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2007-12-20Added null check back into ModuleLoader.csJeff Ames1-1/+2
2007-12-19Stopped module loader from re-loading .dll once for every plugin found ↵Jeff Ames1-12/+16
within it.
2007-12-13From Michael Osias (IBM)Sean Dague1-0/+3
This patch makes some enhancements to the llRemoteData functions. The module is now a shared module, and allows remote data channels to be created among multiple regions in the same sim. The port is controlled from the remoteDataPort property under the [Network] section in OpenSim.ini. If this setting is not present or = 0, the module is disabled and no port is opened. llRemoteData commands have not effect when module is disabled.
2007-11-24*Shared Modules have feelings too! -- Shared Region Modules that are found ↵mingchen1-1/+9
in DLLs are now correctly loaded automagically.
2007-11-18* Supressed the "not a module assembly" warning for verbosity reasons.Adam Frisby1-2/+2
2007-11-15* Added MySQLDataStore (adapted from MonoSqlitelbsa711-5/+12
* Made startup a little bit more forgiving on dll load * Minor renamings and musings
2007-10-30* Optimized usingslbsa711-10/+9
* Shortened type references * Removed redundant 'this' qualifier
2007-10-29* ModuleLoader: Privatized some too-public fieldslbsa711-13/+24
* Scene: Changed name from MakeAvatarPhysical to MakeRootAgent and added ForEachClient * SceneManager: Added ForEachScene * Worked some on appearances.
2007-10-29Started the process of cleaning up AssetCache and moving most of the code ↵MW1-0/+3
into modules. Have moved TextureRequest handling (from the client) to a module. But even though to start with I just did a little bit of cleaning up of the existing code, it doesn't seem to work as good as the old code so I need to spend more time on it. So for now am committing my changes but with them not in use. So for now all Texture and asset requests are still handled by the old code in AssetCache.
2007-10-26* Added prototypical AvatarFactory module interface to load avatar parameterslbsa711-0/+6
* Added dump_assets_to_file option to enable asset dumping for debug * normalized some namespaces * InventoryFolder renamed to InventoryFolderImpl to
2007-10-22* Return of R2162. /Take that SVN!/Adam Frisby1-1/+1
2007-10-22nice catch by chi11ken that I was setting the wrong propertySean Dague1-214/+214
2007-10-22revert r2162 as it completely clobbered all the work onSean Dague1-214/+214
the ChatModule by MW and myself. Couldn't find Adam online after that rev went in.
2007-10-22* Major ass commit.Adam Frisby1-214/+214
* Sqlite Storage Engine now supports terrain -- however be aware that every terrain revision stored will at 512KB to your database file. At the moment it is storing every revision from the first. * Fixed an issue where by noverbose mode would display lots of useless junk. Noverbose mode is now quite usable. * Fixed a whole bunch of console message issues such as naming and categorisation
2007-10-22attempt to fix the muliple repeat problem (that sdague is getting) in the ↵MW1-203/+203
IRC chat bridge code.
2007-10-22Hopefully made it so ChatModule and InstantMessageModule are now running in ↵MW1-4/+13
Shared module mode.
2007-10-19changes to pass nini config object to the modules that getSean Dague1-202/+205
loaded so that they may read out any bits they are interested in
2007-10-18* Removed some commentslbsa711-6/+0
2007-10-15Added "LoadImageUrl" module , that is a dynamic texture render, that works ↵MW1-1/+1
with the DynamicTextureModule to allow loading of a image from a webserver and a texture of that image created.
2007-10-15* Applied patch #418 : copyright-r2012.patch - some errors, but got most thrulbsa711-0/+28
2007-10-11Change warning from "not a valid assembly" to "not a module assembly"Charles Krinke1-1/+1
2007-10-10* Okay, so maybe Error was a bit harsh for BadImageException; downgrading to ↵lbsa711-1/+1
Warning. * This commit brought to you by http://icanhascheezburger.com/
2007-10-10* Now loading modules from ScriptEngines directory as well.lbsa711-31/+2
2007-10-10* Gave ModuleLoader some good lovin'lbsa711-162/+209
* Introduced ModuleLoader.PickupModules that currently picks up IRegionModule:s from /bin * Made LogBase thread-safe (or at least not thread-ignorant) * Ignored some genned files
2007-10-05Code from Illumious Beltran (IBM) implementing more LSLSean Dague1-1/+7
The functions implemented are: llListen llListenControl llListenRemove llOpenRemoteDataChannel llCloseRemoteDataChannel llRemoteDataReply The events implemented are: listen remote_data
2007-10-05getting all our line endings consistant againSean Dague1-155/+155
2007-10-03more refactoringMW1-142/+142
2007-09-19* Modernized ScriptManager to new interface-based module calls.lbsa711-35/+31
* 'remove redundant this qualifier' ftw
2007-09-17fixing me some line endingsSean Dague1-160/+160
2007-09-10hooked up sdague new sqlite asset database provider to the old asset system. ↵MW1-16/+17
So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote. Needs more testing, so if it causes problems will have to swap back to db4o.
2007-09-08Converted the LSL scripting engine into a IRegionModule, so now all ↵MW1-0/+3
"modules" share a common base interface and are loaded from the single loader. (It seems to work fine, but I have left the old scriptengine loader, incase we have to change back). Removed the reference to OpenJpeg in the DynamicTextureModule, to see if that was causing the build problem someone is having. Added a Temporary fix for the "existing connection was forcibly closed by the remote host" exception on windows when a user logs out of a multiregion instance. Some early work to prepare for improving the way clients are updated (about prims etc).
2007-09-04Some work on Module loading/management.MW1-16/+58
Some more modules templates classes (hoping that someone will pick some of these and work on implementing them). Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them). Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim. Some work on the console command handling. Added "change-region <regionname>" and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much)
2007-08-31Added a Debug method to the Console/log class that has the Conditional ↵MW1-3/+21
attribute (set to "DEBUG"), so we can use that for writing extra debug info to the console. [for anyone who doesn't know about the Conditional attribute, it is a attribute that can be set on a method, and then any call to that method will on be compiled if the terms of that condition are met, ie is this case only if "DEBUG" is true. So its a cleaner implementation of the #if #endif directives]. A few other minor changes.
2007-08-28Taken the old scripting engine out of Region.Environment and moved it into a ↵MW1-0/+3
separate module: OpenSim.Region.ExtensionsScriptModule (named as such because the purpose of it is to script server extensions, rather than "user scripting" like Tedd's engine.)
2007-08-28Start of trying to make Region/Scene more modular. MW1-0/+93
Added preliminary IRegionModule interface. Also have a work in progress way of Modules registering optional API methods (kind of like Apache optional functions). But there must be a cleaner/nicer way in c# of doing these than the current way. Added three work in progress modules: ChatModule (simple handles in world chat, but by moving this to a module, we could support other types of chat modules, ie like a irc - opensim bridge module. ) , AvatarProfilesModule and XferModule. Moved most of the code from Scene.ModifyTerrain() into the BasicTerrain library, as the start of trying to make that more modular. Stopped Child agents showing up as part of the "show users" command.