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path: root/OpenSim/Region/Environment/Scenes/Scene.cs (follow)
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* Formatting cleanup.Jeff Ames2008-05-281-6/+6
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* 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
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* * 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
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* * 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
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* * 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
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* 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
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* * Plug in stubbed out archiver moduleJustin Clarke Casey2008-05-221-4/+23
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* make VS compile Scene.csSean Dague2008-05-221-1/+1
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* 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.
* * Sets backup bool volatile for extra protection against two backup ↵Teravus Ovares2008-05-211-1/+1
| | | | processes running.
* * This update causes the backup process to run in a separate thread.Teravus Ovares2008-05-211-3/+13
| | | | | | | | * Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy. * Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change) * You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete. * This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.
* From: Jeremy Bongio <jbongio@us.ibm.com>Sean Dague2008-05-201-4/+4
| | | | | | | | | | House cleaning ... Rather than using the variable name EntityList, the variable name EntitieList was being used. Here's a patch to fix it.
* fix crash in standalone mode for initial appearance setupSean Dague2008-05-191-3/+9
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* i can haz pantz?Sean Dague2008-05-191-16/+15
| | | | | | | | | | | | | | You sure can. This change set restores pants (and the rest of the default appearance) in grid mode. The root issue had to do with serializing multi-faced textures to the grid server. This also restores the lookup path through the avatar factory module, as that seems the reasonable place to have it live. Some clean up patches are coming later as well, plus testing on standalone, but this should be in a good kicking around state for grid users.
* Formatting cleanup, minor refactoring. Fixed some comparisons of value ↵Jeff Ames2008-05-181-13/+4
| | | | types and null.
* * Group type stuff. Nothing spectacular. two packets, sorta almost semi ↵Teravus Ovares2008-05-181-0/+1
| | | | half tiny amount implemented.
* while this doesn't fix the initial no pants issue in grid (which still ↵Sean Dague2008-05-171-17/+16
| | | | | | | | baffles me) it does make setting appearance in grid stick.
* Minor cleanup.Jeff Ames2008-05-161-17/+6
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* Formatting cleanup.Jeff Ames2008-05-161-131/+131
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* testing avatar appearance as a user serviceSean Dague2008-05-151-10/+12
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* * Comitting 0001271: [PATCH] Refactor permissions to fully allow stacking ↵Teravus Ovares2008-05-141-10/+0
| | | | permissions modules. From Melanie. Thanks Melanie!
* * Refactored IConfigSource into Physics plug-ins and Scene. We can get rid ↵Teravus Ovares2008-05-141-1/+5
| | | | | | | of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on * The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
* * Refactor: Remove SceneObjectGroup.GetScenePresences() in favour of a ↵Justin Clarke Casey2008-05-141-1/+1
| | | | direct call to Scene
* * Refactor: Stop exposing the inner scene's ScenePresence dictionary ↵Justin Clarke Casey2008-05-131-3/+4
| | | | directly to the world
* *Complete redo of the permissions modulemingchen2008-05-131-3/+10
| | | | | | *Removed hardcoded permissions checks *Added permissions checks where needed
* * Implemented ChildAgentDataUpdate throttle multiplier based on an ↵Teravus Ovares2008-05-131-2/+37
| | | | | | | | inaccurate count of neighbors. * The neighbor count is always lower then the actual number of neighbors unless your region was up the longest. * The region you're in is un-affected by this, though, you'll get less packet loss, maybe not get logged off immediately when you log in, and possibly see more prim if your internet connection is semi-unreliable.
* * If a region running in grid mode fails to login to the grid service, ↵Justin Clarke Casey2008-05-121-0/+7
| | | | startup will now terminate instead of carrying on (and thus burying the error message)
* * Added NPCModule and NPCAvatar classes for NPCs. Primitive, but we can grow ↵Adam Frisby2008-05-111-1/+9
| | | | | | | | them out. * Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.) * Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])
* * More OutPacket refactors.Teravus Ovares2008-05-101-6/+4
| | | | | * Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
* * Valid Sculpted prim now collide properly.Teravus Ovares2008-05-091-1/+1
| | | | | | | * The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy * Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now) * This just adds to the experimental nature of trunk. :D
* *Added all the permission checks to the sceneexternalchecks and modified ↵mingchen2008-05-081-4/+4
| | | | | | | permission module to follow this. *This makes permission checking much more modular; allows restrictive and granting module to be made without modifying the existing permission module
* * Increasing ScenePresences locking to prevent race conditions such as those ↵Justin Clarke Casey2008-05-071-71/+97
| | | | | | | | | seen in one of the crashes of mantis 1163 * It's not impossible that this could lead to deadlock where sessions simply appear to freeze, even though the region console still responds. * If this is the case, please file a mantis
* *Added SceneExternalChecks.cs that is used to manage checking the results of ↵mingchen2008-05-071-2/+5
| | | | multiple functions that register with the class and return the result (usually true/false) based on those results. This is useful for module wanting to put their opinion in decisions such as 'can the user rez this object?'