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authorUbitUmarov2016-06-28 23:52:00 +0100
committerUbitUmarov2016-06-28 23:52:00 +0100
commit84a6a6e008c64d8197177aff1b42a412e5623638 (patch)
tree5fea809f993fa8b4f822ca953e3fbc3e2c558e14 /OpenSim/Addons
parent if a NPC is owned, allow access if ownerID matchs parcel owner or it is in t... (diff)
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don't try to send initial AgentGroupDataUpdate to NPCs
Diffstat (limited to 'OpenSim/Addons')
-rw-r--r--OpenSim/Addons/Groups/GroupsModule.cs13
1 files changed, 3 insertions, 10 deletions
diff --git a/OpenSim/Addons/Groups/GroupsModule.cs b/OpenSim/Addons/Groups/GroupsModule.cs
index 3336e94..2d5ebea 100644
--- a/OpenSim/Addons/Groups/GroupsModule.cs
+++ b/OpenSim/Addons/Groups/GroupsModule.cs
@@ -249,7 +249,8 @@ namespace OpenSim.Groups
249 // There might be some problem with the thread we're generating this on but not 249 // There might be some problem with the thread we're generating this on but not
250 // doing the update at this time causes problems (Mantis #7920 and #7915) 250 // doing the update at this time causes problems (Mantis #7920 and #7915)
251 // TODO: move sending this update to a later time in the rootification of the client. 251 // TODO: move sending this update to a later time in the rootification of the client.
252 SendAgentGroupDataUpdate(sp.ControllingClient, false); 252 if(!sp.isNPC)
253 SendAgentGroupDataUpdate(sp.ControllingClient, false);
253 } 254 }
254 255
255 private void OnMakeChild(ScenePresence sp) 256 private void OnMakeChild(ScenePresence sp)
@@ -1265,11 +1266,6 @@ namespace OpenSim.Groups
1265 { 1266 {
1266 if (m_debugEnabled) m_log.InfoFormat("[Groups]: {0} called for {1}", System.Reflection.MethodBase.GetCurrentMethod().Name, remoteClient.Name); 1267 if (m_debugEnabled) m_log.InfoFormat("[Groups]: {0} called for {1}", System.Reflection.MethodBase.GetCurrentMethod().Name, remoteClient.Name);
1267 1268
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
1273 // TODO: All the client update functions need to be reexamined because most do too much and send too much stuff 1269 // TODO: All the client update functions need to be reexamined because most do too much and send too much stuff
1274 1270
1275 UUID agentID = GetRequestingAgentID(remoteClient); 1271 UUID agentID = GetRequestingAgentID(remoteClient);
@@ -1278,10 +1274,7 @@ namespace OpenSim.Groups
1278 1274
1279 GroupMembershipData[] membershipArray = GetProfileListedGroupMemberships(remoteClient, agentID); 1275 GroupMembershipData[] membershipArray = GetProfileListedGroupMemberships(remoteClient, agentID);
1280 IEventQueue eq = remoteClient.Scene.RequestModuleInterface<IEventQueue>(); 1276 IEventQueue eq = remoteClient.Scene.RequestModuleInterface<IEventQueue>();
1281 if (eq != null) 1277 eq.GroupMembershipData(GetRequestingAgentID(remoteClient), dataForClientID, membershipArray);
1282 eq.GroupMembershipData(GetRequestingAgentID(remoteClient), dataForClientID, membershipArray);
1283 else
1284 remoteClient.SendGroupMembership(membershipArray);
1285 1278
1286 remoteClient.RefreshGroupMembership(); 1279 remoteClient.RefreshGroupMembership();
1287 } 1280 }