aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Scenes/Scene.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* * Refactor: Move the responsibility for applying physics and sending the ↵Justin Clarke Casey2008-06-171-5/+6
| | | | | | | | | | initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors * I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis * This also has the effect of stopping the archiver generating ghost in-world prims * Some code dupliction also removed
* * refactor: Remove largely duplicate code from ↵Justin Clarke Casey2008-06-171-0/+5
| | | | SceneXmlLoader.CreatePrimFromXml2()
* * Refactor: Break out AssetsRequest to a separate file in the Archiver moduleJustin Clarke Casey2008-06-161-2/+2
|
* * Vintage 2, a good year.Teravus Ovares2008-06-141-4/+6
|
* * Fixes: 0001554: r5106 update fails to load on some regions with NullRef ↵Teravus Ovares2008-06-141-0/+20
| | | | error on volume portion of maptile drawing routine.
* * Enables maptile display in grid mode for simulators that are not on the ↵Teravus Ovares2008-06-141-4/+77
| | | | | | | | | same instance. * Only generates a new maptile after a refresh interval * Maptile names have the UnixTimeSinceEpoch that they were generated and the regionUUID they're from, so you can know which ones are no longer necessary. * Updates RegionInfo, so backup your /bin/Region/*.xml files.
* Update svn properties, clean up formatting, refactor out duplicate ↵Jeff Ames2008-06-131-34/+12
| | | | hard-coded port numbers.
* * Split the World Map code into a module.Teravus Ovares2008-06-121-2/+3
| | | | | * Implemented a hack so regions beyond the 10,000m range will show the map without having to click on the map before they'll start to show. The hack shows regions around the one you're in, but it won't show the one you're in.. you still need to click on the map to get that (not sure why yet). Additionally, the map still only shows pictures for regions that are hosted on the same instance (no change).
* * refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey2008-06-121-3/+7
| | | | | | | | | scene, rather than on creation of the group * Adding to a scene is now parameterized such that one can choose not to actually persist that group * This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
* * Insulate maptile volume draw routine against TextureEntry oddities.Teravus Ovares2008-06-121-14/+28
|
* * Added Prim drawing to the mainmap tile generation.. you can see blocks ↵Teravus Ovares2008-06-121-1/+143
| | | | | | | | | representing the prim now on the mainmap. * It isn't perfect since the blocks are square, however it's pretty good. * Performance is also pretty good, however, if it takes too long for you, you can disable it in the OpenSim.ini * You can see how long it takes in milliseconds on the console when it finishes.
* For people receiving: Exception: System.ArgumentException: Value of ↵Teravus Ovares2008-06-111-8/+41
| | | | | | | | -2147483648 is not valid for red, I've added the following message; [MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level And, I've also kept it from crashing...
* * This completes ObjectDuplicateOnRay.Teravus Ovares2008-06-101-26/+16
| | | | | * In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
* *Fixing another object counting bugmingchen2008-06-071-3/+3
|
* *Made Object Counting correct with linked objects and turned the previously ↵mingchen2008-06-061-4/+4
| | | | protected functions that only return object counts to public so it can be easily used by outside classes.
* * This wraps the autopilot request to the client's sit response. An ↵Teravus Ovares2008-06-061-0/+1
| | | | | | | interesting, but successful way to do it. * This also takes care of a few error situations that were previously never seen.
* Minor formatting cleanup.Jeff Ames2008-06-061-1/+1
|
* Mantis#1446. Thank you kindly, Grumly57 for a patchCharles Krinke2008-06-041-0/+22
| | | | | that solves "trees are too small when rezzed"
* Formatting cleanup, minor refactoring, svn properties.Jeff Ames2008-06-041-6/+6
|
* * Implements UserServer logoff in a few situationsTeravus Ovares2008-05-311-2/+32
| | | | | | | * User tries to log-in but is already logged in. Userserver will send message to simulator user was in to log the user out there. * From the UserServer, admin types 'logoff-user firstname lastname message'. * Some regions may not get the message because they're not updated yet.
* * Refactor: Change multiple requests for a module interface to use a stored ↵Justin Clarke Casey2008-05-301-16/+12
| | | | reference instead.
* * Crudely migrate SceneXmlLoader into the Serializer moduleJustin Clarke Casey2008-05-301-11/+19
|
* while investigating why IRCBridgeModule.Close() was having no effect, iDr Scofield2008-05-301-1/+5
| | | | | | | | | | | | | | | | | | | noticed that Scene.Close() will only call Close on non-shared region modules. i've now added code to SceneManager.Close() to collect all shared region module from each scene before calling Scene.Close() on it and then, once, all Scenes are closed, go through the list of collected shared region modules and close them as well. SceneManager.Close() is only called when we initiate a shutdown --- i've verified that a Scene restart does not trigger the shutdown of shared modules :-) also, this adds a couple of bug fixes to the IRCBridgeModule (which after all didn't take kindly to being closed) as well as a check to InterregionModule's Close() call. finally, this fixes the RestPlugin's XmlWriter so that it no longer includes the "xsd=..." and "xsi=..." junk.
* Mantis#1411. Thank you kindly for Dataserver.cs and a patchCharles Krinke2008-05-291-0/+5
| | | | | | that adds function stub to request region info by name and adds llRequestSimulatorData() and the dataserver event
* Formatting cleanup.Jeff Ames2008-05-281-6/+6
|
* Thank you kindly, Melanie for a patch for script resetCharles Krinke2008-05-261-0/+1
| | | | | that creates the event handler chain ready to hook by script engines
* This cleans up a merge mess from the earlier checkin and implements ↵Dr Scofield2008-05-261-2/+0
| | | | | | | | llOwnerSay() via the newly created Scene.SimBroadcast() call.
* * Extract and boil down necessary texture UUIDs for an archive of the scene ↵Justin Clarke Casey2008-05-261-0/+8
| | | | | | | | prims * no user functionality yet
* * Refactor: Where possible, change visibility on InnerScene methods to ↵Justin Clarke Casey2008-05-261-3/+6
| | | | protected internal on the basis that they shouldn't be manipulated by outsiders
* * Refactor: remove code duplication between add ScenePresence methods in ↵Justin Clarke Casey2008-05-261-1/+0
| | | | InnerScene
* * Refactor: Separate out RemoveScenePresence and add into InnerScene to ↵Justin Clarke Casey2008-05-261-25/+4
| | | | match existing AddScenePresence
* Update svn properties. Formatting cleanup.Jeff Ames2008-05-251-17/+17
|
* * Refactor: Collapses parts of different code paths in scene used when ↵Justin Clarke Casey2008-05-251-26/+26
| | | | deleting and unlinking an object
* * Refactor: Collapse some multiple remove object pathsJustin Clarke Casey2008-05-241-42/+29
| | | | | | * Push some delete functionality into InnerScene to match what's already there for adding objects
* * Refactor: Remove some unused methods in Scene/InnerSceneJustin Clarke Casey2008-05-241-5/+0
|
* * Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey2008-05-241-8/+8
| | | | instead, on the basis that this is less likely to cause confusion with c#'s base object type
* * Refactor: Renaming various *Entity*() methods to *Object*() methods on the ↵Justin Clarke Casey2008-05-241-8/+20
| | | | basis that they all take SOG parameters to improve code readability for now
* * Refactor: Push some dictionary initialization down from Scene into InnerSceneJustin Clarke Casey2008-05-241-6/+5
|
* * Get the xml2 entities serialization representation in the archiver moduleJustin Clarke Casey2008-05-241-2/+2
| | | | | | | * Not yet reusing serialization module - this will happen in the future * No user functionality yet
* This enables return from the parcel object owner display.Teravus Ovares2008-05-241-0/+1
| | | | | There's some oddness with the parcel counts, but if you can get past the oddness, you can return objects under an owner that you have permission to return.
* IRCBridgeModule (and ChatModule before the refactoring) didn't succeed in Dr Scofield2008-05-231-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | finding out which region a new avatar was logging in to; the same problem occurred when the client/avatar logged out. the reason was mani-fold: - Scene.AddNewClient(...) would call SubscribeToClientEvents(client) which would subscribe to all client events and then call TriggerOnNewClient(...) BEFORE the ScenePresence object had even been created and added. i've moved the TriggerOnNewClient() call to the end of Scene.AddNewClient() - Scene.AddNewClient(...) is called with child == true; a later call to ScenePresence.MakeRootAgent() will turn child to false. When OnNewClient is triggered, child is still true, causing IRCBridgeModule's FindClientRegion to ignore the ScenePresence of the new avatar. i've changed IRCBridgeModule to still use OnNewClient and also OnLogout and OnConnectionClosed but only to signal that the avatar has logged on (logged off respectively). to track whether an avatar has actually entered a region i've added EventManager.OnMakeRootAgent (complementing OnMakeChildAgent). also, i've cleaned up the internal IRCModule code a bit. currently it still uses IClientAPI.SendChatMessage() which replicates the code in ChatModule, that needs to be changed to use TriggerOnChatFromWorld().
* *Refactor of the LandManagementModule that allows OpenSim to run without itmingchen2008-05-231-27/+8
|
* Thank you kindly, Melanie, for a patch which:Charles Krinke2008-05-231-1/+1
| | | | | | | | | Previously, upload charging was possible only for UPD uploads. This is because UDP uploads are charged by the viewer, while in CAPS, this was changed to be server side, so hackers couldn't avoid paying the upload charge. This patch adds a method to allow implementation of this serverside charge.
* * minor: Remove unused variables causing warnings in SceneJustin Clarke Casey2008-05-221-7/+7
|
* * Plug in stubbed out archiver moduleJustin Clarke Casey2008-05-221-4/+23
|
* make VS compile Scene.csSean Dague2008-05-221-1/+1
|
* don't trust appearance assetid, instead do an inventorySean Dague2008-05-221-2/+1
| | | | | | | lookup any time we get it from the server. This should preventent unwearable appearance.
* * Refactor: Move enhancement of version string with operating system ↵Justin Clarke Casey2008-05-221-16/+1
| | | | | | | | information from Scene to OpenSimMain * This also means the operating system info will show up in the region console (and hence the logs)
* * Fix circular dependency from last checkin by passing version as a ↵Justin Clarke Casey2008-05-221-6/+6
| | | | | | | | parameter to Scene rather than referencing VersionInfo directly * Butt ugly solution
* * Send VersionInfo string instead of the hardcoded Scene string to the ↵Justin Clarke Casey2008-05-211-2/+5
| | | | | | | | | "About Second Life" box * This is the same string as printed out on the opensim region console at startup, so it should now include the svn revision number (if available) * This dialog box takes an awful long time to come up on my local system - no idea why that is. However, that also seems to have been the case before this revision.