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How does the Dialog menu that pops up contain the object owner's name? If the owning avatar's UUID is not sent with the packet, is there some other method used? The viewer seems to be able to display the owning avatar's name through some method. Additionally, is the object UUID sent? If so, that might at least allow one to mute the object itself. Of course, muting the offending object isn't a perfect solution, especially if it's a mute-by-name and the object is constantly changing names....but at least it would be a start.
'How does the Dialog menu that pops up contain the object owner's name?'
It's horrible. Wait for it..waaait for it.. The owner name gets sent instead of the UUID msg->getUUID("Data", "ObjectID", info->mObjectID); Also, yes, the uuid of the object gets sent. Basically above is the info the viewer gets. object uuid, owner name, object name, message and channel to return the button click on. Technically it would be possible to take the owner name, use the viewer's built-in resolving facility to do a search and get the owner key that way. It'd sadly depend on the performance of the dataserver, and would be kind of kludgy.
Muting by object UUID should work...if a muting check gets added to process_script_dialog in the first place. There is none. |
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I hope the owner UUID will be part of all object-caused dialogs at some point.