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* Add ClampPrimSize option to ensure no prim can exceed the set size. ThisMelanie Thielker2008-11-111-0/+2
| | | | | | | | will allow people who don't want megaprims in their sim to prevent them from being created. Any prim rezzed or pulled across the border will be clamped to the size specified in OpenSim.ini if this option is set.
* Fix a nullref in attachment packingMelanie Thielker2008-11-111-0/+7
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* Update svn properties, minor formatting cleanup.Jeff Ames2008-11-111-5/+6
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* * Remove mono warningsJustin Clarke Casey2008-11-101-32/+9
| | | | | | * Remove duplicate test part
* * refactor: clean up SOG xml2 reloading to reuse more codeJustin Clarke Casey2008-11-102-13/+4
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* Restore the independent LocalID numbering for avatars. Fixes an issue whereMelanie Thielker2008-11-102-1/+12
| | | | | | | it becomes impossible to cross back into a region you came from, or freeze several seconds after region crossings.
* * 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
* fix unit tests use SetRootPart nowSean Dague2008-11-101-3/+3
| | | | | From: Sean Dague <sdague@gmail.com>
* make things compile, but the test still fails because of the root partSean Dague2008-11-101-3/+0
| | | | | changes
* Lock tests on EntityList.cs, multithreaded object additionSean Dague2008-11-102-1/+290
| | | | | | | and removal. From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
* * minor: remove useless exception catchJustin Clarke Casey2008-11-102-10/+2
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* * refactor: Expose SOG.SetRootPart for outsiders to use rather than setting ↵Justin Clarke Casey2008-11-102-7/+7
| | | | | | | | RootPart and adding the part separately * Make RootPart read only
* * Take out the 1 second sleep debugging line in ScenePresenceJustin Clarke Casey2008-11-101-1/+0
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* * 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 Casey2008-11-105-63/+28
| | | | | | | * 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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* From: Christopher Yeoh <cyeoh@au1.ibm.com>Sean Dague2008-11-101-1/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This patch addresses mantis bug 2576. http://opensimulator.org/mantis/view.php?id=2576 Briefly, if you call llDie from many scripts at the same time (say a build is cleaning up excess objects) then OpenSim deadlocks. Avatars are unable to move, and whilst the console is active you can't do much without it also locking up. This only occurs with the XEngine script engine enabled. I have attached a patch which works, but I'm not sure its the right way to address the problem. The fundamental problem is that a lock on a SceneObjectGroup's m_parts is taken when the object is deleted, a callback to the script engine occurs and a fair way down the callchain, potentially there are locks taken on several other SceneObjectGroup's m_parts. Deadlock then occurs if you get unlucky enough to get in the situation where with several llDie's are called and SceneObjectGroups have taken a lock on their own m_parts, and end up waiting on each other's locks to become available. The patch adds a lock at a high level so that that the removal of script instances from an object only occurs once per scene at a time. This avoids the potential of deadlock. Theoretically there could be some performance hit but AFAICT the path taken is not a common occurrence. Would welcome any suggestions for a better solution, otherwise feel free to apply :-) Note this patch was built against the 0.6.0 freeze as trunk was rather broken for me this morning (creating a script killed the client connection).
* Stop attachments from causing an update to be sent on every frame in whichMelanie Thielker2008-11-104-7/+13
| | | | | | an avatar moves.
* Script region crossing. This has not user functionality, but lays all theMelanie Thielker2008-11-096-21/+134
| | | | | | groundwork.
* Mantis #2553: Thank you, idb, for a fix that helps to persist changes in ↵Homer Horwitz2008-11-081-0/+8
| | | | prim attributes.
* * Implemented OnClientConnect in Scene EventManagerAdam Frisby2008-11-081-0/+16
| | | | | | * Identical to OnNewClient except it passes IClientCore instead of IClientAPI * See http://opensimulator.org/wiki/OpenSim_0.6_IClientAPI#Porting_Guide
* * Added IClientIM to IClientCore interfacesAdam Frisby2008-11-081-2/+2
| | | | | | * Changed SendInstantMessage, dropped fromAgentSession and imSessionID as security precaution, see http://opensimulator.org/wiki/OpenSim_0.6_IClientAPI#Porting_Guide for details on porting. * Removed unused usings from Framework.*
* Small bugfix for RemoveNeighbourRegionHomer Horwitz2008-11-081-1/+1
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* Add some discovery code, laying groundwork for region-crossing scriptsMelanie Thielker2008-11-081-0/+26
| | | | | | No user functionality yet
* Remove empty OSUUID.cs file. Add copyright headers. Minor formatting cleanup.Jeff Ames2008-11-081-1/+1
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* Remove part of another patch that would cause DNE to nuke the sim in it'sMelanie Thielker2008-11-081-2/+0
| | | | | | current form
* Refactor IEventReceiver back into IScriptEngineMelanie Thielker2008-11-081-0/+2
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* * Correct catch changed on last commit, since I just realized I started ↵Justin Clarke Casey2008-11-071-1/+1
| | | | making it catch a little too much, in principle
* * minor: Remove mono compiler warningJustin Clarke Casey2008-11-071-1/+1
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* * Apply http://opensimulator.org/mantis/view.php?id=2582Justin Clarke Casey2008-11-073-65/+34
| | | | | | | * 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 Casey2008-11-074-28/+30
| | | | | | | * 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
* * refactor: cleanup AllocateLocalPrimId() a bit moreJustin Clarke Casey2008-11-071-1/+2
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* * Rename PrimIDAllocate() to more effectively convey what it does, and put ↵Justin Clarke Casey2008-11-072-6/+7
| | | | the verb at the front
* * Remove next local id from SceneBaseJustin Clarke Casey2008-11-072-12/+0
| | | | | | * This was only reference by ScenePresence and not used anyway - Scene itself had it's own copy
* * minor: Just some tidy up of log messages, etc.Justin Clarke Casey2008-11-071-13/+5
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* * Stop requiring local ids in the SOG constructors.Justin Clarke Casey2008-11-075-22/+25
| | | | | | * 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 Casey2008-11-072-9/+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 Casey2008-11-073-17/+35
| | | | scene
* Change teleport timingsMelanie Thielker2008-11-071-2/+2
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* Fixing up some remaining attachment issuesMelanie Thielker2008-11-071-6/+4
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* Attachments, attachments, and, did I say attachments?Melanie Thielker2008-11-076-83/+137
| | | | | | Too many fixes to list.
* * Remove SceneObjectPart.AttachToScene() since the remaining instruction can ↵Justin Clarke Casey2008-11-062-16/+2
| | | | be done by other means
* * eliminate unnecessary ScheduleFullUpdate()Justin Clarke Casey2008-11-061-2/+0
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* * refactor: Attach a scene object to a scene separately from its constructionJustin Clarke Casey2008-11-066-69/+70
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* * minor: remove some mono compiler warningsJustin Clarke Casey2008-11-061-0/+3
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* * minor: Make some 'startup config failed to load' log messages more consistentJustin Clarke Casey2008-11-062-5/+23
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