| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
desintation sim has no active script engines.
This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry.
Callers adjusted to stop checking for the list reference being null (which never happened anyway)
|
|
|
|
|
|
|
|
|
| |
of the other way around.
This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes.
Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers
Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer
MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)
|
|
|
|
| |
This appears to be code clutter since the code that uses this has long gone.
|
|
|
|
|
|
|
| |
removed from the scene.
This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc.
This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
|
| |
|
| |
|
| |
|
|
|
|
| |
Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files.
|
| |
|
| |
|
|
|
|
| |
inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on
|
|
|
|
|
|
|
|
| |
disconnects
* Move ViewerEffect handling to Scene.PacketHandlers
* Removing the unused CloseAllAgents function
* Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
|
| |
|
|
|
|
| |
neighbours in the grid service modules.
|
|
|
|
| |
LICENSE.txt.
|
|
|
|
|
|
| |
dropping.
|
| |
|
|
|
|
| |
added
|
|
|
|
|
|
| |
Also in that plugin it registers the IUserService with all the Scenes (as they are created). So now we can start changing over all uses of IUserService, that currently access it from the CommunicationsManager to accessing it from the Scene.RequestModuleInterface call.
Once that is done we can move the UserService creation out to its own plugin and remove all references to it from the CommunicationsManager. Then we can take the next CommunicationsManager interface and repeat.
|
| |
|
|
|
|
|
|
|
|
| |
interface. Shared modules will now only get added once, so the command
handler is called once per module, not once per scene. Removal of scenes
has no adverse effects. Nonshared modules will be called for each scene.
|
|
|
|
|
|
|
|
|
| |
line editing, context sensitive help (press ? at any time), command line
history, a new plugin command system and new appender features thet let you
type while the console is scrolling. Seamlessly integrates the ICommander
interfaces.
|
|
|
|
|
|
| |
* No functional changes in this revision
|
|
|
|
|
|
| |
* apparantly logout code relies on this happening in certain circumstances. Really, the root issue needs to be investigated.
|
|
|
|
|
|
|
|
|
| |
is in the Tools menu available when editing an object
* This facility allows you to save changes to an object that you've rezzed into a region back into their original inventory item without having to take a copy of the rezzed
object.
|
|
|
|
| |
is not represent at all
|
|
|
|
|
|
|
| |
Adds missing protocol pieces for EstablishAgentCommunication
event which allows the client to activate CAPS and the EQ for
child agents.
|
|
|
|
|
|
|
|
|
| |
prevent adjacent sims from using identical Local IDs for the attachment
Thanks to Mana Janus (Hippo Viewer) for providing the crucial bit of
information, namely that, due to a bug in the viewer, adjacent sims can't
use the same local ids.
|
|
|
|
| |
no longer sets everything up properly
|
| |
|
|
|
|
|
|
|
| |
it becomes impossible to cross back into a region you came from, or freeze
several seconds after region crossings.
|
|
|
|
|
|
| |
* This was only reference by ScenePresence and not used anyway - Scene itself had it's own copy
|
|
|
|
|
|
|
|
|
|
| |
Scene. Make the script engines check that the engine name in the
//Engine:language comment is a valid engine and treat it as a normal
comment if it's not.
//DotNetEngine: needs to be written as //ScriptEngine.DotNetEngine: now, since
that is it's real internal name. //XEngine: still works
|
|
|
|
|
|
|
| |
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
|
|
|
|
|
|
|
|
|
| |
It is now possible to use module interfaces without referencing Scene.
Place those interfaces in OpenSim/Region/Interfaces. They may not
use any refs from OpenSim.Region.Environment as parameters.
This resolves a circular library ref introduced in r5949
|
| |
|
|
|
|
|
| |
* Added new generic "Location" class to handle 2D integer locations. Going to use it to replace all RegionHandle and X,Y coordinate references throughout the entire project. You have been warned.
|
|
|
|
|
| |
* This fixes chi11ken's/OpenViewer's libsl cap issue.
|
|
|
|
|
|
|
|
|
|
| |
fixed path
* This allows caps requests to be routed to regions where the agent is currently a root agent instead of the region that they logged into as it did previously.
* This fixes a wide variety of bugs related to 'can't do X once i've crossed a border'.
* The first seed cap request fails, the second one works. (this generates an error message on the console)
* Experimental.
|
|
|
|
|
|
|
|
|
|
|
|
| |
non-home regions
* Should work in multi-region standalone and grid modes
* This should also solve other non-home region caps issues (map requests, RC client inventory requests, etc)
* We now pass CAPS information on to the destination region on region crossing, and set up a CAPS object when an agent becomes a master
* Current limitation is that this will only work if your http_listener_port is 9000
* This is a very early code cut (lots of bad practice, hard coding and inefficiency). However, I wanted to get this out there for feedback and my own sanity. Next few patches will clean up the mess.
|
| |
|
| |
|
|
|
|
| |
support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
|
|
|
|
|
|
| |
* Made Estate tools work for estate managers without needing to request admin status First
* Added code to make the Simulator version to be reported in the About box of the client
|
|
|
|
|
|
|
| |
card of death to send out region and estate messages.
* Switched over Region Restart notices to the magic secondlife blue card of death method.
|
|
|
|
|
|
|
| |
* shortened references
* Removed redundant 'this'
* Normalized EOF
|
|
|
|
|
|
|
|
|
| |
on Simulator makes sim unuseable->'Closed Connection Called'
* I've fundamentally changed a few things, so this is experimental
* The routine that I used needs to be tested on Linux. I don't expect it to cause a problem, but hey, it might.
* Child agents are still not logged off properly, so when the first set time out, the second set get logged off also, on the second log in if the second login is initiated before the first one fully times out.
|
|
|
|
| |
notice of doom
|
|
|
|
| |
working on grid mode, however. It doesn't break anything, but that feature doesn't work in grid mode yet either.
|
|
|
|
|
|
|
| |
the estate tools.
* The sims properly restart, however they don't yet notify the existing avatars that they are up. To see the sim again, you'll need to log-out and back in until I can figure out how to get the proper data to the sims and to the avatar so they reconnect again.
|