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path: root/OpenSim/Region/Framework/Scenes/EventManager.cs (follow)
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* Correct the delegate specification in EventManager.TriggerTerrainTainted. ↵Robert Adams2012-06-041-1/+1
| | | | Looks like the wrong one was cut and pasted.
* Add even for terrain tainting and synchronize terrain module with physics ↵Dan Lake2012-05-101-0/+25
| | | | scene before physics simulation step rather than after
* Trigger event when scene presences are updatedDan Lake2012-05-081-0/+24
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* Moved the inventory manipulation from HGEntityTransferModule to ↵Diva Canto2012-04-061-0/+49
| | | | HGInventoryAccessModule where it belongs. They need to exchange some events, so added those to EventManager. Those events (TeleportStart and TeleportFail) are nice to have anyway.
* Add back parts of reverted changes that were not concerned with child agent ↵Justin Clark-Casey (justincc)2012-03-291-1/+2
| | | | | | | caching. This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin() Also add a code comment as to why we're caching friend information for child agents.
* Revert "Simplify friends caching by only doing this for root agents - no ↵Justin Clark-Casey (justincc)2012-03-291-2/+1
| | | | | | | | functions require caching for child agents." We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators. This reverts commit d9f7b8549b3cb9699eb8bd54242d31aac0f8241a.
* Simplify friends caching by only doing this for root agents - no functions ↵Justin Clark-Casey (justincc)2012-03-281-1/+2
| | | | | | | | require caching for child agents. This allows us to avoid unnecessary multiple calls to the friends service. All friends functions originate from the root agent and only go to other root agents in existing code. This also allows us to eliminate complex ref counting.
* minor: Add some documentation to OnNewClient and OnClientClosed eventsJustin Clark-Casey (justincc)2012-03-281-2/+10
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* Add some doc about the EventManager.OnLoginsEnabled event.Justin Clark-Casey (justincc)2012-03-191-0/+7
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* Add documentation to make more explicit the difference between OnRezScript ↵Justin Clark-Casey (justincc)2012-03-071-5/+20
| | | | | | | and OnNewScript in the event manager OnNewScript fires when a script is added to a scene OnRezScript fires when the script actually runs (i.e. after permission checks, state retrieval, etc.)
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDan Lake2012-02-171-3/+55
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| * Add new and updated script eventsRobert Adams2012-02-171-3/+55
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* | Added the TriggerAvatarAppearanceChanged to EventManager. It's triggered by ↵Dan Lake2012-02-171-0/+24
|/ | | | AvatarFactoryModule after an avatar's appearance has been succesfully changed and persisted (if the persist option is set).
* Add event RegionHeartbeatEnd for modules interested in coordinating activity ↵Dan Lake2012-02-011-0/+24
| | | | with region heartbeats
* Trigger event when prims are scheduled for an update. This gives modules ↵Dan Lake2012-01-191-0/+24
| | | | early access to changed parameters.
* Added EventManager.OnRegionStarted which is triggered when Heartbeat is started.Dan Lake2012-01-041-0/+24
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* Don't pass on ChaneWaterHeight event from EventManager is new water height ↵Justin Clark-Casey (justincc)2011-12-161-0/+6
| | | | | | | is less than 0 This is to stop bad values and subsequent viewer crashes. Thanks to Michelle Argus for this patch.
* If the entire simulator is shutting down then don't bother to unload the ↵Justin Clark-Casey (justincc)2011-11-171-10/+16
| | | | | | | scripts from the appdomain in XEngine. All the other actions (script state save, etc.) still occur. This makes shutdown where there are many scripts vastly quicker.
* Add comments about trying to avoid synchronous work off the ↵Justin Clark-Casey (justincc)2011-11-151-4/+9
| | | | EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another.
* For clients that are entering a simulator from initial login, stop executing ↵Justin Clark-Casey (justincc)2011-11-151-4/+6
| | | | | | | | FriendsModule.FetchFriendslist() asychronously. Executing this asynchronously allows a race condition where subsequent friends fetches hit a cache that FetchFriendsList() had not yet populated. Changing this to synchronous may improve issues where a user does not see friends as online even though they are. I don't believe synchronous is a problem here, but if it is, then a more complicated signalling mechanism is required. Locking the cache isn't sufficient.
* Do a partial fix/implementation of OSSL osNpcMoveTo()Justin Clark-Casey (justincc)2011-08-031-6/+5
| | | | | | Avatar moves and stops. However, will stop in mid stride. And if the move to position is in the air, avatar will continue to make vain and quite hilarious attempts to take off (but never doing so). Clearly more work is needed.
* Added EventManager.OnPrimsLoaded, an event that modules can hook up onto so ↵Diva Canto2011-06-081-0/+24
| | | | that they know when the scene's objects have been loaded from the DB.
* Adding an event to signal that logins are enabledBlueWall2011-05-281-0/+24
| | | | Added an event to signal the eabling of logins and added an alert to send to a configured service.
* Add an event for an orderly region shutdown that fires once per region beforeMelanie2011-05-241-0/+25
| | | | the SceneGraph is torn down.
* Add generic EventManager.OnObjectAddedToScene and get PrimCountModule to ↵Justin Clark-Casey (justincc)2011-03-231-0/+30
| | | | | | | listen for that rather than EventManager.OnParcelPrimCountAdd OnParcelPrimCountAdd had the wrong semantics for the PrimCountModule - it was invoked for every entity in the scene, not just new ones, which would screw up the untainted count. Extend automated test for this scenario.
* Formatting cleanup.Jeff Ames2010-10-271-3/+3
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* Allow region modules to know which agents actually receive chatJustin Clark-Casey (justincc)2010-10-221-0/+35
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* MergedJohn Hurliman2010-09-121-6/+6
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| * Formatting cleanup.Jeff Ames2010-09-121-6/+6
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* | * Added ISimulationDataService and IEstateDataServiceJohn Hurliman2010-09-121-2/+2
|/ | | | | * Removed StorageManager * CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
* Fixed the naming mess around data connectors for simulation dataJohn Hurliman2010-09-111-2/+2
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* Add test to check persistence of newly added pre-linked objectsJustin Clark-Casey (justincc)2010-09-061-2/+2
| | | | | Added a MockRegionDataPlugin to do in-memory persistence for tests since adding this to OpenSim.Data.Null.NullDataStore doesn't seem appropriate NullDataStore can do nothing because OpenSim only ever retrieve region objects from the database on startup. Adding an in-memory store here would be unecessary overhead.
* Reflect the ParcelPropertiesUpdateRequest into Scene.EventManager, becauseMelanie Thielker2010-09-061-1/+25
| | | | modules need to see it (Search!) even if it comes in via CAPS
* add userExposed parameter to part copy eventJustin Clark-Casey (justincc)2010-07-281-3/+6
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* relocate moap specific cloning code to MoapModuleJustin Clark-Casey (justincc)2010-07-281-1/+28
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* Add EventManager.OnSceneObjectPreSave() for future use. This is triggered ↵Justin Clark-Casey (justincc)2010-07-261-3/+36
| | | | immediately before a copy of the group is persisted to storage
* Add EventManager.OnSceneObjectLoaded() for future use. This is fired ↵Justin Clark-Casey (justincc)2010-07-261-2/+30
| | | | immediately after a scene object is loaded from storage.
* Remove localID from script controls data. It won't transfer to anotherMelanie2010-07-111-3/+3
| | | | region anyway
* Committing the LightShare code, which was developed by TomMeta of Meta7.Melanie2010-03-311-1/+23
| | | | | This allows scripts to set WindLight parameters for clients connecting to a region. Currently, this is only supported by the Meta7 viewer.
* Formatting cleanup. Add copyright notices.Jeff Ames2010-03-101-4/+4
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* move linden notecard parsing from LSL_Api.cs to SLUtil so that region ↵Justin Clark-Casey (justincc)2010-03-041-15/+15
| | | | modules can use it
* Initial Online friends notification seems to be working reliably now. All ↵Diva Canto2010-02-281-1/+26
| | | | this needs more testing, but everything is there.
* Formatting cleanup.Jeff Ames2010-02-151-86/+86
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* Add EventManager.OnIncomingSceneObject event which is triggered by an ↵Justin Clark-Casey (justincc)2010-02-081-1/+28
| | | | | | incoming scene object Add a read-only Attachments property to ScenePresence
* minor: add a smidgen of EventManager docJustin Clark-Casey (justincc)2010-02-031-3/+5
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* For each delegate added to events in the EventManager, catch and log but do ↵Justin Clark-Casey (justincc)2010-02-031-314/+1128
| | | | | | not propogate any exceptions that come back This stops exceptions thrown by modules from disrupting the kernel and still allows other delegates to be executed normally
* add an IsRoot property to sopJustin Clark-Casey (justincc)2010-02-031-1/+15
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* minor: add some documentation to EventManager.OnObjectGrabJustin Clark-Casey (justincc)2010-02-021-15/+8
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* Actually make EventManager.OnAttach() fire when an object is attached. ↵Justin Clark-Casey (justincc)2010-02-011-2/+3
| | | | Previously, only detach was firing!
* Apply http://opensimulator.org/mantis/view.php?id=3334Justin Clark-Casey (justincc)2010-01-291-0/+11
| | | | | | Send continuous touch() events if the left mouse button is held down while moving over an object This conforms with Linden Lab practice Thanks Revolution