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* shuffling code around so that the interface for ISoundModule.SendSound() ↵SignpostMarv2012-10-291-21/+4
| | | | specifies a UUID rather than a string
* moving SendSound from SceneObjectPart to ISoundModuleSignpostMarv2012-10-291-0/+73
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* Formatting SoundModuleNonShared.LoopSound, consistent indentationSignpostMarv2012-10-291-1/+1
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* deduplicating code into a single LoopSound methodSignpostMarv2012-10-291-2/+11
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* refactoring StopSound into a private static method to skip repeating ↵SignpostMarv2012-10-291-1/+6
| | | | m_scene.TryGetSceneObjectPart
* Removing a locked iteration over SceneObjectGroup.LoopSoundSlavePrims as the ↵SignpostMarv2012-10-291-15/+0
| | | | SL Wiki spec does not state that slaves are set to match master values
* adjusting parameter order of PreloadSound to be more logicalSignpostMarv2012-10-291-1/+1
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* transposing LoopSoundMaster to Sound ModuleSignpostMarv2012-10-291-0/+36
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* transposing preload sound onto sound moduleSignpostMarv2012-10-291-0/+20
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* transposing stop sound into sound moduleSignpostMarv2012-10-291-0/+45
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* TryGetScenePresence in TriggerSound is probably meant to be using the ↵SignpostMarv2012-10-291-1/+1
| | | | ownerID, not the objectID
* swapping GetSceneObjectPart for TryGetSceneObjectPart in PlayAttachedSound ↵SignpostMarv2012-10-291-4/+4
| | | | to imply why we're doing an early return.
* stripping whitespace from ISoundModule, formatting SoundModuleNonShared.csSignpostMarv2012-10-291-3/+5
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* refactoring thisSpGain in PlayAttachedSound as it was previously using two ↵SignpostMarv2012-10-291-8/+4
| | | | typecasts in the assignment and had the assignment on a separate line to the declaration
* Factoring out an if-else block in PlayAttachedSound as it was using the ↵SignpostMarv2012-10-291-6/+6
| | | | previously hard-coded max distance value.
* making the max distance for sounds to be heard from their origin a ↵SignpostMarv2012-10-291-3/+9
| | | | configurable option exposed via a public field on ISoundModule (with private setter in the implementation)
* Converting the ISoundModule implementation from an IRegionModule to an ↵SignpostMarv2012-10-291-20/+58
| | | | INonSharedRegionModule
* minor: Fix verbose IAR save message to make it a bit clearer that item data ↵Justin Clark-Casey (justincc)2012-10-271-1/+1
| | | | is being saved at that point, not asset data.
* Fix "save iar" hanging permanently if the asset request phase times out.Justin Clark-Casey (justincc)2012-10-264-14/+33
| | | | | | | | Unlike "save oar", this was happening on the same thread as the original request. The timeout happens on another so the original thread is never aborted. On "save oar" this leaves the thread hanging (still bad) but on "save iar" it left the console thread hanging. Temporary fix is to make "save iar" do asset request on a separate thread, like "save oar". Longer term fix will be to restructure asset save to use a ManualResetEvent rather than a separate timeout timer.
* refactoring IWorldCommListenerInfo.GetRegexBitfield() method to be a field ↵SignpostMarv2012-10-261-12/+8
| | | | with a private setter
* adding ability for listeners to be filtered by regular expressions and a ↵SignpostMarv2012-10-261-19/+110
| | | | general-purpose function to see if a given string matches a given regex
* Formatting and casing correction in WorldCommModule, trailing new line in ↵SignpostMarv2012-10-261-3/+3
| | | | OSSL to get git diff to not complain
* Comment out InventoryTransferModule.NeedSceneCacheClear() and invocations ↵Justin Clark-Casey (justincc)2012-10-262-92/+93
| | | | | | 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.
* Fixed saving non-square multi-region OARsOren Hurvitz2012-10-261-1/+1
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* Fix script error messages not showing up in viewer 3 and associated viewers.Justin Clark-Casey (justincc)2012-10-251-12/+27
| | | | | | | Viewer 3 will discard such a message if the chat message owner does not match the avatar. We were filling the ownerID with the primID, so this never matched, hence viewer 3 did not see any script error messages. This commit fills the ownerID in with the prim ownerID so the script owner will receive script error messages. This does not affect viewer 1 and associated viewers which continue to process script errors as normal.
* Allow "show object", "show part", "dump object" and "delete object" to ↵Justin Clark-Casey (justincc)2012-10-241-42/+61
| | | | | | 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
* Get "save oar" and "save iar" to tell you in a more friendly manner if the ↵Justin Clark-Casey (justincc)2012-10-243-11/+16
| | | | | | filename to save already exists, rather than exception throwing. Also changes ConsoleUtil.CheckFileExists to CheckFileDoesNotExist() since this is more meaningful in the context, even though it does result in double negatives.
* Add "dump object uuid" console command. This allows any object in the scene ↵Justin Clark-Casey (justincc)2012-10-241-0/+53
| | | | to be serialized and dumped to XML for debug purposes.
* minor: Move co-ordinate related help to object commands to common ↵Justin Clark-Casey (justincc)2012-10-241-33/+3
| | | | ConsoleUtil.CoordHelp
* Refactor: Move Dwell reply to a module that can be disabled. The prior,Melanie2012-10-213-12/+111
| | | | hardcoded approach disabled the use of non-core dwell tracking modules.
* SQLite DB: some values of land data will be not saved / loadedPixelTomsen2012-10-211-0/+1
| | | | | | http://opensimulator.org/mantis/view.php?id=6370 Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Fix: invinite loading for Viewer3 : parcelinfo request of traffic-value ↵PixelTomsen2012-10-201-0/+12
| | | | | | (implementation of dwell-value in LandData + eventhandler, return always 0); source-formatting of LandData Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Improve efficiency of friends notification by only make one PresenceService ↵Justin Clark-Casey (justincc)2012-10-201-29/+24
| | | | | | call for all friends rather than one for each friend. However, large groups could still take a very long time since we still need to message each avatar on different simulators.
* Fix a few minor issues in ArchiveReadRequest logging.Justin Clark-Casey (justincc)2012-10-191-2/+2
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* minor: comment out currently unused logger in DynamicTextureModuleJustin Clark-Casey (justincc)2012-10-191-1/+1
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* Make "show part" console commands print out information about each item the ↵Justin Clark-Casey (justincc)2012-10-191-20/+93
| | | | part contains
* minor: Convert ad-hoc list building in ObjectCommandsModule to use ↵Justin Clark-Casey (justincc)2012-10-181-21/+24
| | | | ConsoleDisplayList
* Add local and UUID to information output of "show object" and "show part" ↵Justin Clark-Casey (justincc)2012-10-181-0/+4
| | | | region console commands
* Add --full option to "show object name/uuid/pos" to show info on all parts ↵Justin Clark-Casey (justincc)2012-10-181-20/+60
| | | | of an object, not just whole object summary information.
* Add number of inventory items to information displayed via "show part" ↵Justin Clark-Casey (justincc)2012-10-181-0/+1
| | | | console command
* minor: Add/correct some doc messages associated with entity teleport.Justin Clark-Casey (justincc)2012-10-161-1/+6
| | | | | | 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.
* Assign endVector before control leaves ↵Justin Clark-Casey (justincc)2012-10-111-0/+2
| | | | | | ObjectCommandsModule.TryParseVectorRange() in order to fix mono 2.4.3 compile failure. This doesn't fail the compile on mono 2.10.8.
* Add "delete object pos <start-coord> to <end-coord>" console command.Justin Clark-Casey (justincc)2012-10-101-24/+85
| | | | | This allows one to delete objects within a certain volume. See help on console for more details.
* Move OpenSim.Data.RegionFlags -> OpenSim.Framework.RegionFlags to make it ↵Justin Clark-Casey (justincc)2012-10-093-4/+6
| | | | easier for other code to use (e.g. LSL_Api) without having to reference OpenSim.Data just for this.
* On receiving TaskInventoryAccepted with a destination folder in the binary ↵Justin Clark-Casey (justincc)2012-10-065-8/+62
| | | | | | | | | | | bucket slot for RLV, notify the viewer about inventory folder updates. The viewer would not see the folder move without this, either on accept or decline. This commit also updates the TaskInventoryOffered message to better conform with the data LL uses Changes are, agentID is prim owner rather than prim id, agent name is now simply object name rather than name with owner detail, message is just folder name in single quotes, message is not timestamped. However, folder is not renamed "still #RLV/~<name>". Long term solution is probably not to do these operations server-side. Notes will be added to http://opensimulator.org/mantis/view.php?id=6311
* Fix bug in implementation of "show part pos" that would not filter probably.Justin Clark-Casey (justincc)2012-10-051-40/+25
| | | | Also refactors more of ObjectCommandsModule to remove duplicate code
* Add "show part pos" console command to match "show object pos"Justin Clark-Casey (justincc)2012-10-051-0/+72
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* refactor: eliminate some now duplicate code in ObjectCommandsModuleJustin Clark-Casey (justincc)2012-10-051-34/+25
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* Add "show object pos <start-coord> to <end-coord>" command to simulator console.Justin Clark-Casey (justincc)2012-10-051-0/+67
| | | | | | This allows you to display details of all objects in a given bounding box. Values parts of the co-ord can be left out as appropriate (e.g. to get all objects between the ground and z=30. See "help show object pos" for more details.
* Finally fix build break by allowing UserManagementModule (which constructs a ↵Justin Clark-Casey (justincc)2012-10-051-0/+1
| | | | | | packet directly) to reference OpenSim.Region.ClientStack.LindenUDP. This time I actually properly did a clean build