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path: root/OpenSim/Region/Framework/Scenes/Scene.cs (follow)
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* Whitespace fix and removing unneccessary parenthesesMelanie2013-01-311-1/+1
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* Allow use of MaptileStaticUUID in Regions.ini to override the global setting ↵Jak Daniels2013-01-301-1/+6
| | | | | | in OpenSim.ini for each region. Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Add the Avination physics raycast glue so Core Physics can implement raycastMelanie2013-01-231-0/+13
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* Add "debug set set animations true|false" region console command.Justin Clark-Casey (justincc)2013-01-181-0/+5
| | | | | Setting this logs extra information about animation add/remove, such as uuid and animation name Unfortunately cannot be done per client yet
* Move scene debug commands into separate module. Command changes from "debug ↵Justin Clark-Casey (justincc)2013-01-101-94/+59
| | | | scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings
* refactor: route the final scene backup through the same code that handles ↵Justin Clark-Casey (justincc)2013-01-101-10/+1
| | | | | | periodic backup This is rather than making unnecessary duplicate checks that the SOG later performs again.
* Add "debug scene pbackup true|false" console command. This enables or ↵Justin Clark-Casey (justincc)2013-01-101-9/+30
| | | | | | disable periodic scene backup. For debug purposes. If false, scene is still saved on shutdown.
* Fixed several problems with the Sun: some settings didn't work, or were ↵Oren Hurvitz2013-01-021-27/+1
| | | | inconsistently used. - The sun position is always calculated by combining the sun settings in the Region and Estate. This fixes the problem that 'UseEstateSun' didn't work. - To remove ambiguity, the EstateToolsSunUpdate event no longer accepts the sun's position as parameters. That's because the position is always calculated from the Region and Estate settings. - Use only the 'FixedSun' flag to determine whether the sun is fixed; not the 'UseGlobalTime' flag. - Don't change the region's 'SunPosition' field according to the sun's position: this field is used only to set the position when using a FixedSun. (The 'SunVector' field does get updated according to the sun's position in the sky)
* minor: Put Scene.PhysicsRequestAsset() into standard C# xml format.Justin Clark-Casey (justincc)2012-12-041-4/+11
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* minor: Make note in log if scene was restarted due to an unrecoverable ↵Justin Clark-Casey (justincc)2012-11-231-1/+6
| | | | physics error
* Fix problem where restarting the currently selected region would stop ↵Justin Clark-Casey (justincc)2012-11-231-8/+2
| | | | | | various console commands (e.g. "show users") from working. This was because the "currently selected" scene reference was being left as the dead scene instead of the restarted Scene object.
* Remove the old style module loader and all references to itMelanie2012-11-121-3/+1
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* Only create a new list to check if objects have reached targets if there ↵Justin Clark-Casey (justincc)2012-10-301-5/+9
| | | | actually are any targets.
* Fix memory leak where removing an NPC did not remove its circuits.Justin Clark-Casey (justincc)2012-10-291-2/+3
| | | | | | This was because we were removing by circuitcode where NPCs have no code. Now removing by agent ID instead. This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address.
* Deep copy the collection of at_target objects so it can't be modified whileMelanie2012-10-281-2/+5
| | | | it's being iterated
* Comment out InventoryTransferModule.NeedSceneCacheClear() and invocations ↵Justin Clark-Casey (justincc)2012-10-261-11/+13
| | | | | | since the call itself does nothing and the return value is ignored by all callers. This is a very old method (+4 years) so is probably confusing code cruft.
* minor: if a scene is already shutting down on Scene.Close(), warn and exit ↵Justin Clark-Casey (justincc)2012-10-251-0/+6
| | | | | | instead of attempting to run another shutdown concurrently. Thanks to Oren Hurvitz for this change.
* In Scene.Close(), dispose of the physics scene after base.Close() since ↵Justin Clark-Casey (justincc)2012-10-251-6/+8
| | | | | | | | script events can still access Physics scene until the script engine shuts down (triggered off base.Close()) XEngine listeners to EventManager.OnShutdown which is triggered from base.Close(). Possibly it could listen for the earlier OnSceneShuttingDown instead, but the easier solution right now is to relocate disposal of the physics scene. This bug has existed since c150320 (Thu Jul 26 15:27:18 2012) and was in 0.7.4
* Allow "show object", "show part", "dump object" and "delete object" to ↵Justin Clark-Casey (justincc)2012-10-241-1/+12
| | | | | | accept a local ID as well as a UUID. This means that the sub-commands are now id rather than uuid, e.g. show object id
* minor: Add/correct some doc messages associated with entity teleport.Justin Clark-Casey (justincc)2012-10-161-2/+3
| | | | | | I believe UseCircuitCode is sent on EnableSimulator EQ message, rather than EstablishAgentCommunication At least with LL 3.3.4, EstablishAgentCommunication appears unnecessary in the teleport context - viewer still requests it though possibly only after TeleportFinish(). However, we will continue to send it.
* Fix problems with regression tests by allowing invoke of Update() with a ↵Justin Clark-Casey (justincc)2012-10-121-3/+4
| | | | finite number of frames even if the scene isn't active.
* Add "active true|false" to "debug scene" console command.Justin Clark-Casey (justincc)2012-10-121-3/+37
| | | | This allows the scene update and maintenance loops to be started and stopped for debug purposes.
* Lock on AgentCircuitData during Scene.AddClient() and RemoveClient() to ↵Justin Clark-Casey (justincc)2012-10-101-201/+256
| | | | | | prevent an inactive connection being left behind if the user closes the viewer whilst the connection is being established. This should remove the need to run the console command "kick user --force" when these connections are left around.
* minor: elaborate method doc on Scene.NewUserConnection()Justin Clark-Casey (justincc)2012-10-091-6/+13
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* Trigger ObjectAddedToScene when loading objects from oarfile. Already ↵Dan Lake2012-10-051-1/+8
| | | | triggers when creating, duplicating or loading from database, incoming attachments, etc
* Forgot to actually remove the packetpool set code from scene.Justin Clark-Casey (justincc)2012-10-051-7/+0
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* Prevent the ExtraSettings code from crashing SQLite driven sims.Melanie2012-10-021-0/+6
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* Add MaxPrimsUndo config setting to [Startup] section of OpenSim.ini.Justin Clark-Casey (justincc)2012-09-271-3/+2
| | | | | | This controls how many undo steps the simulator will store for each prim. Default is now 20 rather than 5 as it briefly was. The default number could be increased through this is a memory tradeoff which will scale with the number of prims in the sim and level of activity.
* Enforce existing 5 action hardcoded undo limit.Justin Clark-Casey (justincc)2012-09-261-1/+5
| | | | | | | This was present in the code but not enforced, which led to a memory leak over time as part properties were changed, whether by viewer, script or another source. This commit enforces that limit, which will soon become configurable. Regression test for undo limit added Should help with http://opensimulator.org/mantis/view.php?id=6279
* Make ResendAppearanceUpdates = true by default in [Appearance] in ↵Justin Clark-Casey (justincc)2012-09-201-0/+2
| | | | | | | | | OpenSimDefaults.ini. This resends appearance uuids to avatars in the scene once a minute. I have seen this help in the past resolve grey appearance problems where viewers have for unknown reasons sometimes ignored the packet. The overhead is very small since only the UUIDs are sent - the viewer then requests the texture only if it does not have it cached. This setting will not help with cloudy avatars which are usually due to the viewer not uploading baked texture data or uploading something that isn't valid JPEG2000
* Cleanup from prev. commitBlueWall2012-09-181-2/+2
| | | | Make correct defaults to Phys/nonPhys prims to fix errors in prev. commit
* Fix some inconsistencies in configurartion: NonPhys primsBlueWall2012-09-181-3/+3
| | | | | | Fix inconsistencies between configuration parameter names and their description names. Changing the configuration parameters for non physical prim size min-max from Nonphys* to NonPhys*. Please update your OpenSim.ini and Regions.ini to reflect these changes.
* preventing a null reference exception from being thrownSignpostMarv2012-09-171-0/+3
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* implementing per-region configuration of limits on the number of prims one ↵SignpostMarv2012-09-091-0/+11
| | | | | | | | can have in a linkset Applied with changes - patch was based on a repo different from core Signed-off-by: Melanie <melanie@t-data.com>
* refactoring to allow Scene.GetLandData to accept Vector3 as an argument. ↵SignpostMarv2012-09-081-0/+10
| | | | Note that the prior work on LSL_Vector implicit operators means one does not need to explicitly cast a LSL_Vector to Vector3
* adding utility method for getting SceneObjectGroup from sceneSignpostMarv2012-09-061-0/+12
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* adding utility method for getting SceneObjectPart from sceneSignpostMarv2012-09-061-0/+12
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* If a connecting scene presence is replacing an existing scene presence then ↵Justin Clark-Casey (justincc)2012-08-241-1/+1
| | | | bypass close checks.
* Add --force flag to "kick user" console command to allow bypassing of recent ↵Justin Clark-Casey (justincc)2012-08-201-3/+6
| | | | | | | | | race condition checks. This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once). You should only attempt --force if a normal kick fails. This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive. This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
* enables configurable minimum sizes for physical & non-physical primsSignpostMarv2012-08-151-1/+30
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* Add support for the extra params to scene and the event managerMelanie2012-08-151-0/+39
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* Add a skeleton for a name value storage associated with regionsMelanie2012-08-151-0/+4
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* Lay some groundwork for temp attachments. Decouple attachments from inventory.Melanie2012-08-141-1/+1
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* Move previously unadvertised SendPeriodicAppearanceUpdates setting from ↵Justin Clark-Casey (justincc)2012-08-031-1/+7
| | | | | | | | | | [Startup] to [Appearance] config section. Add description and default of false (as before) to OpenSimDefaults.ini If set to true, this config switch will resend avatar appearance information (a small amount of UUID data, not the baked textures themselves) to other avatars in the sim every 60 seconds. For me, this has helped with situations where avatars appear persistently grey - the LL viewer sometimes did not appear to request assets the first time the appearance data was sent. However, this switch will not help with other appearance failure situations (e.g. failure to bake assets). This setting is experimental but will not have any significant impact on the simulator if turned to true.
* Create the ability for physics modules to request assets on demand byMelanie2012-08-011-0/+16
| | | | | | themselves. For that, the physics module simply calls RequestAssetMethod, which in turn points to Scene.PhysicsRequestAsset. This gives physics access to the asset system without introducing unwanted knowledge of the scene class.
* Avoid a race condition between the scene shutdown thread and the update ↵Justin Clark-Casey (justincc)2012-07-271-3/+5
| | | | | | | | | thread since commit c150320 (Thu Jul 26 15:27:18 2012) c150320 started explicitly disposing of the physics scene and nulling it out on region shutdown. However, the update loop may not have yet checked Scene.ShuttingDown, particularly if avatars were not in the scene, causing failure when it tried to lookup time dilation. This commit moves the setting of m_shuttingDown above the existing 500ms pause to notify avatars that they are being kicked. This should not affect the few other places that use this flag.
* Add a Dispose() of the physics engine when a scene is being shutdown.Robert Adams2012-07-261-0/+9
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* Move Watchdog and MemoryWatchdog classes into OpenSim.Framework.Monitoring ↵Justin Clark-Casey (justincc)2012-07-251-0/+1
| | | | with other monitoring code from OpenSim.Framework
* Make SceneManager.OnRegionsReadyStatusChange event available.Justin Clark-Casey (justincc)2012-07-251-2/+2
| | | | | This is fired when all regions are ready or when at least one region becomes not ready. Recently added EventManager.OnRegionReady becomes OnRegionReadyStatusChange to match OnLoginsEnabledStatusChange
* Change attachment handling to remove object from the scene first as perMelanie2012-07-231-11/+1
| | | | | | 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.