Oops! Knew I was forgetting something =) Added.

And I believe you're right... Did a bit more testing on it with the change I made and it turns out that the exception will now sometimes appear and sometimes not, and subsequently I will sometimes get a NULL_KEY for the NPC returned (sensor didn't work / detect properly) and sometimes I will get the NPC's key (sensor worked)

On 2/2/2012 6:06 PM, Justin Clark-Casey wrote:
I suspect that simply short-circuits the problem. But I can look more closely on Friday.

Please could you also add the previous exception trace to the mantis. This is one of the most crucial parts.

On 03/02/12 00:01, Chris wrote:
Ah okay, I filed a mantis here http://opensimulator.org/mantis/view.php?id=5872

I did attempt to fix this in SensorRepeat.cs at line 452

from && !npcModule.GetNPC(presence.UUID, presence.Scene).SenseAsAgent
to && npcModule.GetNPC(presence.UUID, presence.Scene).SenseAsAgent

With minimal testing this appears to work (sensors pick up on the NPC now) and I don't see the NullReferenceException
anymore.

However I am not sure if doing it this way breaks anything else... But hopefully that should be it =) I would submit a
patch but I embarrassingly do not know how create patches yet.

Thanks!


On 2/2/2012 5:27 PM, Justin Clark-Casey wrote:
I've probably introduced a bug. Please could you create a mantis for this with all the details. Thanks, Chris.




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