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2017-01-07Change improperly named isNPC to be IsNPC as a property should be uppercaseMelanie Thielker1-2/+2
2017-01-05Massive tab and trailing space cleanupMelanie Thielker1-1/+1
2016-10-05dont let ignored AgentUpdates change their throttles. Apply respective ↵UbitUmarov1-0/+3
movement to physics on the handling thread, not heartbeat, avoiding missing transitions that should get into physics. Make some usefull sp state flags visible everywhere
2016-07-24 add a missing update to avatar damage InvulnerableUbitUmarov1-0/+1
2015-09-02seems to compile ( tests comented out)UbitUmarov1-7/+2
2014-08-15If a user moves back in sight of a child region before the agent has been ↵Justin Clark-Casey (justincc)1-0/+5
closed on teleport, don't unnecessarily resend all avatar and object data about that region.
2014-08-15On teleport to a region that already has a child agent established (e.g. a ↵Justin Clark-Casey (justincc)1-1/+1
neighbour) don't resend all the initial avatar and object data again. This is unnecessary since it has been received (and data continues to be received) in the existing child connection.
2012-06-12OnConnectionClosed listeners, retrieve data from IClientAPI.SceneAgent ↵Justin Clark-Casey (justincc)1-0/+7
rather than scanning all scene for the presence with the right id Stop checking IsLoggingOut on these listeners, if called with a root agent then we always want to perform these actions. This covers cases where the client is closed due to manual kick, simulator shutdown, etc.
2011-12-09Get rid of IScene.PresenceChildStatus() which always had to execute a lookup ↵Justin Clark-Casey (justincc)1-0/+7
in favour of IClientAPI.ISceneAgent.IsChildAgent instead.
2011-12-08On a new client circuit, send the initial reply ack to let the client know ↵Justin Clark-Casey (justincc)1-33/+5
it's live before sending other data. This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before. This may stop some avatars appearing grey on login. This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
2011-09-12comment out some recent terrain texture loggingJustin Clark-Casey (justincc)1-1/+1
2011-09-12Start locking entire add/remove operations on an ↵Justin Clark-Casey (justincc)1-0/+8
IScenePresence.AttachmentsSyncLock object Attach and detach packets are processed asynchronously when received from a viewer. Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads. Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections. Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on.
2011-09-03Stop NPCs losing attachments when the source avatar takes them off.Justin Clark-Casey (justincc)1-0/+5
This was happening because we were using the source avatar's item IDs in the clone appearance. Switch to using the asset IDs of attachments instead for NPCs. The InventoryAccessModule and AttachmentModule had to be changed to allow rezzing of an object without an associated inventory item. Hopefully goes some way towards resolving http://opensimulator.org/mantis/view.php?id=5653
2011-08-31move common code into AttachmentsModule.DeleteAttachmentsFromScene()Justin Clark-Casey (justincc)1-2/+15
2011-08-31Make SP.Attachments available as sp.GetAttachments() instead.Justin Clark-Casey (justincc)1-2/+5
The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase. It also improves liveness. This might improve attachment anomolies when performing region crossings.
2011-08-30refactor: move SP.SaveChangedAttachments() fully into AttachmentsModuleJustin Clark-Casey (justincc)1-0/+11
2011-08-30refactor: Move ScenePresence.RezAttachments() into AttachmentsModuleJustin Clark-Casey (justincc)1-17/+19
This adds an incomplete IScenePresence to match ISceneEntity
2009-10-01Formatting cleanup.Jeff Ames1-2/+2
2009-06-01Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames1-1/+1
LICENSE.txt.
2009-02-06* Implement help <command> from the region consoleJustin Clarke Casey1-0/+7
* So at the moment once can type 'help terrain fill' as well as 'terrain fill help' * Current implementation is a transient hack that should be tidied up soon
2009-02-06This changeset is the step 1 of 2 in refactoringDr Scofield1-1/+1
OpenSim.Region.Environment into a "framework" part and a modules only part. This first changeset refactors OpenSim.Region.Environment.Scenes, OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in OpenSim.Region.Environment. The next step will be to move region modules up from OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and then sort out which modules are really core modules and which should move out to forge. I've been very careful to NOT BREAK anything. i hope i've succeeded. as this is the work of a whole week i hope i managed to keep track with the applied patches of the last week --- could any of you that did check in stuff have a look at whether it survived? thx!
2009-02-05* Make existing module commanders register as help topicsJustin Clarke Casey1-2/+7
* Typing help will now give a list of these topics at the top (as well as the rest of the current help stuff) * Typing help <topic> will give information about commands specific to that topic
2009-02-05* Use the commander name to register module commanders instead of providing ↵Justin Clarke Casey1-0/+5
the information twice
2008-08-18Formatting cleanup.Jeff Ames1-2/+0
2008-07-25*Added CommandIntentions that is used to describe a console commands hazard. ↵mingchen1-0/+2
HAZARDOUS if it modifies the simulator, NON_HAZARDOUS if it does a command that doesn't modify the simulator but does a background command such as a forced backup, and STATISTICAL if it returns debug or more information. *This is useful for implementing a protection system from unwanted script execution or for application modules needing to know what a command does.
2008-04-21* Optimised using statements and namespace references across entire project ↵Adam Frisby1-4/+0
(this took a while to run).
2008-04-17Update svn properties. Add copyright info to some source files.Jeff Ames1-1/+28
2008-03-31Update svn properties.Jeff Ames1-14/+14
2008-03-30**Big ass update warning**Adam Frisby1-0/+14
* Renamed plugin console message, to send a message to a plugin, use either "plugin <message>", or any unrecognised message will be sent ("plugin" sends explicitly) This replaces the old "script <message>". * Terrain commands - "terrain <command>" now works again. "Script terrain <command>" does not. Many of the commands have now been reimplemented, eg load-tile. However some have new syntax. * New console command handler, you can now use things like "terrain help" or "terrain save help". See TerrainModule.cs for an example of how to use the new "Commander" class. * Commander class - advanced processing of console input and also enables a script API to be generated from registered console commands.