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* * Removed 12 compiler warnings.Adam Frisby2007-12-041-1/+1
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* From Justin Casey (IBM)Sean Dague2007-12-031-1/+1
| | | | | | | | | | | | | | | | | | | | | | | While exploring what it would take to get the 'new script' button working, I encountered the fact, some way down in the rabbit hole, that if a user renamed an item in their inventory and logged out (without a restart of the simulator), on log in the new name was not preserved. As far as I can see, this was because any updates which didn't occur inside a transaction were ignored by opensim. This patch pays attention to those changes. It generates a new asset when an item is updated and changes the user's inventory properties appropriately. I believe this behaviour is in line with the copy-on-write semantics used in the Second Life protocol - perhaps it could be optimized if we knew for sure that the only copy of the object was in the user's inventory. This also means that if you rename an item (e.g. a script) before you drag it into an object's inventory, the inventory will receive the item's most recent name and description.
* Added a flag to load-xml console command, that will generate new uuids for ↵MW2007-12-031-2/+2
| | | | | | | | the loaded Sceneobjects (as per mantis request #53). To use append "-newUID" to the end of the command, so new format is : "load-xml <filename> -newUID". If you don't add the "-newUID", then the uuids in the xml file will be kept.
* minor meaningless changesJeff Ames2007-12-031-23/+7
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* Very partial Avatar Appearance (ie, clothes/body parts) "storage". In ↵MW2007-12-021-4/+4
| | | | | | | | standalone mode it will mean that when you log off and log back on ,as long as the region server hasn't been restarted , your avatar will start with wearing the clothes that it wore on log off. In grid mode its even more limited in that wearing/removing clothes/body parts are only stored in the region server instance you are one. so if you are in a different region to your login region (which are on different region server instances), and then change clothes, those changes won't be remembered. So as said, its very limited but is a small step towards having proper appearance persist. Just need to store this data out to a database.
* the fix, so that trunk works againMW2007-12-011-5/+0
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* Part 1 of a commit. This revision will not compile, part 2 will be added in ↵MW2007-12-011-20/+26
| | | | | | | | | | | a couple of minutes that should fix that. Some work towards persisting Avatar Appearance (what is being worn). Added OnAvatarNowWearing event to IClientAPI that is triggered by AgentIsNowWearing packets. stub code to subscribe to this event in AvatarFactoryModule. Todo: code needs to be added to AvatarFactoryModule to save the uuids to a database and then read them back when that modules TryGetIntialAvatarAppearance() method is called. Done some changes to Scene to make it easier to subclass it: including changed some private fields to protected and made some methods virtual.
* * Removed permissions flag appliance from Xml deserializationlbsa712007-11-301-2/+2
| | | | | * Various code convention compliance
* * Extended our semi-stupid implementation of in world object permissions to ↵Teravus Ovares2007-11-301-2/+17
| | | | | | | show a user's client that it can't edit a prim if it doesn't have permission. * Permissions is due for a big revamp. The current way it's done is a hack at best.
* * Fixed neighbour range buglbsa712007-11-291-27/+22
| | | | | * Various refactorings
* * Added a 50 second restart notify timer that gets reset when new regions ↵Teravus Ovares2007-11-291-27/+27
| | | | come up to give servers that host a lot of sims a long time to start listening.
* * minor refactoringslbsa712007-11-291-6/+6
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* * Fixed about 7 issues with restarting sims and resolved interRegion comms ↵Teravus Ovares2007-11-291-26/+34
| | | | | | | issues. This includes the issue that MW described this morning. There's a lot of little nit picky changes that make a world of difference.
* Moved the m_sceneGridService.RegisterRegion(RegionInfo); call out of ↵MW2007-11-281-29/+22
| | | | | | | LoadWorldMap and into its own public method (which is called during region creation). We shouldn't have things like that in methods like LoadWorldMap as some regions might not being having a worldmap loaded via the LoadWorldMap method (like in custom applications). Deleted the CreateTerrainTextureInitial Method which was a 99% duplicate of CreateTerrainTexture, with just a bool field setting difference. That bool is now passed to CreateTerrainTexture as a param.
* * Disambiguation in the 'sim is restarting message' that tells you 'which' ↵Teravus Ovares2007-11-281-2/+2
| | | | sim is restarting in the area.
* * Restaring the sim works fine in grid mode now. Sims announce themselves ↵Teravus Ovares2007-11-281-4/+17
| | | | | | | to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up. * Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
* Fixed bug, where the clients in a region weren't told to kill a user's ↵MW2007-11-271-0/+3
| | | | avatar when that user teleported to a different region.
* Fixed an event in the events chain in inter-region communications.Teravus Ovares2007-11-271-18/+55
| | | | | As a consequence, restarting sims in the same process instance now shows them when they come back up in grid mode and standalone mode.
* * Restarting regions with the estate tools works in sandbox mode. I'm still ↵Teravus Ovares2007-11-261-12/+29
| | | | working on grid mode, however. It doesn't break anything, but that feature doesn't work in grid mode yet either.
* Added Region name to the terrain texture description that gets sent to the ↵Brian McBee2007-11-251-0/+2
| | | | asset server
* Rez new prims ON the ground, not halfway buried. Mantis 33.Brian McBee2007-11-251-4/+10
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* * Added the ability to restart your individual sims from within them using ↵Teravus Ovares2007-11-251-4/+97
| | | | | | | the estate tools. * The sims properly restart, however they don't yet notify the existing avatars that they are up. To see the sim again, you'll need to log-out and back in until I can figure out how to get the proper data to the sims and to the avatar so they reconnect again.
* Ignore nullreferenceexception in removeclient. The avatar is already gone.Brian McBee2007-11-251-0/+5
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* * Changed reference to NullReferenceException to ↵Teravus Ovares2007-11-241-1/+1
| | | | System.NullReferenceException for Linux
* Test storing terrain texture to grid assetserver on startup. Needed for main ↵Brian McBee2007-11-241-1/+14
| | | | map functionality.
* * Added a way for the Region master user to kick individual users from their ↵Teravus Ovares2007-11-241-3/+66
| | | | | | | sim with a custom message. Their client says, "You've been logged off of secondlife, <Your custom message here> and logs them off. * Added a way for the Region master user to kick *ALL* users from *ALL* their regions in the estate with a custom message.
* * Hanling RequestGodlikePowers. On Request.. sends the sim owner's client ↵Teravus Ovares2007-11-241-0/+32
| | | | the appropriate messages to make it think it's got god status. Will be used for finding more unimplemented packets....
* * Added a nice 'The Region is going down.' message to the user when the sim ↵Teravus Ovares2007-11-241-1/+2
| | | | owner issues 'shutdown' on the console.
* *Fixed bug causing parcel prim counts to stop updating.mingchen2007-11-231-0/+13
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* *Fixed bug that resulted in most land settings being sent to the client. ↵mingchen2007-11-231-1/+1
| | | | Media settings/parcel name are now correctly sent.
* * added some functions for use in raytracing. They're kind of crappy now, ↵Teravus Ovares2007-11-231-0/+44
| | | | | | | so they only display 'guesses' on the console when you rez a prim. * any math gurus who'd like to improve rezzing need only to make the raytracer in SceneObjectPart work :D
* * Did some initial work for prim crossing. Just glue so far.Teravus Ovares2007-11-211-1/+3
| | | | | * Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.
* *Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares2007-11-201-2/+2
| | | | | | | threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
* * Refactored IClientAPI.OutPacket to require a second mandatory parameter. ↵Teravus Ovares2007-11-181-1/+1
| | | | This parameter has an enum:int ThrottleOutPacketType and contains types; Resend, Land, Wind, Cloud, Task, Texture, and Asset.
* first stab at implementation of CopyInventoryItemJeff Ames2007-11-181-0/+1
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* * Found several cases where prim set physical were not subscribing to ↵Teravus Ovares2007-11-181-0/+6
| | | | physics events.
* Made the background (ie empty space) colour of the exported map image blue.MW2007-11-181-0/+2
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* Added "export-map <filename>" console command to the region server that will ↵MW2007-11-181-0/+42
| | | | export a jpg image of the world map covering a 20 X 20 regions area centred on the current active region (ie the one set with change-region). While this should work in grid mode (if using the grid asset server and if my last commit did fix the world map), you might need to call the "export-map" command then wait a little while (60 seconds?) and then call it again so that you make sure the region has got all the texture assets from the asset server.
* Attempt to get World Map working in Grid mode, will need to be using the ↵MW2007-11-181-6/+13
| | | | | | | | | | grid asset server for it to work correctly and has only been quickly tested in a three region grid. Moved PermissionManager creation out of the Scene constructor and instead a PermissionManager is passed to the constructor as a param. So that we could create and use custom permissionsManagers. Added AllowMovement property to ScenePresence which can be used to stop movement of avatars (for example in a custom region that wanted avatars always in one place). Added PermissionManager call when copying objects, although currently the call will always return true so that it allows copying in places like Wright Plaza. A few other changes/fixes.
* For every problem there's a solution that is simple, neat and wrong.Dalien Talbot2007-11-181-4/+1
| | | | | | | Looks like it has nothing to do with childregions - reverting and will try to debug after the sleep. Sorry for the noise :)
* Looks like we're requesting the mapblocks for every agent - including Dalien Talbot2007-11-181-1/+4
| | | | | | | childagents. The infrastructure is not robust enough to handle it at this time - so ignore all the MapBlock requests for childagents.
* Second try at having a bandaid for the multiple logins crashDalien Talbot2007-11-181-1/+8
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* * Resolved the situation where prim is loaded from storage and when pushed ↵Teravus Ovares2007-11-161-0/+1
| | | | never stops.
* *Added the TimeDilation property to Scenemingchen2007-11-161-0/+5
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* * Implemented the little friendly pop tooltip messages that appear when you ↵Teravus Ovares2007-11-151-1/+1
| | | | hover your mouse over prim with the object name, description, ownerid.. etc.
* * Added AvatarPicker in Standalone mode. Works for finding avatar to ban, ↵Teravus Ovares2007-11-131-2/+3
| | | | | | | manually trying to add a friend (with the add button) or useful to those who are curious which usernames have visited your standalone sim. Important for future development :D. * Grid mode always returns 0 results until the Grid Communications portion is done.
* first pass on unlinking of objects. From Jay Clarke (IBM)Sean Dague2007-11-131-1/+2
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* Some work on cleanly removing Regions.MW2007-11-131-26/+41
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* * adds flag in OpenSim.ini for disabling physical prim. Look at ↵Teravus Ovares2007-11-111-4/+5
| | | | OpenSim.ini.example in the bin folder for an example.
* move Sun into a Region Module, pass 1. Currently this works fine withSean Dague2007-11-071-2/+2
| | | | | | | | | a fixed 30 minute day and the sun going East -> West again. It gets rid of super noon as well. It's a bit debug heavy right now, which I'll clean up tomorrow. I also plan to make time progression configurable in OpenSim.ini, but that will be tomorrow.