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2008-07-26* Changed a number of field names to ccc (public members shouldn't be called m_)lbsa711-5/+5
2008-07-25* Stop the HasGroupChanged flag being reverted for newly restored prims ↵Justin Clarke Casey1-2/+2
which need to be persisted to the db * This should stop the problem where linked prims loaded via an archive did not survive server restart * It may address mantis 1819 though the symptoms don't look consistent
2008-07-25From: Christopher Yeoh <yeohc@au1.ibm.com>Dr Scofield1-0/+1
The LL Server sets the CreateSelected flag for a prim when sending a property update when objects are linked. The following patch gets OpenSim to do the same.
2008-07-23Update svn properties. Formatting cleanup. Remove a compiler warning.Jeff Ames1-5/+5
2008-07-21Mantis#1798. Thank you kindly, StrawberryFride for a patch that:Charles Krinke1-12/+4
Fixes a couple of places where null reference exceptions were being caught and ignored rather than null checks being performed.
2008-07-19Fix prim link numbers (Mantis #1781)Melanie Thielker1-3/+78
Implements additional unlink modes (unlink root prim from link set, some multi-set operations). Linking (single and mutiple) fully implemented. Consistent numbering of links while in world. Link/delink with predictable link numbering. Correct link numbers in LSL. Not all multi-set ops implemented. Link numbers still change when taken and re-rezzed.
2008-07-13* Actually persist restored archives to the database - wasn't actually doing ↵Justin Clarke Casey1-1/+12
this before (doh) * Not quite perfect yet
2008-07-12* On archive loading, tell the user how many objects we are ignoring because ↵Justin Clarke Casey1-5/+9
they already exist in the scene * (ability to give objects new uuids will come later)
2008-07-12minor: method documentationJustin Clarke Casey1-0/+21
2008-06-28Mantis#1616. Applied Melanie's patch. This may or mayCharles Krinke1-1/+1
not break trunk.
2008-06-27move along, nothing to see here. just a couple of lazy variables.Dr Scofield1-3/+4
2008-06-27* Remove responsibilty for signalling scene object change from ↵Justin Clarke Casey1-0/+1
SceneObjectPart.SendFullUpdate() * This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up * This also means that force-update on the console will not trigger repersistence. * Also, in other places persistence is no longer done where it wasn't actually necessary * I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped * Please patch or mantis if this is the case
2008-06-27* Remove SOG.SendGroupFullUpdate() group changed responsibilityJustin Clarke Casey1-1/+4
2008-06-27* refactor: Move responsibility for deciding whether a group should be ↵Justin Clarke Casey1-1/+16
repersisted on to callers of SceneObjectGroup.SendGroupTeruseUpdate()
2008-06-27* refactor: fission InnerScene.AddSceneObject()Justin Clarke Casey1-1/+17
2008-06-27* Add extra backup parameter to InnerScene.AddRestoredSceneObject()Justin Clarke Casey1-2/+6
2008-06-25the prefix "fix" turned out to be bollocks. sorry about that. hope this one Dr Scofield1-1/+0
fares better.
2008-06-25Minor formatting cleanup.Jeff Ames1-1/+1
2008-06-25taking another look at mantis #1502: adding necessary locks, checking for ↵Dr Scofield1-3/+11
empty list.
2008-06-23* Remove all use of asset.InvType, as outlined in mailing list discussionJustin Clarke Casey1-1/+1
* This is stage 1, the field will be removed from AssetType and the assets table if this change doesn't prove problematic
2008-06-21* Remove a bug I created in r5171 where taking an object would terminate the ↵Justin Clarke Casey1-3/+5
client session * change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
2008-06-17* Refactor: Move the responsibility for applying physics and sending the ↵Justin Clarke Casey1-2/+6
initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors * I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis * This also has the effect of stopping the archiver generating ghost in-world prims * Some code dupliction also removed
2008-06-13Update svn properties, clean up formatting, refactor out duplicate ↵Jeff Ames1-4/+4
hard-coded port numbers.
2008-06-12* refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey1-2/+10
scene, rather than on creation of the group * Adding to a scene is now parameterized such that one can choose not to actually persist that group * This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
2008-06-10* This completes ObjectDuplicateOnRay.Teravus Ovares1-2/+20
* In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
2008-06-09Update svn properties. Formatting cleanup.Jeff Ames1-1/+2
2008-06-08Added a "if(entity != null)" before the call to Charles Krinke1-1/+3
UpdateEntityMovement() to try to preclude the occaisional System.NullReferenceException in scene.
2008-06-07Potential Fix #1 for 0001392: Shift+Drag now causes an unhandled 'Object ↵mingchen1-1/+0
reference not set to an instance of object' exception
2008-06-06*Made Object Counting correct with linked objects and turned the previously ↵mingchen1-10/+14
protected functions that only return object counts to public so it can be easily used by outside classes.
2008-06-04Formatting cleanup, minor refactoring, svn properties.Jeff Ames1-1/+1
2008-06-03* minor: Attempted method documentation clarifications related to last two ↵Justin Clarke Casey1-3/+3
commits
2008-06-03* Remove what should be unnecessary locking in InnerScene.GetEntitites()Justin Clarke Casey1-8/+1
2008-06-03* Remove what should be unnecessary locking of GetScenePresences()Justin Clarke Casey1-9/+3
* May help with mantis 1434 though I doubt it
2008-05-28Formatting cleanup.Jeff Ames1-20/+18
2008-05-26* Refactor: Where possible, change visibility on InnerScene methods to ↵Justin Clarke Casey1-86/+84
protected internal on the basis that they shouldn't be manipulated by outsiders
2008-05-26* Refactor: remove code duplication between add ScenePresence methods in ↵Justin Clarke Casey1-40/+4
InnerScene
2008-05-26* Refactor: Separate out RemoveScenePresence and add into InnerScene to ↵Justin Clarke Casey1-1/+36
match existing AddScenePresence
2008-05-25Update svn properties. Formatting cleanup.Jeff Ames1-6/+6
2008-05-25* A hacky Top Scripts display. It isn't accurate as far as ms accounting, ↵Teravus Ovares1-0/+31
however you can use it to help find out what scripts are causing your simulator to cry. * Access it from the Estate tools/Debug tab.
2008-05-25Thank you kindly, Tiffany for a patch that helps:Charles Krinke1-0/+7
Drag copy a prim and the prim that is moved, persists. The prim that is created does not survive a restart.
2008-05-25* Refactor: Collapses parts of different code paths in scene used when ↵Justin Clarke Casey1-10/+0
deleting and unlinking an object
2008-05-24* Refactor: Collapse some multiple remove object pathsJustin Clarke Casey1-8/+33
* Push some delete functionality into InnerScene to match what's already there for adding objects
2008-05-24* Refactor: Remove some unused methods in Scene/InnerSceneJustin Clarke Casey1-21/+0
2008-05-24* Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey1-5/+6
instead, on the basis that this is less likely to cause confusion with c#'s base object type
2008-05-24* Refactor: Renaming various *Entity*() methods to *Object*() methods on the ↵Justin Clarke Casey1-4/+13
basis that they all take SOG parameters to improve code readability for now
2008-05-24* Refactor: Push some dictionary initialization down from Scene into InnerSceneJustin Clarke Casey1-4/+9
2008-05-24* Refactor: Make some inner scene dictionaries internal rather than publicJustin Clarke Casey1-2/+2
2008-05-21* This update causes the backup process to run in a separate thread.Teravus Ovares1-1/+1
* Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy. * Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change) * You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete. * This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.
2008-05-20From: Jeremy Bongio <jbongio@us.ibm.com>Sean Dague1-2/+2
House cleaning ... Rather than using the variable name EntityList, the variable name EntitieList was being used. Here's a patch to fix it.
2008-05-18* Group type stuff. Nothing spectacular. two packets, sorta almost semi ↵Teravus Ovares1-0/+23
half tiny amount implemented.