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* Stop exceptions being generated on agent connection if a telehub object has ↵Justin Clark-Casey (justincc)2014-01-202-4/+6
| | | | been deleted or has no spawn points.
* refactor: rename Scene.IncomingCloseAgent() to CloseAgent() in order to make ↵Justin Clark-Casey (justincc)2013-09-271-3/+3
| | | | | | it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly. Adds IScene.CloseAgent() to replace RemoveClient()
* Merge branch 'TeleportWork'Justin Clark-Casey (justincc)2013-08-091-3/+3
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| * Fix an issue where under teleport v2 protocol, teleporting from regions in ↵Justin Clark-Casey (justincc)2013-08-081-3/+3
| | | | | | | | | | | | | | | | | | | | an line from A->B->C would not close region A when reaching C The root cause was that v2 was only closing neighbour agents if the root connection also needed a close. However, fixing this requires the neighbour regions also detect when they should not close due to re-teleports re-establishing the child connection. This involves restructuring the code to introduce a scene presence state machine that can serialize the different add and remove client calls that are now possible with the late close of the This commit appears to fix these issues and improve teleport, but still has holes on at least quick reteleporting (and possibly occasionally on ordinary teleports). Also, has not been completely tested yet in scenarios where regions are running on different simulators
* | * Added set water height <height> [<x>] [<y>] console command following the ↵teravus2013-08-071-1/+30
|/ | | | set terrain heights console command as an example.
* Add "show caps stats by user" and "show caps stats by cap" console commands ↵Justin Clark-Casey (justincc)2013-07-081-1/+1
| | | | | | | | | to print various counts of capability invocation by user and by cap This currently prints caps requests received and handled, so that overload of received compared to handled or deadlock can be detected. This involves making BaseStreamHandler and BaseOutputStream record the ints, which means inheritors should subclass ProcessRequest() instead of Handle() However, existing inheriting classes overriding Handle() will still work, albeit without stats recording. "show caps" becomes "show caps list" to disambiguate between show caps commands
* Revert "Same freeze issue, now checking if it's in estate"Diva Canto2013-07-041-1/+0
| | | | This reverts commit ca380ec0397b28a3d7a3f2c60aeb6eaf1153be31.
* Same freeze issue, now checking if it's in estateDiva Canto2013-07-041-0/+1
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* Send up the part missing from the Avination Estate commit.Melanie2013-05-111-0/+12
| | | | Warning - contains a small migration.
* Guard the scene list when estates are updatedMelanie2013-05-082-9/+14
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* Step 3: Commit the Avination XEstate estate comms handlerMelanie2013-05-073-0/+767
| | | | This adds estate-wide Teleport Home and Teleport All User Home as well
* Step one of estate settings sharing - port the Avination Estate module ↵Melanie2013-05-071-13/+44
| | | | (complete module) as changes are too extensive to apply manually
* Fix issue where the "set terrain texture" console command did not tell the ↵Justin Clark-Casey (justincc)2013-01-261-1/+1
| | | | | | viewers that textures had updated (hence they did not display the changes). Addresses http://opensimulator.org/mantis/view.php?id=6513
* Move scene debug commands into separate module. Command changes from "debug ↵Justin Clark-Casey (justincc)2013-01-101-7/+12
| | | | scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings
* Fixed several problems with the Sun: some settings didn't work, or were ↵Oren Hurvitz2013-01-021-1/+2
| | | | 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)
* Add AllowRegionRestartFromClient setting to [EstateManagement] section of ↵Justin Clark-Casey (justincc)2012-11-231-40/+63
| | | | | | | | | OpenSim.ini. Setting this to false will block all restart requests from the viewer even if they are otherwise legitimate. One use is to block region restarts if necessary whilst restart functionality remains buggy or triggers bugs in modules, though these should be fixed as soon as practicable. Default is true, as has been the case historically.
* Remove the redundant BypassPermissions() checks in EstateManagmentModule.Justin Clark-Casey (justincc)2012-11-231-8/+13
| | | | This is repeated in the PermissionsModule and checking it earlier does not allow a force override of the bypass value
* minor: Add some console feedback on region restart and log who requested a ↵Justin Clark-Casey (justincc)2012-11-231-0/+4
| | | | region restart if done from the viewer.
* Remove any mention of IRegionModule from region names and comments to aidMelanie2012-11-121-1/+1
| | | | grepping for remaining uses
* Move OpenSim.Data.RegionFlags -> OpenSim.Framework.RegionFlags to make it ↵Justin Clark-Casey (justincc)2012-10-091-0/+1
| | | | easier for other code to use (e.g. LSL_Api) without having to reference OpenSim.Data just for this.
* enabling all corners of a sim to be set in one callSignpostMarv2012-06-061-1/+11
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* refactor: Rename EstateSettings.IsEstateManager() to ↵Justin Clark-Casey (justincc)2012-04-171-1/+1
| | | | | | | EstateSettings.IsEstateManagerOrOwner() to reflect what it actually does. This makes it consistent with other parts of OpenSimulator that are treating ESTATE_MANAGER and ESTATE_OWNER as different entities. As per opensim-dev mailing list.
* New OS scripting functions osSetTerrainTexture and osSetTerrainHeight as ↵Snoopy Pfeffer2012-04-101-2/+13
| | | | originally proposed in SL Jira (https://jira.secondlife.com/browse/SVC-244).
* Replace "scene debug true false true" console command with "scene debug ↵Justin Clark-Casey (justincc)2012-03-211-1/+7
| | | | | | scripting true" or other parameters as appropriate. This is to allow individual switching of scene debug settings and to provide flexibiltiy for additional settings.
* fix compile error from last commitJustin Clark-Casey (justincc)2012-03-211-1/+1
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* refactor: simplify EstateManagementModule.handleEstateDebugRegionRequest()Justin Clark-Casey (justincc)2012-03-211-18/+7
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* remove some mono compiler warningsJustin Clark-Casey (justincc)2012-03-201-2/+0
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* In Top Scripts report, don't show scripts with no or less than 1 microsecond ↵Justin Clark-Casey (justincc)2012-03-161-0/+6
| | | | | | of execution time. This is to make the report clearer and less confusing.
* Fix owner name display in "Top Colliders" and "Top Script" region reports.Justin Clark-Casey (justincc)2012-03-161-45/+1
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* Replace script-lines-per-second with the script execution time scaled by its ↵Justin Clark-Casey (justincc)2012-03-161-30/+47
| | | | | | | | | | | measurement period and an idealised frame time. The previous lines-per-second measurement used for top scripts report was inaccurate, since lines executed does not reflect time taken to execute. Also, every fetch of the report would reset all the numbers limiting its usefulness and we weren't even guaranteed to see the top 100. The actual measurement value should be script execution time per frame but XEngine does not work this way. Therefore, we use actual script execution time scaled by the measurement period and an idealised frame time. This is still not ideal but gives reasonable results and allows scripts to be compared. This commit moves script execution time calculations from SceneGraph into IScriptModule implementations.
* Uses shorter AddCommand form for "show estates"Justin Clark-Casey (justincc)2012-03-081-1/+1
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* Display help commander topics in capitalized form - the commands themselves ↵Justin Clark-Casey (justincc)2012-03-081-40/+7
| | | | | | are still lowercase. Also convert the estate commands to simply AddCommand() calls so that commands from two different modules can be placed in the same category
* Change "help" to display categories/module list then "help ↵Justin Clark-Casey (justincc)2012-03-081-2/+2
| | | | | | | | | | | <category/module>" to display commands in a category. This is to deal with the hundred lines of command splurge when one previously typed "help" Modelled somewhat on the mysql console One can still type help <command> to get per command help at any point. Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet). Does not affect command parsing or any other aspects of the console apart from the help system. Backwards compatible with existing modules.
* Fix: Covenant changed time not set ↵PixelTomsen2012-02-031-0/+2
| | | | | | http://opensimulator.org/mantis/view.php?id=5869 Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Simplify and streamline telehub editing code. Verify rotations and fixMelanie2012-01-242-58/+30
| | | | spwan point positioning on rotated telehubs.
* Reverse the spawn point distance vectorMelanie2012-01-241-1/+1
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* Correct a coordinate to make the viewer like itMelanie2012-01-241-1/+1
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* Change Telehubs to store only the data that is really needed and notMelanie2012-01-242-83/+65
| | | | additional redundant information.
* Add update to Telehub position and rotation before adding SpawnPointsBlueWall2012-01-231-4/+11
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* Cleanup BlueWall2012-01-231-3/+6
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* Cleanup unused parts, add some error handlingBlueWall2012-01-231-53/+52
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* Move Telehub tables and data from EstateSettings to RegionSettings.Melanie2012-01-222-30/+28
| | | | | | | | | | This is damage control es EstateSettings is not the place this can be put. EstateSettings is nt unique to a region and therefore would introduce a hard limit of one telehub per estate, completely shutting off the option of having SL style telehubs, e.g. one per region. Whole estate teleport routing can still be implemented id desiresd, this way all options are open while the other way most options get closed off.
* Telehub Support:BlueWall2012-01-212-69/+92
| | | | Telehub settings now persist to the database and are saved across sim restarts. So-far this only works on MySQL. this is a work in progress, teleport routing is not yet implemented.
* Telehub Support:BlueWall2012-01-202-1/+194
| | | | Support for viewer side of telehub management. Can manupulate Telehubs and SpawnPoints from the viewer estate managemnt tools. This is a work in progress and does not yet persist or affect teleport routing.
* Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls toDan Lake2011-11-031-5/+5
| | | | | | | | | | | | | | the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate.
* Added new ForEachRootScenePresence to Scene since almost every delegate ↵Dan Lake2011-10-271-8/+5
| | | | passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
* comment out some recent terrain texture loggingJustin Clark-Casey (justincc)2011-09-121-4/+4
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* Save the default terrain texture UUIDs for a new region instead of leaving ↵Justin Clark-Casey (justincc)2011-09-091-0/+5
| | | | | | | | | | | them as UUID.Zero. Leaving them at UUID.Zero meant that when a viewer 2 logged into a region that had been freshly created, it received UUID.Zero for these textures, and hence display the land as plain white. On a simulator restart, the problem would go away since when the database adapators loaded the new region settings, RegionSettings itself has code to use default textures instead of UUID.Zero. This commit resolves the problem by saving the default texture UUIDs instead of Zero. However, we currently have to do this in a roundabout way by resaving once the RegionSettings have been created by the database for the first time. This needless complexity should be addressed. This change will also have the effect of replacing any existing UUID.Zero terrain textures with the default ones. However, this shouldn't have any effect since the UUID.Zeros were already being replaced in memory with those same UUIDs.
* Remove pointless cluttering SOP.ParentGroup != null checks.Justin Clark-Casey (justincc)2011-09-011-28/+22
| | | | | The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database. At all other times it's not possible for a SOP not to have a SOG parent.
* Added MaxAgents configuration option to RegionConfig.ini allowing region ↵E. Allen Soard2011-04-231-1/+4
| | | | hosters to setup regions maintaining more control over system resources.