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path: root/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs (follow)
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* * Added a 50 second restart notify timer that gets reset when new regions ↵Teravus Ovares2007-11-291-1/+5
| | | | come up to give servers that host a lot of sims a long time to start listening.
* * Locking on local scope variable does not make sense - every thread will ↵lbsa712007-11-291-28/+22
| | | | | | | | have its own * Locking on value, then changing it does not make sense - lock will happen on old reference * Taking a local copy of the shared resource then locking on the copy does not make sense - lock will happen on copy
* Changed to doing only 1 request to the grid server from main map. Hopefully ↵Brian McBee2007-11-291-9/+1
| | | | we are not requesting too much in one gulp.
* * Fixed about 7 issues with restarting sims and resolved interRegion comms ↵Teravus Ovares2007-11-291-5/+51
| | | | | | | 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.
* * Restaring the sim works fine in grid mode now. Sims announce themselves ↵Teravus Ovares2007-11-281-1/+13
| | | | | | | 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/+9
| | | | avatar when that user teleported to a different region.
* Fixed an event in the events chain in inter-region communications.Teravus Ovares2007-11-271-2/+29
| | | | | As a consequence, restarting sims in the same process instance now shows them when they come back up in grid mode and standalone mode.
* MainMap workaround. Map still does not fill in automatically, but one click ↵Brian McBee2007-11-261-1/+9
| | | | on map should return a decent portion of it.
* * Restarting regions with the estate tools works in sandbox mode. I'm still ↵Teravus Ovares2007-11-261-6/+27
| | | | working on grid mode, however. It doesn't break anything, but that feature doesn't work in grid mode yet either.
* * Added the ability to restart your individual sims from within them using ↵Teravus Ovares2007-11-251-0/+14
| | | | | | | 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.
* * Did some initial work for prim crossing. Just glue so far.Teravus Ovares2007-11-211-0/+18
| | | | | * 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.
* More cleaning up when deleting regions from a instance. NOTE: ↵MW2007-11-161-1/+1
| | | | IGridServices.DeregisterRegion() method needs implementing for grid mode.
* Started to cleanup/close down childagent connections when a user teleports. ↵MW2007-11-051-7/+30
| | | | | | | As the client will not close old childagent connections without being told explicitly to do so by each region the connection is to. Currently only implemented in standalone mode. ( the TellRegionToCloseChildConnection( ) in OGS1GridServices.cs needs implementing for grid mode, and the inter region .net remoting added for the new messages). hopefully fixed the echo bug in chatmodule.
* removed duplicated BOMsJeff Ames2007-11-051-1/+1
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* Some more refactoringMW2007-11-041-3/+4
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* normalized line endingsJeff Ames2007-11-041-212/+212
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* First part of Scene refactoring:MW2007-11-031-0/+212
Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene). Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things.