region.Framework.Scenes
1197 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1197 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1198 if (m_agentTransfer != null) 1198 if (m_agentTransfer != null)
1199 m_agentTransfer.EnableChildAgents(this); 1199 m_agentTransfer.EnableChildAgents(this);
1200 else
1201 m_log.DebugFormat(
1202 "[SCENE PRESENCE]: Unable to create child agents in neighbours, because AgentTransferModule is not active for region {0}",
1203 m_scene.RegionInfo.RegionName);
1204 1200
1205 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1201 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1206 if (friendsModule != null) 1202 if (friendsModule != null)
@@ -2516,13 +2512,7 @@ namespace OpenSim.Region.Framework.Scenes
2516 // We have an appearance but we may not have the baked textures. Check the asset cache 2512 // We have an appearance but we may not have the baked textures. Check the asset cache
2517 // to see if all the baked textures are already here. 2513 // to see if all the baked textures are already here.
2518 if (m_scene.AvatarFactory != null) 2514 if (m_scene.AvatarFactory != null)
2519 {
2520 cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient); 2515 cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient);
2521 }
2522 else
2523 {
2524 m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name);
2525 }
2526 2516
2527 // If we aren't using a cached appearance, then clear out the baked textures 2517 // If we aren't using a cached appearance, then clear out the baked textures
2528 if (!cachedappearance) 2518 if (!cachedappearance)