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* Add llGiveInventory() test from object to object where both objects are ↵Justin Clark-Casey (justincc)2012-03-221-1/+10
| | | | owned by the same user.
* Aggregate script execution times by linksets rather than individual prims.Justin Clark-Casey (justincc)2012-03-161-1/+4
| | | | This is for the top scripts report.
* Replace script-lines-per-second with the script execution time scaled by its ↵Justin Clark-Casey (justincc)2012-03-161-1/+8
| | | | | | | | | | | measurement period and an idealised frame time. The previous lines-per-second measurement used for top scripts report was inaccurate, since lines executed does not reflect time taken to execute. Also, every fetch of the report would reset all the numbers limiting its usefulness and we weren't even guaranteed to see the top 100. The actual measurement value should be script execution time per frame but XEngine does not work this way. Therefore, we use actual script execution time scaled by the measurement period and an idealised frame time. This is still not ideal but gives reasonable results and allows scripts to be compared. This commit moves script execution time calculations from SceneGraph into IScriptModule implementations.
* Adds a new script command 'modInvoke' to invoke registered functionsMic Bowman2012-03-151-0/+10
| | | | | | | | | from region modules. The LSL translator is extended to generate the modInvoke format of commands for directly inlined function calls. A region module can register a function Test() with the name "Test". LSL code can call that function as "Test()". The compiler will translate that invocation into modInvoke("Test", ...)
* Add sensor, dataserver requests, timer and listener counts to "xengine ↵Justin Clark-Casey (justincc)2012-03-061-0/+5
| | | | | | status" command. This is for diagnostic purposes.
* Refactor appearance saving for NPC to use AvatarFactoryModule interface.Dan Lake2012-02-141-0/+1
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* If NPCModule.CreateNPC() fails to create the required ScenePresence (which ↵Justin Clark-Casey (justincc)2012-02-091-1/+1
| | | | should in theory never happen), don't add the NPC to the npc list but return UUID.Zero instead.
* Fix copy/paste errorsMelanie2012-02-011-1/+1
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* Add OS_NPC_SENSE_AS_AGENT option to osNpcCreate().Justin Clark-Casey (justincc)2012-01-281-1/+33
| | | | | This allows NPCs to be sensed as agents by LSL sensors rather than as a specific NPC type (which is currently an OpenSimulator-only extension). Wiki doc on this and other recent NPC functions will follow soon
* Implement osNpcGetOwner(key npc):key. This returns the owner for an 'owned' ↵Justin Clark-Casey (justincc)2012-01-271-1/+1
| | | | | | | NPC, the npc's own key for an 'unowned' NPC and NULL_KEY is the input key was not an npc. llGetOwnerKey() could also be extended but this does not allow one to distinguish between an unowned NPC and some other result (e.g. 'no such object' if NULL_KEY is the return. Also, any future extensions to LSL functions by Linden Lab are unpredictable and OpenSim-specific extensions could clash.
* Register the UrlModule for script engine events OnScriptRemoved and ↵Justin Clark-Casey (justincc)2012-01-141-0/+13
| | | | | | | | | OnObjectRemoved just once in the UrlModule itself, rather than repeatedly for every script. Doing this in every script is unnecessary since the event trigger is parameterized by the item id. All that would happen is 2000 scripts would trigger 1999 unnecessary calls, and a large number of initialized scripts may eventually trigger a StackOverflowException. Registration moved to UrlModule so that the handler is registered for all script engine implementations. This required moving the OnScriptRemoved and OnObjectRemoved events (only used by UrlModule in core) from IScriptEngine to IScriptModule to avoid circular references.
* Update RegionReadyModuleBlueWall2012-01-131-0/+38
| | | | Fix triggering of alerts when rezzing first script to an empty region, add login disable when loading oars.
* Undo some prior workBlueWall2012-01-121-3/+0
| | | | Move some added fuctions out of core into the addon module to keep things clean
* Merge branch 'master' of /home/opensim/var/repo/opensimBlueWall2012-01-122-2/+10
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| * Add permissions checks for owned avatars to all other osNpc* functions.Justin Clark-Casey (justincc)2012-01-121-1/+1
| | | | | | | | This is being done outside the npc module since the check is meaningless for region module callers, who can fake any id that they like.
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-01-121-1/+1
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| | * Renamed one var and deleted commented code. No functional changes.Diva Canto2012-01-121-1/+1
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| * | refactor: Move existing npc owner checks to NPCModule.CheckPermissions() ↵Justin Clark-Casey (justincc)2012-01-121-0/+8
| |/ | | | | | | methods and expose on interface for external calls.
* | Move some interfaces to a more apropriate placeBlueWall2012-01-122-0/+73
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* Add osNpcCreateOwned to create an owned NPC. Those can be sensed only by the ↵Melanie2012-01-061-3/+10
| | | | owner, can be destroyed only by the owner and only the owner can save their appearance. Added "NPC" as a flag to llSensor to sense NPCs and exclude them from "AGENT" results.
* Improve "j2k decode" command to tell us how many layers and components were ↵Justin Clark-Casey (justincc)2012-01-051-0/+10
| | | | decoded, instead of just success/failure
* Add a "j2k decode" region console command that allows a manual request for a ↵Justin Clark-Casey (justincc)2012-01-051-1/+8
| | | | | | JPEG2000 decode of an asset For debugging purposes.
* Improve "app rebake" command to return a better message if no uploaded ↵Justin Clark-Casey (justincc)2012-01-051-1/+4
| | | | texture ids were available for the rebake request
* Separate out rebake request code from cache validation code AvatarFactoryModule.Justin Clark-Casey (justincc)2012-01-041-0/+22
| | | | This allows some logic simplification and allows an external caller to manually request rebakes even if textures are uploaded (future command).
* Profile UpdatesBlueWall2012-01-031-0/+3
| | | | Update basic profile to use the replaceable interface, making configuration less error-prone. Add support to query avatar's home user account and profile service for regions usng the updated OpenProfileModule with Hypergrid.
* Added UserManagementModule.IsLocalGridUser(UUID) to be used throughout ↵Diva Canto2011-12-291-0/+2
| | | | region Scenes and Modules. Changed existing modules to use it instead of assuming that foreign = null account.
* Migrate detailed "appearance show" report generation up to ↵Justin Clark-Casey (justincc)2011-12-191-1/+10
| | | | | | | | AvatarFactoryModule from AppearanceInfoModule so that it can be used in debug (inactive). Further filters "debug packet <level>" to exclused [Request]ObjectPropertiesFamily if level is below 25. Adjust some method doc Minor changes to some logging messages.
* On a new client circuit, send the initial reply ack to let the client know ↵Justin Clark-Casey (justincc)2011-12-081-21/+1
| | | | | | | | | it's live before sending other data. This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before. This may stop some avatars appearing grey on login. This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
* Add test for removing a friendship.Justin Clark-Casey (justincc)2011-11-141-0/+11
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* Merge branch 'remove-scene-viewer'Dan Lake2011-11-141-50/+0
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| * Remove SceneViewer from ScenePresence to reduce quadruple queueing ofDan Lake2011-11-111-50/+0
| | | | | | | | | | | | | | | | | | | | | | | | prim update to only triple queuing. Existing method was: 1. Schedule prim for update, adding to scene update list 2. Update on SOGs during heartbeat queues update onto each SceneViewer 3. Update on SPs during heartbeat queues update onto each IClientAPI 4. ProcessEntityUpdates queues updates into UDP send stack Now the SceneViewer has been eliminated so updates are scheduled at any time and then put onto the IClientAPI priority queues immediately during SceneGraph.UpdateObjectGroups.
* | Improved method doc for AddFriend() - it actually does set up a two-way ↵Justin Clark-Casey (justincc)2011-11-141-5/+2
| | | | | | | | | | | | relationship. Rename IFriendsModule.AddFriend() to AddFriendship()
* | Add test for adding a friend whilst onlineJustin Clark-Casey (justincc)2011-11-141-0/+14
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* Moved HaveNeighbor utility function from ScenePresence to Scene. Fixed line ↵Dan Lake2011-10-191-2/+2
| | | | endings from previous commit.
* Merge branch 'master' of git://opensimulator.org/git/opensimDan Lake2011-10-191-5/+9
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| * Extend scripts stop/start/suspend/resume console commands to allow action on ↵Justin Clark-Casey (justincc)2011-10-191-5/+9
| | | | | | | | | | | | a single script by giving the script item id (which can be found via scripts show). Not an ideal way to do this on a region with many scripts. Needs refinement later.
* | Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of ↵Dan Lake2011-10-191-3/+6
|/ | | | scene presence by client ID.
* Implement osNpcStand(<npc-id>)Justin Clark-Casey (justincc)2011-10-171-0/+8
| | | | Allows you to stand an NPC that has sat.
* Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-171-0/+9
| | | | | | | | | Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :)
* Removed all refs to IClientAPI from IAttachmentsModule. Separated client ↵Dan Lake2011-10-041-22/+9
| | | | handlers for attachments to call public interface and rearranged module file into sections
* Removed redundant code in AttachmentsModule and simplified interfaces which ↵Dan Lake2011-10-031-29/+6
| | | | converted back and forth between ScenePresence and IClientAPI. More to be done still.
* Remove usage of Linden packet types from inside Attachments Module and interfaceDan Lake2011-10-031-2/+2
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* minor: remove clutter null check from pass in config to ↵Justin Clark-Casey (justincc)2011-10-011-0/+9
| | | | | | AvatarFactoryModule.Initialize() This is never null
* Reattaching a region was failing if the estate name had not changed (issue ↵Kevin Houlihan2011-09-162-1/+17
| | | | | | 5035). Using the RemoteAdmin API to close then recreate a region would fail if the estate name had not changed. If the estate name /was/ changed then the existing estate would be renamed rather than a new one being created. The problem really arose from a lack of distinction in the data storage layer between creating new estates and loading existing ones.
* Remove UpdateKnownItem() from IAttachmentsModule.Justin Clark-Casey (justincc)2011-09-131-9/+0
| | | | It's not appropriate for code outside the attachments module to call this.
* comment out some recent terrain texture loggingJustin Clark-Casey (justincc)2011-09-121-1/+1
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* Start locking entire add/remove operations on an ↵Justin Clark-Casey (justincc)2011-09-122-0/+17
| | | | | | | | | IScenePresence.AttachmentsSyncLock object Attach and detach packets are processed asynchronously when received from a viewer. Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads. Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections. Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on.
* When creating an OAR, optionally exclude objects according to their permissionsOren Hurvitz2011-09-121-0/+54
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* Delay loading scripts until the scene has finished loadingOren Hurvitz2011-09-091-0/+5
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* Comment out unused ISceneViewer.Reset() to reduce code complexityJustin Clark-Casey (justincc)2011-09-061-1/+1
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