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author | Justin Clark-Casey (justincc) | 2011-08-16 23:12:58 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-08-16 23:12:58 +0100 |
commit | d73c42407848edbf7d9c37fab17585fd6038c269 (patch) | |
tree | 9ff05344e531bf09f7aded7a56ca48ec992d9c7e /OpenSim/Region/Framework/Scenes | |
parent | Add new FireAndForgetMethod.None. (diff) | |
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get rid of logged warnings about lack of some modules - afaik these never occur in real life and just clutter up tests
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 10 |
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) |