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path: root/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs (follow)
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* * Eliminate SOG.FakeDeleteGroup() since it is now identical with ↵Justin Clarke Casey2008-11-171-24/+0
| | | | | | | | DeleteGroup() (except that is didn't lock the parts, which was a potential race condition) * Removed fake delete code from LSL_Api.SetFlexi - this code was never activiated anyway and didn't appear to make much sense on the surface
* * Stop nulling SOG.m_rootPart and parts on object deletionJustin Clarke Casey2008-11-171-10/+6
| | | | | | | | | | * This renders RootPart == null checks useless - the replacement is to check SOG.IsDeleted. However, in many cases this will not be necessary since updates to deleted parts will not be sent to the client * This should remove any remaining race conditions where an object is deleted while another thread is yet to obtain the root part to perform some operation * Doing this is probably a necessary prerequisite to moving to a model without a separate SOG and SOP * Unfortunately it's not possible to eliminate all RootPart == null checks since in some contexts it is currently used to check whether an object was created successfully
* * Abstracted some methods from SceneObjectGroup to allow them to be ↵Adam Frisby2008-11-161-2/+13
| | | | overridden more easily. Specifically object creation from XML.
* Introduces the message transfer module. It splits the transfer mechanics offMelanie Thielker2008-11-161-0/+3
| | | | | | | | the IM module and makes it into a module of it's own, which can be used by all other modules. Removes some ugly hacks. Refer to the IM module to see how it's used. Also fixes the persistence issue (Mantis #2598)
* Mantis #2621: Thanks idb, for a patch that will persist regularily changed ↵Homer Horwitz2008-11-151-18/+53
| | | | | | | | | | | objects better. Objects will be persisted now MinimumTimeBeforePersistenceConsidered seconds after the last change, but latest MaximumTimeBeforePersistenceConsidered after the first change (both are configurable in OpenSim.ini.example and are set to 60 and 600 as default).
* Detach dropped attachments from the scene presence so they don't get cleanedMelanie Thielker2008-11-141-0/+5
| | | | | | on logout
* * refactor: as per a recent opensim-dev thread, rename InnerScene to ↵Justin Clarke Casey2008-11-121-3/+3
| | | | SceneGraph to make it more descriptive of its intended function
* * refactor: clean up SOG xml2 reloading to reuse more codeJustin Clarke Casey2008-11-101-11/+4
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* * refactor: Make xml (orig format) loading method reuse existing set root ↵Justin Clarke Casey2008-11-101-9/+15
| | | | | | | | part method * miscellaneous doc/log message changes
* * minor: remove useless exception catchJustin Clarke Casey2008-11-101-9/+1
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* * refactor: Expose SOG.SetRootPart for outsiders to use rather than setting ↵Justin Clarke Casey2008-11-101-3/+5
| | | | | | | | RootPart and adding the part separately * Make RootPart read only
* * Refactor the callers of SOG.SetPartAsRoot() to use common codeJustin Clarke Casey2008-11-101-31/+18
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* * Extend basic scene test to retrieve the object from the scene and match uuidsJustin Clarke Casey2008-11-101-3/+6
| | | | | | | * Decouple sog and sop by removing the need to pass the sog to the sop when it is created - most of the code was doing this operation (and hence duplicating it) anyway * Remove unused constructors
* Keep dropped prims from being temp-on-rez and getting cleaned upMelanie Thielker2008-11-101-0/+1
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* Stop attachments from causing an update to be sent on every frame in whichMelanie Thielker2008-11-101-2/+5
| | | | | | an avatar moves.
* Remove empty OSUUID.cs file. Add copyright headers. Minor formatting cleanup.Jeff Ames2008-11-081-1/+1
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* * Apply http://opensimulator.org/mantis/view.php?id=2582Justin Clarke Casey2008-11-071-27/+16
| | | | | | | * Send prim flags as booleans from LLClientView rather than in the native LL array * Thanks idb
* * Fix bug in r7162 where avatars could not moveJustin Clarke Casey2008-11-071-5/+5
| | | | | | | * Was caused by the lack of a local id. Local ids are now given from the same sequence as prims, rather than a separate one * I don't believe this will cause any problems, but please revert to a separate sequence if it does
* * Rename PrimIDAllocate() to more effectively convey what it does, and put ↵Justin Clarke Casey2008-11-071-5/+6
| | | | the verb at the front
* * Stop requiring local ids in the SOG constructors.Justin Clarke Casey2008-11-071-5/+11
| | | | | | * These are assigned when the object is attached to the scene
* * refactor: stop unnecessary passing of scene to sog copy constructorJustin Clarke Casey2008-11-071-6/+2
| | | | | | * this is now done in AttachToScene()
* * Stop prim attach being signalled twice (it is already been done outside ↵Justin Clarke Casey2008-11-071-5/+1
| | | | AttachToScene())
* * Remove more UpdateParentIDs() calls that are now duplicatesJustin Clarke Casey2008-11-071-6/+2
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* * Apply http://opensimulator.org/mantis/view.php?id=1883Justin Clarke Casey2008-11-071-22/+8
| | | | | | | * Fix llSetStatus() and llSetPrimitiveParams() * Thanks idb
* * Stop now unnecessary separate local id allocation for restored objectsJustin Clarke Casey2008-11-071-2/+2
| | | | | | * remove a debug line I accidentally left in there
* * refactor: allocate local ids to prims only when an object is attached to a ↵Justin Clarke Casey2008-11-071-13/+29
| | | | scene
* Attachments, attachments, and, did I say attachments?Melanie Thielker2008-11-071-20/+40
| | | | | | Too many fixes to list.
* * Remove SceneObjectPart.AttachToScene() since the remaining instruction can ↵Justin Clarke Casey2008-11-061-8/+1
| | | | be done by other means
* * refactor: Attach a scene object to a scene separately from its constructionJustin Clarke Casey2008-11-061-18/+31
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* * Minor cleanupAdam Frisby2008-11-011-2/+2
| | | | | * Added additional error message when a Object/SOG DB save fails so we can trace why.
* * refactor: Convert most non SOP methods to use SOG.IsAttachment rather than ↵Justin Clarke Casey2008-11-011-6/+6
| | | | SOP.IsAttachment
* * Introduce an IsAttachment property on the group level (which just returns ↵Justin Clarke Casey2008-11-011-0/+20
| | | | | | | | | false if the group is already deleted) * This is to avoid repetitive null checks - I'm beginning to think that blasting away the root part on object deletion is actually a bad move. Perhaps we should leave it around and let the client ignore any superfluous packets (which it may well do anyway), since we're constantly exposing a race condition
* * Fix http://opensimulator.org/mantis/view.php?id=2517Justin Clarke Casey2008-11-011-1/+0
| | | | | | * Don't save attachments on saving oar, which stops them coming back as ghost prims
* Minor formatting cleanup.Jeff Ames2008-10-291-37/+37
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* From: Christopher Yeoh <yeohc@au1.ibm.com>Dr Scofield2008-10-281-28/+39
| | | | | | | | | | | | The attached patch fixes the bug where when linking in a new set of prims to an already linked set of objects the prims were placed at the end of the list rather than just after the root prim. ie. link prim order result was different on OpenSim compared to an LL server. This causes a few issues with respect to compatibility of scripts, especially when using llCreateLink.
* Thank you both Nlin and M.Igarashi for a patch that:Charles Krinke2008-10-221-1/+4
| | | | | | | Attached patch protects against a NullReferenceException in SceneObjectGroup.stopMoveToTarget (used by LSL function llStopMoveToTarget). Thanks to M. Igarashi.
* Mantis #2439Melanie Thielker2008-10-201-1/+3
| | | | | | | | MemberwiseClone() also clones the "already backed up" flag, preventing prims created by drag-copying from being persisted. If such a prim is made the root prims of a link set, the entire set will not be persisted. Fixed now.
* A small attempt to make persisting prims more reliableMelanie Thielker2008-10-191-1/+1
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* Prevent a null root part from stopping objects from being persisted, alsoMelanie Thielker2008-10-181-0/+7
| | | | | | remove any such objectsd from backup
* Guard against a null ref that can prevent objects from being persistedMelanie Thielker2008-10-181-1/+2
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* Fix thingd so that autoreturn also works when the user is not in the sim.Melanie Thielker2008-10-181-1/+1
| | | | | | Also add experimental distance ordering for prims
* Megapatch. :) Fix skull attachment editing. Streamline Object terse updates.Melanie Thielker2008-10-181-32/+40
| | | | | | | | Add rezzing time to objects. Add Object return and traffic fields to land database. Add plumbing for auto return. Implement auto return. Contains a migration. May contain nuts.
* * minor: Make it clear that non-scheduled updates can happen outside of the ↵Justin Clarke Casey2008-10-141-3/+0
| | | | per frame update heartbeat
* * refactor: rename SendKiPrimitive to SendKillObject since this appears more ↵Justin Clarke Casey2008-10-141-3/+3
| | | | descriptive of what it actually does
* - Patching a symptom of the failed WP start. We really need to find the reasonHomer Horwitz2008-10-111-1/+8
| | | | | | for that...
* Fix a nullrefMelanie Thielker2008-10-061-1/+1
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* Fix a privilege escalation with linked setsMelanie Thielker2008-10-061-3/+6
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* Update svn properties, minor formatting cleanup.Jeff Ames2008-10-051-1/+1
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* Tiny performance tweakMelanie Thielker2008-10-041-2/+1
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* Avoid a gratuitious KillObject storm on region crossingMelanie Thielker2008-10-041-2/+5
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