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path: root/OpenSim/Region/Framework/Interfaces/IScenePresence.cs (follow)
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* limit max number of attachments to 38. All can be on same pointUbitUmarov2019-11-131-1/+0
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* terraforming changes: make sliders work, remove some brushs, etc. Feedback ↵UbitUmarov2019-11-091-1/+2
| | | | needed (run prebuild)
* Remove duplicated IScenePresence.PresenceType. This is already in ↵Justin Clark-Casey (justincc)2012-07-271-2/+0
| | | | | | ISceneAgent.PresenceType from which IScenePresence inherits. No other code changes required.
* Change attachment handling to remove object from the scene first as perMelanie2012-07-231-1/+3
| | | | | | justincc's original work. Sample scripts before doing so. Also refactor some crucial common code and eliminate parameters that were only ever used with the same constant value.
* Change AttachmentsModule.DetachSingleAttachmentToInv() to accept a SOG ↵Justin Clark-Casey (justincc)2012-06-281-0/+4
| | | | | | | directly instead of an item ID to then shuffle through attachments, saving CPU busywork. Almost all callers already had the sog to hand. Still checking that it's really an attachment, but now by inspecting SOG.AttachedAvatar
* refactor: Move ScenePresence <-> AgentData attachments copying code into ↵Justin Clark-Casey (justincc)2012-06-271-0/+6
| | | | AttachmentsModule.
* On a new client circuit, send the initial reply ack to let the client know ↵Justin Clark-Casey (justincc)2011-12-081-21/+1
| | | | | | | | | it's live before sending other data. This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before. This may stop some avatars appearing grey on login. This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
* comment out some recent terrain texture loggingJustin Clark-Casey (justincc)2011-09-121-1/+1
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* Start locking entire add/remove operations on an ↵Justin Clark-Casey (justincc)2011-09-121-0/+8
| | | | | | | | | IScenePresence.AttachmentsSyncLock object Attach and detach packets are processed asynchronously when received from a viewer. Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads. Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections. Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on.
* Stop NPCs losing attachments when the source avatar takes them off.Justin Clark-Casey (justincc)2011-09-031-0/+5
| | | | | | | This was happening because we were using the source avatar's item IDs in the clone appearance. Switch to using the asset IDs of attachments instead for NPCs. The InventoryAccessModule and AttachmentModule had to be changed to allow rezzing of an object without an associated inventory item. Hopefully goes some way towards resolving http://opensimulator.org/mantis/view.php?id=5653
* move common code into AttachmentsModule.DeleteAttachmentsFromScene()Justin Clark-Casey (justincc)2011-08-311-2/+15
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* Make SP.Attachments available as sp.GetAttachments() instead.Justin Clark-Casey (justincc)2011-08-311-2/+5
| | | | | | | The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase. It also improves liveness. This might improve attachment anomolies when performing region crossings.
* refactor: move SP.SaveChangedAttachments() fully into AttachmentsModuleJustin Clark-Casey (justincc)2011-08-301-0/+11
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* refactor: Move ScenePresence.RezAttachments() into AttachmentsModuleJustin Clark-Casey (justincc)2011-08-301-0/+56
This adds an incomplete IScenePresence to match ISceneEntity