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path: root/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs (follow)
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* Only send one kill object to the deleter when they derez an object rather ↵Justin Clark-Casey (justincc)2013-05-091-8/+2
| | | | | | than two. Extend regression test to check this.
* Fix bug where an avatar that had an object they owned attached through ↵Justin Clark-Casey (justincc)2012-05-231-1/+1
| | | | | | | llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene. This is because the attachments module code was setting the 'object slam' bit by using PermissionMask.All Solution here is to route the attachment item creation call through the existing inventory code in BasicInventoryAccessModule rather than copy/pasted code in AttachmentsModule itself.
* Comment out debug [ASYNC DELETER] messages for now.Justin Clark-Casey (justincc)2012-04-281-5/+5
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* Fix bug where somebody taking a copy of an object they didn't own that was ↵Justin Clark-Casey (justincc)2012-02-101-1/+2
| | | | | | rezzed before the region was restarted would wrongly place the copy in the object owner's inventory. Addresses http://opensimulator.org/mantis/view.php?id=5825
* Make the AsyncSceneObjectDeleter send a list of kills. This will make largeMelanie2011-11-061-1/+7
| | | | | marquee-selected deletions of single prims or small link sets nearly instantaneous
* Add en_US culture setting to the async delete to inventory thread, to avoid ↵Justin Clark-Casey (justincc)2011-09-261-0/+5
| | | | | | | | any issues with float serialization with machines set to non en_US locales. Doing this to see if addresses inventory object deserialization problems in http://opensimulator.org/mantis/view.php?id=5708, though if it does I'm really surprised not to have seen it before now. Really need to go through and systematically set the culture for every timer and change all BeginInvoke calls to FireAndForget instead. But don't want to do something like that this close to a release.
* refactor: rename DeleteToInventory() to CopyToInventory()Justin Clark-Casey (justincc)2011-04-181-1/+2
| | | | DeleteToInventory() is misleading - it is the caller that decides whether to delete or not
* Implement taking of coalesced objects.Melanie2011-04-031-2/+2
| | | | | | | WARNING!!!!! You can TAKE them, but you can't REZ them again. Only the first of the contained objects will rez, the rest is inaccessible until rezzing them is implemented. Also, rotations are not explicitly stored. This MAY work. Or not.
* rename SceneObjectGroup.DeleteGroup() to DeleteGroupFromScene() to improve ↵Justin Clark-Casey (justincc)2010-09-151-1/+1
| | | | code readability
* Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)2010-09-071-8/+13
| | | | | | | | | | Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
* Continuing refactor. Refactor DeRezObject to deal with multiple objectsMelanie Thielker2010-06-011-6/+12
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* * HGScene is no more.Diva Canto2010-01-301-1/+4
| | | | * Moved a few key inventory access methods from Scene.Inventory to an IInventoryAccessModule module
* Remove the old (Remoting) region crossing code. Fix the new code toMelanie2009-11-261-5/+0
| | | | | | | | | | pass script state and assembly again properly. Reintroduce respecting tht TrustBinaries flag. Changes the interregion protocol! No version bump because it was broken anyway, so with a version mismatch it will simply stay broken, but not crash. Region corssing still doesn't work because there is still monkey business with both rezzed prims being pushed across a border and attached prims when walking across a border. Teleport is untested by may work.
* Formatting cleanup.Jeff Ames2009-10-011-11/+11
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* * Lock timers when Calling Start() and Stop() when the Thread Context is ↵Teravus Ovares (Dan Olivares)2009-09-091-2/+4
| | | | murky. This affects Mono only.
* Add plumbing for the SceneObjectDeleter to wait for the script engine toMelanie2009-08-041-3/+8
| | | | allow final deletion of objects. Meant to support the attach(NULL_KEY) event,
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* * optimized usings.lbsa712009-02-121-1/+0
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* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-0/+165
OpenSim.Region.Environment into a "framework" part and a modules only part. This first changeset refactors OpenSim.Region.Environment.Scenes, OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in OpenSim.Region.Environment. The next step will be to move region modules up from OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and then sort out which modules are really core modules and which should move out to forge. I've been very careful to NOT BREAK anything. i hope i've succeeded. as this is the work of a whole week i hope i managed to keep track with the applied patches of the last week --- could any of you that did check in stuff have a look at whether it survived? thx!