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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