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* Changed save oar and save iar parameter -p|--profile to -h|--home, including ↵Snoopy Pfeffer2012-02-031-2/+2
| | | | corresponding RemoteAdmin parameter
* Replace ParcelAccessEntry with a new struct, LandAccessEntry, which moreMelanie2012-02-022-26/+62
| | | | | | accurately reflects the data sent by the viewer. Add times bans and the expiration of timed bans. Warning: Contains a Migration (and nuts)
* Add "show part uuid" and "show part name" console commands.Justin Clark-Casey (justincc)2012-01-311-7/+97
| | | | | | These commands will display part/prim details for a given uuid or name The "show object uuid" and "show object name" commands will now only display details for objects (i.e. not child parts in a linkset). This is for consistency with the "delete object" commands which only delete objects, not parts.
* Implement "show object name <name>" console command to show details of an ↵Justin Clark-Casey (justincc)2012-01-311-8/+49
| | | | object with the given name
* Get rid of the "no objects found" feedback for now - this doesn't work well ↵Justin Clark-Casey (justincc)2012-01-311-11/+13
| | | | if a command is executed over multiple scenes.
* Implement "show object uuid <uuid>" console command.Justin Clark-Casey (justincc)2012-01-311-5/+56
| | | | This will show details about a part with the given uuid if it's found.
* Add more user feedback if an object isn't found for which delete was requested.Justin Clark-Casey (justincc)2012-01-311-0/+15
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* Add the name of a deleted object to the console outputJustin Clark-Casey (justincc)2012-01-311-1/+1
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* If a particular region is selected in the console, only try to delete ↵Justin Clark-Casey (justincc)2012-01-311-16/+21
| | | | | | objects in that region, rather than in every region on the simulator The old wrong behaviour was in place before the command was extracted to a module.
* Move object delete commands into a commands region module, in preparation ↵Justin Clark-Casey (justincc)2012-01-311-0/+206
| | | | for adding similar show commands.
* Make parcel sale overlays work. No auction support.Melanie2012-01-311-4/+84
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* Use the requested sim's map, not our ownMelanie2012-01-301-2/+2
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* Patch in the rest of the maptile stuffMelanie2012-01-301-3/+7
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* Next step for world map overlaysMelanie2012-01-301-2/+3
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* Some plumbing for map overlaysMelanie2012-01-301-15/+20
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* Pickup map overlay tile from RegionSettings.ParcelImageIDBlueWall2012-01-301-1/+1
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* Merge branch 'master' of /home/opensim/var/repo/opensim into mapworkBlueWall2012-01-284-14/+89
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| * Add experimental --publish option to "save oar" so that OARs reloaded to the ↵Justin Clark-Casey (justincc)2012-01-284-14/+89
| | | | | | | | same grid don't have the publisher as owner.
* | Adding our parcel's generated id to map packetsBlueWall2012-01-281-2/+2
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* Change references from sop to sog and add protection from null refBlueWall2012-01-261-11/+13
| | | | I had code made additions to the map module that was based on the earlier work that I did before Melanie made improvements. Updating the new code to incorporate the same changes.
* llGetParcelMusicURL implementation ↵Pixel Tomsen2012-01-251-1/+10
| | | | | | http://wiki.secondlife.com/wiki/LlGetParcelMusicURL Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-01-251-2/+51
|\ | | | | | | | | Conflicts: OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
| * Telehub map items displayedBlueWall2012-01-241-3/+51
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* | Change the WorldMapModule to use SOG rather than SOP for the telehub ansMelanie2012-01-251-13/+15
|/ | | | cover a potential nullref
* Put Telehubs on the mapBlueWall2012-01-241-0/+18
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* 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.
* Add basic request and send image regression tests for LLImageManagerJustin Clark-Casey (justincc)2012-01-191-1/+1
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* RegionReady:BlueWall2012-01-181-0/+2
| | | | Back out some of the oar monitoring for the time being. Need to find a better way to get feedback. Will re-visit this soon.
* Update RegionReadyModuleBlueWall2012-01-131-1/+9
| | | | Fix triggering of alerts when rezzing first script to an empty region, add login disable when loading oars.
* HG: normalize all externalized user ULRs to be the Home URL, i.e. the ↵Diva Canto2012-01-121-2/+6
| | | | location of the user's UAS. This corrects an earlier design which had some cases pointing to the profile server. WARNING: CONFIGURATION CHANGES in both the sims (*Common.ini) and the Robust configs (Robust.HG.ini). Please check diff of the example files, but basically all vars that were pointing to profile should point to the UAS instead and should be called HomeURI.
* Add a check to see if an asset exists before recreating it whileMic Bowman2012-01-101-0/+6
| | | | | | loading an archive. This does add an extra roundtrip to the asset server if loading new assets but it protects against overwriting (and potentially corrupting) existing assets.
* Fix bug where objects could not be set to a new group if the group had been ↵Justin Clark-Casey (justincc)2011-12-171-3/+9
| | | | | | | | | | created in that client session, or if no other action has been performed on the object. There were two problems here: 1) On object group update, we looked for the group is the IClientAPI group cache rather than in the groups service. This fails to groups created newly in that session 2) On object group update, we weren't setting the HasGroupChanged flag. This meant that the change was not persisted unless some other action set this flag. This commit fixes these issues and hopefully addresses http://opensimulator.org/mantis/view.php?id=5588 This commit also moves HandleObjectGroupUpdate() to the GroupsModule from the Scene.PacketHandlers.cs file
* Implement IOSHttpRequest and IOSHttpResponse http interfaces and use instead ↵Justin Clark-Casey (justincc)2011-12-053-5/+5
| | | | | | | | of OSHttpRequest/OSHttpResponse. This is required for the substitution of different HTTP servers or the newer HttpServer.dll without having to commit to a particular implementation. This is also required to write regression tests that involve the HTTP layer. If you need to recompile, all you need to do is replace OSHttpRequest/OSHttpResponse references with IOSHttpRequest/IOSHttpResponse.
* Improve some of the debug help messagesJustin Clark-Casey (justincc)2011-11-291-3/+2
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* Add disabled CrossBehaviour to pCampBot, which is designed to cross test ↵Justin Clark-Casey (justincc)2011-11-241-1/+1
| | | | | | bots between neighbouring regions. Not yet enabled since there is a bug where the initial cross will work but all subsequent movements on the receiving simulator appear to fail.
* For TerrainModule.SaveToFile(), don't bother throwing the exception onwards ↵Justin Clark-Casey (justincc)2011-11-171-1/+0
| | | | | | after printing out the error, since this method is invoked by users. Still throwing the exception on the stream method since this invoked programatically
* Make "terrain save" more friendly by telling the user if we have saved and ↵Justin Clark-Casey (justincc)2011-11-171-18/+32
| | | | putting out a useful complaint message if we haven't for some reason
* Make tracked per scene thread names conform to the majorirty format.Justin Clark-Casey (justincc)2011-11-151-3/+6
| | | | This is <thread-name> (<region-name>)
* For clients that are entering a simulator from initial login, stop executing ↵Justin Clark-Casey (justincc)2011-11-151-2/+1
| | | | | | | | FriendsModule.FetchFriendslist() asychronously. Executing this asynchronously allows a race condition where subsequent friends fetches hit a cache that FetchFriendsList() had not yet populated. Changing this to synchronous may improve issues where a user does not see friends as online even though they are. I don't believe synchronous is a problem here, but if it is, then a more complicated signalling mechanism is required. Locking the cache isn't sufficient.
* Rename ForEachAvatar back to ForEachScenePresence. The other changesDan Lake2011-11-033-5/+5
| | | | | | from previous commit which sort out which iterator is used are left intact. A discussion is needed as to what constitutes an avatar vs a ScenePresence.
* Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls toDan Lake2011-11-036-14/+14
| | | | | | | | | | | | | | 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.