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* * Added two new packet handler implementations for inventory ops. This is ↵Diva Canto2009-08-121-2/+4
| | | | | | | starting to work! - but can't be activated incrementally, the flip needs to be global for all inventory ops. * Added a base inventory connector that does common processing of inventory among all reference connector implementations. E.g. AddItem requires additional processing before being forwarded to service. * Added if (m_Enabled) upon RemoveRegion
* * More tweaking of the various services to work with nonstandard region ↵Teravus Ovares (Dan Olivares)2009-08-081-0/+6
| | | | sizes. * Now, what's available of the terrain will show and it'll be truncated if it's larger on Linden Clients. Parcel minimum is 64 (256/4) for the client to accept it.
* * Remove hard coded 256 limitations from various places. There's no more ↵Teravus Ovares (Dan Olivares)2009-08-071-0/+13
| | | | 256m limitation within the OpenSimulator framework, however, the LLClient ClientView does not support regions larger then 256 meters so, if you try and make your region larger by setting Constants.RegionSize = 512; in OpenSim.Framework.Constants.cs, the terrain will not display on clients using the LLUDP protocol
* * Updates libOMV to version 0.7.0Teravus Ovares2009-07-251-2/+2
| | | | | | | | * Uses mantis #3811 as a base (thanks jhuliman) with changes. * E-mail regarding interface changes sent to the opensim-dev list * Archive: https://lists.berlios.de/pipermail/opensim-dev/2009-July/007219.html
* * minor ccclbsa712009-07-241-0/+6
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* * Another attempt to remedy the 'ghost prim' situation. This time for ↵Teravus Ovares2009-07-171-0/+3
| | | | attachments on teleport.
* fixed the bug where changing the rotation of a selection of prims in a ↵MW2009-07-171-0/+1
| | | | | | | | | linkset, made each of those prims rotate around its own centre rather than around the geometric centre of the selection like they should do (and like the client expects). This involved adding a new OnUpdatePrimSingleRotationPosition event to IClientAPI so that we can get the changed position from the client. Btw adding new events to IClientAPI is really tedious where you have to copy the change across to at least 5 or 6 other files. [Note this doesn't fix the bug where any rotation changes to the root prim (but not the whole linkset) cause rotation errors on the child prims.]
* * Change the order of Update so Physics processes a frame before the scene ↵Teravus Ovares2009-07-171-18/+20
| | | | | | | | | | | | manipulates the physics Scene.cs * Remove the draconic locking around adding an avatar to the Scene * Handle an extreme error case when border crossing fails and user uses map to teleport to a different region on the same instance causing control commands to go to a child agent. * Make the Set Appearance method use the proper 'remove from physics scene' method. * It *may* help border crossings. * It *may* help the 'on avatar rez' lag, that people have been seeing the past week. * It may also cause physics to crash more often on failed teleports (though.. I think I got the cases covered).
* Changed it so that when rezzing prims from inventory, a bounding box ↵MW2009-07-131-2/+1
| | | | containing all the prims in the group is used for working out the rezzing point. So that none of the child prims are underground. Or at least thats what it is meant to do, still needs more testing and there are still some issues with link sets getting rezzed too high above the ground/target prim.
* Attempt to make it so items rezzed from inventory aren't half in the ground ↵MW2009-07-131-2/+10
| | | | | | | or half in the prim they are being rezzed on top off. This is currently only correct for single prims (not link groups) and unrotated prims. Next step is to fix for link sets and rotated prims. This needs a lot more testing to find use cases where it might be wrong (like half way up a hill?)
* * Added a user friendly message to the sqlite regionsettings saver giving ↵Teravus Ovares2009-07-101-1/+1
| | | | | | | them troubleshooting options and telling them to restart the simulator. This situation, hopefully is temporary and generates an exception when sqlite users first start OpenSimulator because of an unexpected condition in the database layer. Restart and all is well. * Added a user friendly message to the 'No IInventoryService available' condition with troubleshooting options.
* Prevent teleports from ending undergroundMelanie Thielker2009-07-081-0/+41
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* * Minuscule CC fixlbsa712009-06-221-0/+2
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* When a shared module hooks OnClientClosed, it has no way of findingMelanie Thielker2009-06-191-1/+1
| | | | | | | | | out which client connection has closed. So, in multi-region sims, things can get messy fast. This introduces a second parameters, which is a Scene object ref. Minor adjustments to custom modules may be required due to this change.
* Pulled out HelloNeighbour into its own service, INeighbourService, which may ↵diva2009-06-141-1/+1
| | | | get more functions as we go along. It's a very simple service and service connectors, and it served primarily to establish the design of services that dependent on Scenes and that must always have a local connector. More refactoring coming, as this showed how to do it right.
* Heart surgery no.2: the inventory service hooks. diva2009-06-101-0/+20
| | | | | | | Several improvements in the connectors themselves. Several improvements in configurations. Needed to add a hack in IUserService and UserManagerBase, to be removed when that service is refactored.
* Formatting cleanup. Ignore some generated files.Jeff Ames2009-06-091-3/+3
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* * Making sure we fail a bit earlier if we have no AssetServicelbsa712009-06-031-0/+7
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* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* * Bug fix: Fixes an exception when Scene.RemoveClient is called to remove on aArthur Valadares2009-05-291-117/+117
| | | | | non-existing ScenePresence avatar. Also removed trailing white spaces.
* * refactor: Remove redundent prim id attribute on Scene.AddSceneObject()Justin Clarke Casey2009-05-291-8/+3
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* * Add save xml2 serialization testJustin Clarke Casey2009-05-291-2/+1
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* Added ITeleportModule interface, and added a hook into scene so if a module ↵MW2009-05-211-13/+13
| | | | | | | has registered this interface then that handles teleport requests rather the SceneCommunicationService. As by default there is no ITeleportModule registered, Teleports by default will still be handled by SceneCommunicationService.
* Heart surgery on asset service code bits. Affects OpenSim.ini configuration ↵diva2009-05-151-1/+1
| | | | | | | | | | | | -- please see the example. Affects region servers only. This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing. Known problems: * HG asset transfers are borked for now * missing texture is missing * 3 unit tests commented out for now
* * EventManager's OnNewPresence event now fires correctly again.Adam Frisby2009-05-121-0/+3
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* Add AssetService of type IAssetService to SceneMelanie Thielker2009-05-111-0/+14
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* Squashed commit of the following:Dr Scofield2009-05-111-5/+45
| | | | | | | | | | | | | | | | further ACL stuff: - adding StrictAccessControl variable: DON'T set this to false if you want to enforce ACL, it will disable ACLs right now. Default is true. once we've got code added to allow child agents but prevent them from becoming root agents when the ACL denies access to the avatar, setting this to false will then allow avatars to see into a neighboring region but not enter it (currently ACL prevent both, seeing and entering). - enhancing log statements
* Add some asset cache plumbing. Change the generic cache from UUID to stringMelanie Thielker2009-05-101-1/+5
| | | | | | keys to allow caching the new crop of URI identified objects.
* * refactor: break out sog original xml serialization to a separate classJustin Clarke Casey2009-05-081-1/+2
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* refactoring Scene.NewUserConnection() to be simpler and clearer.Dr Scofield2009-05-061-84/+77
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* - moving banned check and public/private check toDr Scofield2009-05-051-84/+75
| | | | | | | | | | Scene.NewUserConnection() - adding reason reporting this enforces estate bans very early on and prevents us from circulating client objects that we'd then have to retract once we realize that the client is not allowed into the region
* Add copyright header. Formatting cleanup. Ignore some generated files.Jeff Ames2009-05-051-33/+33
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* * minor: remove some mono compiler warnings, minor cleanupJustin Clarke Casey2009-05-041-7/+0
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* Create a working configuration hook to allow LLClient parameters fromMelanie Thielker2009-05-041-2/+2
| | | | | | Opensim.ini to take force
* Plumb conifg into the client views. Add config option to configure packetMelanie Thielker2009-05-021-0/+5
| | | | | | dropping.
* Numerous packet improvements.Melanie Thielker2009-05-021-0/+6
| | | | | | | | | | | | | Don't allow packets to be resent before they have actually been sent for the first time. Switch from serializing a packet to get it's length to the LibOMV provided Length property. Fix resend timing. Fix the use of dangling references to Acked packets. Fix the packet handler to play nice with the packet pool. Fix the packet pool. Add data block recycling to the packet pool. Packet pool is now ENABLED by default. Add config option to disable packet and data block reuse. Add ObjectUpdate and ImprovedTerseObjectUpdate to the packets being recycled.
* Add a tweakable for the prim queue preloadMelanie Thielker2009-05-011-0/+9
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* Let estate owners and managers enter nonpublic estates unconditionally.Melanie Thielker2009-04-281-2/+2
| | | | | | Let gods go to nonpublic estates as well.
* From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-04-271-0/+5
| | | | | | | | | | | | | | If an avatar is sitting when the client disconnects, the avatar is not disassociated from the SOG on which (s)he was sat. This produces any, and varied, effects. I have updated RemoveCLient in Scene, to check, and stand the client up immediately prior to disconnect. This seems like the most robust way to handle the situation. Though in this case it might be worth factoring out the animations from other standup processing. It does no harm, but in this case it is entirely redundant.
* From: Alan M Webb <alan_webb@us.ibm.com>Dr Scofield2009-04-271-33/+49
| | | | | | | | | | | Added support for access control lists. Scene: Added test to AddNewClient for an entry in the access list when connecting to a region with limited access. EstateSettings: Added an HasAccess(UUID) property to test for an entry in the estate's access list. RemoteAdmin: Add RPC calls for admin_acl_list, clear, add, and remove.
* Make sim health data more usefulMelanie Thielker2009-04-151-1/+23
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* * Resolve unit test failure introduced in r9148 (probably)Justin Clarke Casey2009-04-151-1/+0
| | | | | | * Have the test scene always return success for session id authentication for now
* Another cleanup: Region_Status renamed to RegionStatus, and a usage comment ↵Johan Berntsson2009-04-151-1/+1
| | | | added
* Renamed splitID in Scene and added comments on usageJohan Berntsson2009-04-151-1/+8
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* Adds session authentication upon NewUserConnections. Adds user key ↵diva2009-04-141-38/+55
| | | | authentication (in safemode only) upon CreateChildAgents. All of this for Hypergrid users too. This addresses assorted spoofing vulnerabilities.
* Cleaning up old circuit upon client close.diva2009-04-141-0/+2
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* Thank you, dslake, for a patch that converts many of the linear searchesMelanie Thielker2009-04-121-15/+0
| | | | | | | | in SceneGraph to fast dictionary lookups. Includes a regression fix for attachments by myself. Fixes Mantis #3312
* * Add catch-all error handlers back to scene.Teravus Ovares2009-04-111-8/+8
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* * Instead of referencing mesh stuff in the physics plugin.. change the IMesh ↵Teravus Ovares2009-04-111-8/+8
| | | | Interface. (blame prebuild)
* Handle ObjectSpin* packets to spin physical prims on Ctrl+Shift+Dragnlin2009-04-101-0/+2
| | | | | | | | | | | | | | Addresses Mantis #3381 The current implementation works as expected if the object has no rotation or only rotation around the Z axis; you can spin the object left or right (around the world Z axis). It works a little unexpectedly if the object has a non-Z-axis rotation; in this case the body is spun about its local Z axis, not the world Z-axis. (But SL also behaves oddly with a spin on an arbitrarily rotated object.)