From f106ba87ca92b477b32a84aa246e4b4481b0980b Mon Sep 17 00:00:00 2001
From: Oren Hurvitz
Date: Wed, 18 Sep 2013 15:55:42 +0300
Subject: Made terrain uploads thread-safe
---
OpenSim/Region/Framework/Interfaces/IEstateModule.cs | 5 +++++
1 file changed, 5 insertions(+)
(limited to 'OpenSim/Region/Framework/Interfaces')
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index d49b24e..944c66b 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -54,5 +54,10 @@ namespace OpenSim.Region.Framework.Interfaces
void setEstateTerrainBaseTexture(int level, UUID texture);
void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue);
+
+ ///
+ /// Returns whether the transfer ID is being used for a terrain transfer.
+ ///
+ bool IsTerrainXfer(ulong xferID);
}
}
--
cgit v1.1
From d0c17808391e93964dcaf0ffcf06899c5669f4ff Mon Sep 17 00:00:00 2001
From: Oren Hurvitz
Date: Wed, 25 Sep 2013 10:56:05 +0300
Subject: Fixed rezzing coalesced objects from a prim's inventory
Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.
---
OpenSim/Region/Framework/Interfaces/IEntityInventory.cs | 10 ++++++----
1 file changed, 6 insertions(+), 4 deletions(-)
(limited to 'OpenSim/Region/Framework/Interfaces')
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 150193d..9ffda51 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -234,15 +234,17 @@ namespace OpenSim.Region.Framework.Interfaces
List GetInventoryItems(InventoryType type);
///
- /// Get the scene object referenced by an inventory item.
+ /// Get the scene object(s) referenced by an inventory item.
///
///
/// This is returned in a 'rez ready' state. That is, name, description, permissions and other details have
/// been adjusted to reflect the part and item from which it originates.
///
- ///
- /// The scene object. Null if the scene object asset couldn't be found
- SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item);
+ /// Inventory item
+ /// The scene objects
+ /// Relative offsets for each object
+ /// true = success, false = the scene object asset couldn't be found
+ bool GetRezReadySceneObjects(TaskInventoryItem item, out List objlist, out List veclist);
///
/// Update an existing inventory item.
--
cgit v1.1