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* * In our quest for sim heartbeat stats, we're a touch closer to accurate ↵Teravus Ovares2007-12-121-9/+13
| | | | | | | object count on sim stats. * Fixed a rare, but possible NullReferenceException
* couple of small fixes.MW2007-12-121-36/+36
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* * Added Object count to sim stats (it's incorrect, however, it'll be fixed)Teravus Ovares2007-12-121-0/+1
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* * Fixed agent counts on the Simulator stats paneTeravus Ovares2007-12-121-1/+1
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* * Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares2007-12-121-4/+74
| | | | | * I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
* * Start listening for client connections immediately after a region ↵Teravus Ovares2007-12-121-8/+18
| | | | | | | | initializes during initial instance startup. (as opposed to waiting for 'all of the regions' to initialize first) * Removed hackish timer based client notification about regions up (no longer needed) * Added a comment about an inventory based login failure that causes me lots of greif testing and debugging. Comment includes *why* it's failing.
* put in a try block to catch the ForEach loop dying.Sean Dague2007-12-111-3/+7
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* * Added some locking to help race conditions in the neighbors listsTeravus Ovares2007-12-111-30/+42
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* Couple of more small changesMW2007-12-111-8/+16
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* A few minor changes/additions/fixes.MW2007-12-111-1/+12
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* Implementing updateinventoryfolder: Should now be able to rename folders in ↵Brian McBee2007-12-111-0/+1
| | | | inventory
* * Added comments to many methods in the listed files.Teravus Ovares2007-12-101-19/+60
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* * More refactoring to prepare for draw distance based agent sim notification.Teravus Ovares2007-12-101-6/+13
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* Refactored animation handling in ScenePresence. Now maintains a list of ↵Jeff Ames2007-12-101-1/+0
| | | | | | | | | current animations. * Fixes weirdness when typing and sitting at the same time * Should fix bug #32 (getting stuck in edit appearance pose) * Crouchwalk and possibly jump may need more looking into
* more work on texture downloading.MW2007-12-101-2/+2
| | | | | | | Refractored the TextureDownloadModule (but currently to make debugging easier, it is running as a non shared module, so this results in a instance of this module being created for each region (and a extra thread per region), this will be changed back soon. Removed the old texture handling/sending code from AssetCache. A few other small changes/fixes.
* saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2007-12-101-1/+1
| | | | notice of doom
* * Hooked up the GridComm event ChildDataUpdate to the scene.Teravus Ovares2007-12-101-1/+46
| | | | | | | | | * Added List<RegionInfo> m_neighbours to Scene * Hooked up the OnRegionUp event to m_neighbours list * Modified RegionInfo to have a bool commFailTF value so that we can skip neighbors that fail. (when the region comes up, this gets reset to false and the region will try again. * Added SetChildAgentThrottle(byte[]) to IClientAPI * Several other insignificant changes related to passing child pertanant agent data from sim to sim.
* hackish code to allow emptying of trash. This really should be done on the ↵Brian McBee2007-12-081-1/+2
| | | | | | | | inventory server, and not from the region. Also: it appeared to work the first try, so I have probably done something horribly wrong.
* Allow moving, deleting, and restoring objects in inventory.Brian McBee2007-12-081-0/+1
| | | | | Note: only tested in grid mode, and emptying trash is still not implemented.
* * Added back the regionup code so people in nearby sims can see a downed sim ↵Teravus Ovares2007-12-081-3/+3
| | | | coming back up.
* Avatar Appearance refactoring /changes. Added a AvatarAppearance class, each ↵MW2007-12-071-6/+9
| | | | | | | ScenePresence "has" a AvatarAppearance object. All the ScenePresences in a opensim related to one user (so a user's various ScenePresence's in all the regions in that instance) share the same AvatarAppearance object. This means that a user's avatar should appear correctly (to both that user and other users) no matter what border crossing or teleporting they have done. Note: this mainly improves Standalone mode, as in grid mode the appearance data isn't passed between region servers. Although people should notice a improvement when moving between regions in the same instance.
* reversing the r2599 patch, as this started causing CreateThread errors for Sean Dague2007-12-061-1/+0
| | | | | | | | | me on Mono 1.2.4, which led to client crashes. I think the Timer.Stop() wasn't doing what was desired on Mono. The Queue refactoring should address the readability issues lbsa71 was working on as soon as I get the merge together.
* * now the throttle timer is stopped whilst processing Queue so that it won't ↵lbsa712007-12-061-0/+1
| | | | | | | | fire twice * started to refactored throttling method * some code convention refactorings
* minor cleanup of Scene.cs (parameter naming, function documentation stubs, ↵Jeff Ames2007-12-061-95/+225
| | | | duplicated UUID, you know...)
* From Gary Chernega (IBM)Sean Dague2007-12-051-2/+2
| | | | | | | | | | | | | This patch adds x, y, and z offsets to the load-xml command. If you had a prim at 100,100,20 thats where it would get loaded everytime. This patch lets you place it at an offset from 100,100,20.. as such: load-xml <filespec> -newUI 3 1 2 Loading the prim at 103, 101, 22
* made one or two more methods in Scene virtual to allow overriding in sub ↵MW2007-12-051-1/+1
| | | | classes.
* * Refactored Permissions into ScenePresence as requested by MWTeravus Ovares2007-12-051-20/+29
| | | | | | | * Un-hackerized generating the client_flags * Now handling the ObjectPermissions Update packet * Warning: Backup your prim before updating. If you fail to do so and something goes wrong then, All Yr prim are belong to us!
* * Fixed a whole bunch of console messages.Adam Frisby2007-12-041-4/+4
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* * Removed 12 compiler warnings.Adam Frisby2007-12-041-1/+1
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* From Justin Casey (IBM)Sean Dague2007-12-031-1/+1
| | | | | | | | | | | | | | | | | | | | | | | While exploring what it would take to get the 'new script' button working, I encountered the fact, some way down in the rabbit hole, that if a user renamed an item in their inventory and logged out (without a restart of the simulator), on log in the new name was not preserved. As far as I can see, this was because any updates which didn't occur inside a transaction were ignored by opensim. This patch pays attention to those changes. It generates a new asset when an item is updated and changes the user's inventory properties appropriately. I believe this behaviour is in line with the copy-on-write semantics used in the Second Life protocol - perhaps it could be optimized if we knew for sure that the only copy of the object was in the user's inventory. This also means that if you rename an item (e.g. a script) before you drag it into an object's inventory, the inventory will receive the item's most recent name and description.
* Added a flag to load-xml console command, that will generate new uuids for ↵MW2007-12-031-2/+2
| | | | | | | | the loaded Sceneobjects (as per mantis request #53). To use append "-newUID" to the end of the command, so new format is : "load-xml <filename> -newUID". If you don't add the "-newUID", then the uuids in the xml file will be kept.
* minor meaningless changesJeff Ames2007-12-031-23/+7
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* Very partial Avatar Appearance (ie, clothes/body parts) "storage". In ↵MW2007-12-021-4/+4
| | | | | | | | standalone mode it will mean that when you log off and log back on ,as long as the region server hasn't been restarted , your avatar will start with wearing the clothes that it wore on log off. In grid mode its even more limited in that wearing/removing clothes/body parts are only stored in the region server instance you are one. so if you are in a different region to your login region (which are on different region server instances), and then change clothes, those changes won't be remembered. So as said, its very limited but is a small step towards having proper appearance persist. Just need to store this data out to a database.
* the fix, so that trunk works againMW2007-12-011-5/+0
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* Part 1 of a commit. This revision will not compile, part 2 will be added in ↵MW2007-12-011-20/+26
| | | | | | | | | | | a couple of minutes that should fix that. Some work towards persisting Avatar Appearance (what is being worn). Added OnAvatarNowWearing event to IClientAPI that is triggered by AgentIsNowWearing packets. stub code to subscribe to this event in AvatarFactoryModule. Todo: code needs to be added to AvatarFactoryModule to save the uuids to a database and then read them back when that modules TryGetIntialAvatarAppearance() method is called. Done some changes to Scene to make it easier to subclass it: including changed some private fields to protected and made some methods virtual.
* * Removed permissions flag appliance from Xml deserializationlbsa712007-11-301-2/+2
| | | | | * Various code convention compliance
* * Extended our semi-stupid implementation of in world object permissions to ↵Teravus Ovares2007-11-301-2/+17
| | | | | | | show a user's client that it can't edit a prim if it doesn't have permission. * Permissions is due for a big revamp. The current way it's done is a hack at best.
* * Fixed neighbour range buglbsa712007-11-291-27/+22
| | | | | * Various refactorings
* * Added a 50 second restart notify timer that gets reset when new regions ↵Teravus Ovares2007-11-291-27/+27
| | | | come up to give servers that host a lot of sims a long time to start listening.
* * minor refactoringslbsa712007-11-291-6/+6
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* * Fixed about 7 issues with restarting sims and resolved interRegion comms ↵Teravus Ovares2007-11-291-26/+34
| | | | | | | issues. This includes the issue that MW described this morning. There's a lot of little nit picky changes that make a world of difference.
* Moved the m_sceneGridService.RegisterRegion(RegionInfo); call out of ↵MW2007-11-281-29/+22
| | | | | | | LoadWorldMap and into its own public method (which is called during region creation). We shouldn't have things like that in methods like LoadWorldMap as some regions might not being having a worldmap loaded via the LoadWorldMap method (like in custom applications). Deleted the CreateTerrainTextureInitial Method which was a 99% duplicate of CreateTerrainTexture, with just a bool field setting difference. That bool is now passed to CreateTerrainTexture as a param.
* * Disambiguation in the 'sim is restarting message' that tells you 'which' ↵Teravus Ovares2007-11-281-2/+2
| | | | sim is restarting in the area.
* * Restaring the sim works fine in grid mode now. Sims announce themselves ↵Teravus Ovares2007-11-281-4/+17
| | | | | | | to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up. * Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
* Fixed bug, where the clients in a region weren't told to kill a user's ↵MW2007-11-271-0/+3
| | | | avatar when that user teleported to a different region.
* Fixed an event in the events chain in inter-region communications.Teravus Ovares2007-11-271-18/+55
| | | | | As a consequence, restarting sims in the same process instance now shows them when they come back up in grid mode and standalone mode.
* * Restarting regions with the estate tools works in sandbox mode. I'm still ↵Teravus Ovares2007-11-261-12/+29
| | | | working on grid mode, however. It doesn't break anything, but that feature doesn't work in grid mode yet either.
* Added Region name to the terrain texture description that gets sent to the ↵Brian McBee2007-11-251-0/+2
| | | | asset server
* Rez new prims ON the ground, not halfway buried. Mantis 33.Brian McBee2007-11-251-4/+10
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* * Added the ability to restart your individual sims from within them using ↵Teravus Ovares2007-11-251-4/+97
| | | | | | | 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.